Mobs
Anyone who has been active on the main forums in the last few days must surely have already heard the news.
I'm not going to comment on why and how, but the short version is that Bukkit is almost certainly not getting passed this.
Consequently, the future of BukkitDev is very uncertain. Even if the legal matters were resolved tomorrow there isn't really anybody left to deal with file submissions anyway. There's no indication about how long the site will stay up and what will happen to the files.
Anyway, while I will continue updating and developing my plugins you will need to look for updates somewhere else, namely the wiki. I will be updating this wiki in the next few days to facilitate better communication (forums, email, etc.) and adding any documentation that's missing. I will also, of course, be looking into porting the plugins over to whichever API emerges from the ashes!
If you're penniless or like Mobs but not that much I'm also partial to TF2 items. Send any you don't want my way! STEAM id: coldntired
If you don't know what TF2 is, then start playing! It's free and fun!
Anyway, while I will continue updating and developing my plugins you will need to look for updates somewhere else, namely the wiki. I will be updating this wiki in the next few days to facilitate better communication (forums, email, etc.) and adding any documentation that's missing. I will also, of course, be looking into porting the plugins over to whichever API emerges from the ashes!
Introduction
Mobs gives you the ability to control almost every aspect of the mobs on your server, and a few other things on top. The concept is simple - as your server is running, things are constantly happening. Players are mining, mobs are spawning, the sun is going down, it's starting to rain, etc. Behind the scenes, CraftBukkit is sending messages to all interested plugins about these events. Player John broke a block of stone in world at location 55, 23, 137; A sheep died in world at location 209, 77, 22, etc. There are dozens of events, and thousands of these messages are sent every minute. Most plugins listen for a few of these messages and act upon them. Mob-blocking plugins, for example, listen for new mobs spawning somwehere, and then look at the config to decide whether to allow or block the mob from spawning. Chat filtering plugins listen for the player is chatting messages and block/edit them according to the config. Mobs listens for most (eventually all) of the mob-related messages, and a few extra ones, and gives you the option to block, allow, or alter the effect of the event. However, it goes beyond that in that it allows you to use the event to perform one or more actions. So, while you may not want to interfere with creepers spawning, you can use this event to change the weather, set the time, drop an item somewhere, give someone some experience points, or as many of the dozens of possible actions that you want. Additionally, it's possible to use conditions to filter the events you act upon. Want to give creepers a 1 in 1000 chance of taking out half your house when it explodes? Not a problem (except for the house).Config.yml
checkfornewerversion - set to yes to allow the plugin to contact this site and see if there is a newer version available. Note that it onlys checks, and doesn't download anything. generatetemplates - set to yes to have the plugin create empty config files for every possible event. Alternatively, simply look up the names on the tutorial and create only the files you want. worldstoignore - a list of worlds in which the plugin will be effectively disabled, ignoring all events in those worlds. allow_debug - set to yes to enable other plugins to access the event API (for logging, debugging, etc.)Commands
There is one only command in the plugin, which is /reload_mobs, or /rm. The reloads the config without reloading the plugin itself. Users need the mobs.canreloadconfig permission, or to be an op.Update checking
If you like, you can set the plugin to check for any newer versions that get released. To do this use the checkfornewer_version option in the config file. This only works for release builds so you won't be bothered by any beta or dev builds. Note that no update will be downloaded even with this set.Tutorial
Start the tutorial here to read up on how the plugin works The tutorial for the old config can be downloaded from here for offline viewing.Updates
Updates for all my plugins will be announced via Twitter, which you can find here.Dependencies
Mobs has another plugin as a dependency called Extra Events. Read more about it here. Make sure you install Extra Events as well otherwise you will get errors on startup!Donate
Mobs takes a lot of time to maintain, so if your server is enriched by it and you have some spare donations please consider sharing!
If you're penniless or like Mobs but not that much I'm also partial to TF2 items. Send any you don't want my way! STEAM id: coldntired
If you don't know what TF2 is, then start playing! It's free and fun!
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Posted Oct 19, 2012@KittyHopHop ah but with a straight ratio system we don't have to ensure that things add up to 100% (not even by adding a tricky catchall un-nominated value at the bottom like you've suggested)
% (percent) just means "per-hundred" - so you can think of each entry in a ratio list as being "per (the sum of all the ratios)"
so in a list:
<value ratio="1">bleah</value> <value ratio="3">cha</value> <value ratio="6">deh</value>then the "bleah" value will occur (on average) one per ten times... that is 1 per (1+3+6) etc.
if you want your ratios in percent figures for ease of eyeball estimation then you could just make sure that each time you make a list of possible values that the sum of the ratios for each value adds up to 100. That way each value's ratio would be in percent form...
eg:
<value ratio="10">eah</value> <value ratio="30">feh</value> <value ratio="60">gah</value>I think that would work anyway ("eah" has a 10% chance of occurring because the sum of all chances/ratios = 100)
benefit of not locking the ratios into mandatory percent form is you can add a value or change a number without having to change every other ratio number and without having to recalculate or make sure the whole stack doesn't go over or under 100...
err, this just what I think / why I'm in favor of the straight ratio system - I'm not sure what I said is actually correct and hope it makes some sense (have drunk rather too much coffee :)
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Posted Oct 19, 2012I really dont understand your ratio numbers or calculation. Would be easier if it was % chance like this:
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Posted Oct 19, 2012That's not a very instructive example, so here's a better one:
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Posted Oct 19, 2012@coldandtired
That is really neat. The flexibility of the new config is looking astounding!
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Posted Oct 19, 2012@Xikage I went a bit crazy and improved the syntax. Unfortunately, this means it broke everything and I'm having to fix it.
Most of it's done now so hopefully tomorrow evening will be the next Beta.
Every element (I hope) can now have a simple version or a complicated version.
The first one is simple, and will always send that message. The second one allows more customization of the message. All the elements use the same word (value) so it's pretty easy to remember.
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Posted Oct 18, 2012New beta today maybe? Need mooorreee! :D
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Posted Oct 18, 2012@coldandtired ah I see I see, thanks
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Posted Oct 17, 2012@Flyverse You need to be using the Beta. HP still works in the old version but is unsupported. Follow the link near the top of the page to get there.
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Posted Oct 17, 2012@coldandtired
Ah, ok :/
PS: No, no example config is generadted :(
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Posted Oct 17, 2012@Marsolic Nearly, but not quite :)
In the first outcome, name, zombie, and area need to use the text content rather than attributes <name>custom_zombie</name>
In the second outcome it would need a name condition <name>custom_zombie</name>
Doing it the way you wrote is something I had planned but haven't been able to do yet.
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Posted Oct 17, 2012@Flyverse An example is created when the plugin starts.
HP is currently disabled.
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Posted Oct 17, 2012Has anyone a example-config :( ?
With HP Settings...
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Posted Oct 17, 2012@Danioxo
hi Danioxo,
err I'm not sure exactly how to do what you've asked but here is my guess / how I would start going about it :)
two pieces, the first to spawn a custom zombie every 20 seconds (the interval). the second piece to give each custom zombie a title and skin when it spawns (I think you need to use spout in conjunction to do this.
Like I say I haven't tested those, mainly because I'm not near my server builder. I'm particularly unsure about how the syntax for set title and set skin should go. but if I you I'd start with those elements (you can read up on 'em in the tutorial pages.
Also from the look of Beatkidz pic he's got what you want working, so maybe he has some good config for it?
err... and this config shouldn't stop ordinary zombies spawning or alter their stats
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Posted Oct 16, 2012Umm... How can I add custom mob so it will spawn with other's and will be zombie like with custom skin and title? I mean do I need to set some outcome? But what if I set outcome to zombie? It will edit zombie or just take it's base minecraft config?
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Posted Oct 15, 2012@LordKainzo
I Currently use an older version on my server with heroes and it works great. The rebuild is still lacking a lot of the reasons i was using Mobs though. can't wait for all the old features. Here is what i got so far with the new version. Biome mobs in the works now.
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Posted Oct 15, 2012Giving some Heroes testing with Mobs. <3
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Posted Oct 15, 2012Has anyone a example-config :( ?
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Posted Oct 14, 2012You should do another poll about the silverlight config gen. :)
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Posted Oct 14, 2012How i set the hp's?
with
<set_hp="amount"> </set_hp>
or <set_hp> <amount = ""> </set_hp>
An question: there is a program what can generate this config?
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Posted Oct 14, 2012http://dev.bukkit.org/server-mods/mobs/?comment=1852
It'll be back! :)