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!
-
View User Profile
-
Send Message
Posted Oct 5, 2012@Xikage I didn't know it was possible to mess with the sounds. I've already added an action for the common effects (play_flames_effect, etc.) but I can't remember seeing anything in Bukkit about altering them.
The code for importing WorldGuard regions was optimized to greatly reduce the amount of looping it had to do. I can still optimize it further if needed.
-
View User Profile
-
Send Message
Posted Oct 5, 2012@Danioxo The items just use the standard item:data format so they should work with custom items.
-
View User Profile
-
Send Message
Posted Oct 5, 2012@wickersty Not at all. Feel free to write 12000+ lines of code if you think that's the quicker way.
-
View User Profile
-
Send Message
Posted Oct 5, 2012you HAVE to use the silverlight app to configure the plugin?! .... ugh..
-
View User Profile
-
Send Message
Posted Oct 5, 2012Is it possible to add custom items from spout as a drop from monsters with this plugin?
-
View User Profile
-
Send Message
Posted Oct 5, 2012@coldandtired
Alright that's awesome. Other than the WorldGuard region loading issue I have not really encountered any bugs, the stuff that works seems to be working great as long as I do the configuration properly! Also I am happy to report that autospawns do not seem to be causing insane lag anymore on my server. It's running very well so far.
Also I was thinking, It would be pretty neat if you could add an action to trigger sounds with pitch/volume options now that it's possible. People could then give special mobs different sounds when actions occur. When you aren't busy of course! I'm sure you already have a lot on your plate.
Keep up the amazing work.
Update On another note, Beta2 seems to have fixed the WorldGuard region loading slowness and error.
-
View User Profile
-
Send Message
Posted Oct 5, 2012@Xikage That's not done yet. The targets are something I was working on today, as they are currently a bit lacking. The nearest_player one has all the code in place for nearest_blaze, nearest_pig, nearest_mob, etc
More (including near_player) will be coming in the next few days.
-
View User Profile
-
Send Message
Posted Oct 5, 2012Thanks for v4beta colddantired. From the info in the pages section it looks like just what I need.
-
View User Profile
-
Send Message
Posted Oct 5, 2012Another question... how would you go about spawning mobs near players anywhere in the world with the new config, with minimum/maximum ranges from those players, to simulate new natural spawns?
-
View User Profile
-
Send Message
Posted Oct 5, 2012Beta2 is up.
Approached is called whenever a player gets within 10 blocks (4 vertical) of a mob. It's only called when the player moves into the area, and won't be called again until the player leaves and re-enters. Use this one for sending warning messages/damaging players, etc.
Near is called every second the player is inside this area. Use this one for playing an effect, zapping nearby players, etc.
See the target page for nearest_player info.
-
View User Profile
-
Send Message
Posted Oct 5, 2012@Xikage At the moment, no. HP is pretty complicated because it has to be tracked manually (Bukkit doesn't allow you to set HP higher than vanilla). It's next on the list though.
-
View User Profile
-
Send Message
Posted Oct 5, 2012@coldandtired
https://dl.dropbox.com/u/73383479/WorldGuard.zip
Also, is it possible to change mob's hp yet? I haven't been able to get their hp changing using the <set_hp value="50" /> action tag. I'm not sure if I'm doing something wrong. Everything else seems to work though.
-
View User Profile
-
Send Message
Posted Oct 4, 2012@Xikage Can you send me your WorldGuard folder for testing please?
-
View User Profile
-
Send Message
Posted Oct 4, 2012Currently the Beta1 build causes my server to load incredibly slowly if I am using WorldGuard. It seems to hang on loading the WorldGuard regions and eventually throws an out-of-memory error:
http://pastebin.com/AhJchMHU
-
View User Profile
-
Send Message
Posted Oct 3, 2012Beta1 is now up.
Autospawns make their triumphant return, but with much added goodness.
The main change is that they are no longer only for spawning, but can do anything that can be done in the rest of the plugin.
They use the same structure as the rest of the plugin, but because they don't get caused by a mob, some additional information has to be given. Mainly this means the world has to be specifically entered, otherwise the plugin won't know where to do things.
Have a look at the example config linked above to see what I mean.
This change also facilitates the whole mob proximity thing that has been oft-requested. It's not in there yet but will be for the next beta version.
-
View User Profile
-
Send Message
Posted Oct 3, 2012@T0ffel0k As far as I know, there's nothing at all in Bukkit concerning the new mobs yet.
-
View User Profile
-
Send Message
Posted Oct 3, 2012adding the witch and wither for the next update?
-
View User Profile
-
Send Message
Posted Oct 2, 2012Alpha v5 is up.
This will be the last Alpha and the next version will be Beta. Pretty much all the difficult things are done (even if they are still disabled).
I changed the way the config is done a little, but it makes more sense now. See this page for a general overview, and I'll update the other pages tomorrow.
The last big things missing are autospawns (which is almost done) and saving/loading.
Saving and loading is half done, in that reloading the plugin will keep the mob properties, but stopping and starting the server won't.
-
View User Profile
-
Send Message
Posted Oct 1, 2012@coldandtired
Thanks for responding. I understand how it wouldn't make sense to make ghasts naturally spawn in non-netherworlds. The plugin is really well made and everything else works there. I just need to learn how to do autospawns now, but I can do that on my own.
-
View User Profile
-
Send Message
Posted Oct 1, 2012@BEQOsNtDi6xRDGzqIAT7 Alpha is currently hard-core only! Once it gets finalized I might knock up an app for it but at the moment it feels simple enough to do by hand.
The old config used generic elements with specific attributes, like <spawn mob_name="pig"/> but the new one has many specific elements which make it easier to read and easier to create. The above example would just be <pig/> now.