MobVariants
Tired of every zombie being exactly the same as the last one? MobVariants gives you the chance to encounter special variations of mobs with differing stats and attributes alongside the default versions. Variants can range from the miniature Mini mobs to fearsome Epic monsters with boosted health, defence and damage!
Features
- Customise the probability of each individual attribute occurring! Don't want to go up against a double-damage creeper? No problem! Would you rather bosses not end up with random variations? Sorted!
- Unique titles for many variant combinations! Can you tell an Enduring mob from an Experienced mob? (If you can't they're all available below!) Identify variants at a glance with custom nametags for the mobs!
- Configurable private and public announcements for kills! Find out exactly what it was that you defeated, or brag of your victory to the entire server.
- Spawn specific variants of mobs on command! Are you man enough to take on an Epic Wither? Don't worry about getting swamped if you're not, because the command can be locked or unlocked via permissions.
Upcoming Features
- Increase the probability of variants spawning the closer to bedrock you go.
- Fast mobs!
- Got another idea? Let me know!
Instructions
To install MobVariants simply place MobVariants.jar into the plugins folder of CraftBukkit and you should be good to go!
Permissions
mobvariants.spawn
- Allows the player or group to use the /spawnvariant command.mobvariants.spawn.boss
- Allows the player to spawn boss variants.mobvariants.spawn.boss.nowarn
- Disable the warning upon spawning a boss underground for the specified user/group.
Commands
/spawnvariant [-s] mobname attribute [attribute2] [attribute3]...
- Spawn the specified variant at the location the player is looking at.
Attributes
Primary attributes contribute to the overall colour level of the mob.
- Health: Doubles the health of the mob.
- Attack: Doubles the damage dealt by the mob.
- Defence: Halves the damage taken by the mob.
Secondary attributes are additional, minor variations of a creature and will only affect the colour if there are no primary attributes.
- Burning: Mob is permanently on fire (unless it is extinguished, but it can be reignited) and does not take fire or lava damage.
- Mini: Mob is permanently tiny (supported mobs only).
Titles
- Health = Healthy
- Attack = Strong
- Defence = Resistant
- Attack + Defence = Experienced
- Health + Defence = Enduring
- Health + Attack = Aggressive
- Health + Attack + Defence = Epic
Colours
- Burning: Orange
- Mini: Light Blue
- 1 Primary: Green
- 2 Primaries: Yellow
- 3 Primaries: Red
- 4 Primaries: Blue
- 5 Primaries: Purple
MobVariants uses the PluginMetrics tool to collect anonymous usage data (including the number of players online, Java version, operating system, server auth mode, PluginMetrics version, system architecture, number of of CPU cores, server location, game version, server software and MobVariants version) and submits it to the tracking website MCStats. To opt-out of this data collection set opt-out to true in the plugins/PluginMetrics/config.yml file.
dead?
please update 1.12.2
@Hunter_X
I've submitted some information to the ticket as I'm also seeing this error. Let me know if i can be of anymore help.
If we could also have a feature or permanent include to have the variants not apply to non hostile mobs, this would be good also :)
What about making the mod work with economy so that you get bonus money or exp when killing the variant mobs?
I think the coolest thing you could add would be able to add potion effects to mobs. maybe using yml we could set up different mob varients? you could add different modifiers and armor/ weapons and then name it? I think that at least should be the end goal for this plugin, not right away :D
@lolzinyogrill
Editing the values/multipliers/etc. of existing attributes should be simple enough to code. Adding new attributes is somewhat trickier, and would either be somewhat basic (such as selecting from a specific set of options) or would require some form of scripting language. Not to say it would never be implemented, but I'd need to think carefully about how I would want to set it up.
Any way you could let us edit what these properties give? Ex. Health gives you X2.5 Hp instead, and maybe the ability to add more, Healthy Gives X3 Hp etc for the other classes?
@Matt19901
I haven't personally tested it with Multiworlds, but I can't think of much to suggest it wouldn't work with the plugin. The probabilities of mobs spawning with variants (but not the probability of mobs themselves spawning, since that is not affected by MobVariants) would be consistent across all worlds however, since the config file does not currently have settings for different worlds. Perhaps that functionality will make it into a future release.
@Hunter_X
Done and does this support multiworlds and if not can you possibly add it?
@Matt19901
I've set up a ticket for this issue here, along with a couple of extra questions that would help me to diagnose the source of the error. If you could fill out the answers when you have a moment that would be greatly appreciated.
Here i get this error in the console for the plugin using a dev build for 1.6.1:
@kidpaler
Does Quester have an API for custom objective types? I had a look through the plugin page and couldn't see much, but considering I hadn't heard of it until today I may well have missed it.
If it doesn't have an API then I'm not sure how much I can do on my end. If the developer of Quester is ever interested in adding support for MobVariants it would probably be a simple enough job to check for the metadata tags I use to identify specific variants, but that's something that you would need to take up with them I'm afraid (that said, I would be happy to provide them with the information they need to integrate the plugins).
Quester support?
@Frofster
The configuration file has a set of values that allow you to specify the probability of each attribute occurring in a naturally spawned mob (or to disable it if you don't want to see a specific attribute in your game), as well as to enable/disable bosses naturally spawning with variants.
I haven't tried using the plugin yet (I will in a week or so), but is there a way for variants to auto-spawn? As in, variants will spawn just like regular creatures so that there is a general diversity among monsters?
Version 1.4.0 has been uploaded to the site and is waiting for approval!
Edit: And it's up, enjoy!
@kidpaler
Maybe - I'd need to look into the WorldGuard API but I expect something along those lines can be done. Might not make it into the next release though, since I've actually recently picked the project back up and am doing some final bug testing before I submit a new version to the website (things fell behind a bit after the server I was testing the plugin on expired and shut down).
Can you make it so you can use World Guard and spawn the mobs in the World guarded region only? So that way (For RPG's or other type servers) you can have progression between areas?
Hello, I would like to put the lang for the translation
@MattSheridan
There's not an awful lot of difference at present, but the way Java handles integer rounding means attacks against a defence variant that do 1 damage will currently be rounded to zero, while the same attack against a health variant will damage it. Of course, I'm always open to suggestions on how to improve the system.