ExampleConfig
Here's an example config - please feel free to leave me ideas/comments on improving structure or forumlas for size & faction affecting other fields. Keep in mind that all features have not been implemented (and some may not be possible) - this is just an example of how it would work. (as at 29/01/12 config reading has not even been added yet)
mobs: hellhound: - attacks: [fire, fireball] health: [10-20] abilites: [flaming] # these are hardcoded abilities for fancy effects, etc # flaming means the mob is on fire, and invunerable to fire size: [0.5-1.5] # size affects health, damage & aggression # the actual size wont change though as that's not possible (yet - would be nice) skin: http://... # for custom spout skins - path to texture mini-hound: - health: [5-10] abilites: [flaming] size: [0.4-0.6] icehound: - attacks: [snowball, freeze] abilities: [snowwalk] # snowwalk is the same effect that snowmen have spawns: hellhounds: - mobs: [hellhound/50%, icehound/5%] worlds: world biomes: [forest] height: "aboveground" # not added yet, will add if Bukkit can tell me it's aboveground replacemobs: [zombie, skeleton] blaze: - mobs: [blaze/100%] worlds: world biomes: [desert] replacemobs: [ALL] attacks: fire: - damage: 3 effect: burn # set the player on fire effectstrength: 3/1s # 3 damage per second effectduration: 10s # for 10 seconds elemental: fire # this is used for resistances fireball: - damage: 10 effect: burn effectstrength: 3 effectduration: 10s projectile: fireball projectilespeed: 10 projectileaccuracy: 60% projectilerange: 10 elemental: fire snowball: - damage: 10 projectile: snowball projectilespeed: 10 projectileaccuracy: 60% projectilerange: 10 elemental: ice freeze: - damage: 10 effect: freeze # similar to abilities these are hardcoded. Freeze should surround player in... # ..ice and do cold damage (until player breaks out or effect times out) effectstrength: 3 effectduration: 10s elemental: ice # Faction levels determine how mobs react to each other. A level of 50 is neutral, 0 indicates a hated enemy # and 100 indicates best friends. Faction is automatically varied by the individual mobs agression which means # that an agressive mob may still attack neutrals or even friends. factions: zombie: # any faction level not listed is assumed 50 - neutral - skeleton: 40 # zombies and skeletons get along but sometimes don't like each other - sheep: 20 # zombies don't like living creatures - cow: 20 - pig: 20 - wolf: 10 # zombies hate wolves - hellhound: 80 # but are scared of anything that can set them on fire
Greetings! I had a few ideas to throw out there, involving zombies mainly and breaking of blocks. I think it'd be neat to have trap like blocks that have different effects depending on the block type or duration of when its broken. I tried to do this with otherdrops and another plugin, but it didn't seem to register the mob breaking the block to replace it. Anyway, ideas below!
zombie/other mobs?:
breaksblocks: yes/no # Does it break blocks?
blocksdropped: yes/no # If broken, drop as resource?
blockduration: [BLOCKID1/5s, BLOCKID2/2s, BLOCKID3/10s] # Blocktype they can break, and how long it takes to break.
expandsightlimit: 80 # Zombie sight range. 80 = 80 blocks. NOT looking through blocks.
expandsmell: yes/no # Zombie can 'smell' through blocks.
smellrange: 40 # Zombie 'smell' range. Basically seeing the player through blocks. Could be set smaller from sight range, more localized. So they don't bunch up when they can't actually see the player.
respawnondeath: Zombie/50% # Mobype and chance to respawn on death.
Other ideas:
ageondie: 75s # How long before the mob despawns after no action/no player sighting/no smell/failed grabbing.
howmanydie: [1-100] # Random number or set number. How many mobs around the oldest die when reaching the death age. Could be useful for creating eerie silences after tons of noise.
message: "The noise subsided..." # Maybe a message possibility on mass mob despawn death when silent? Not sure here.
grouping: yes/1-8 # Zombies tend to group together when no player in sight/smell? Could localize spawning after the fact? Wasn't sure if possible.
Trap blocks:
trapblocks: yes/no # Can certain blocks have properties when destroyed by Mobs? Maybe add a block/duration/mobtype for certain types instead?
explodes: [BLOCKID1/5s, BLOCKID2/2s, BLOCKID3/10s] # Explodes after duration of mob attempting to break. i.e. TNT/5s = TNT blows up after 5 secs.
fire: [BLOCKID1/5s, BLOCKID2/2s, BLOCKID3/10s] # Replaces block with fire after broken.
lava: [BLOCKID1/5s, BLOCKID2/2s, BLOCKID3/10s] # Replaces block with lava block after broken. Durational period? Wasn't sure if duration was possible.
water: [BLOCKID1/5s, BLOCKID2/2s, BLOCKID3/10s] # Replaces block with water block after broken. Pushes mobs back. ^
snowman: [BLOCKID1/5s, BLOCKID2/2s, BLOCKID3/10s] # Replaces block with Snowman that does damage after broken. Could set health/damage?
Other ideas for replacement/traplike blocks?