TeslaCoil
TeslaCoil - Tesla Coil mob control:
Version: v2.6.5
Usage: the player must construct a tower of no less than 3 iron(configurable) blocks, and connect this directly to a redstone current. While the current is active, targetted mobs and players within a configurable radius, above or below ground, will be fried. The towers ping every second by default, so mobs chasing you will quickly regret it :p Feedback/constructive criticism is welcome.
Features:
- Tower of 3> configurable blocks will continually zap mobs in a proportionate radius
- Lightning striking mobs on sand turns the sand into glass
- Configuration for radius, vertical radius, sand-to-glass, toggleable targets, and ping time
- Sign-based mob filtering, and player targeting.
- Option to hit all mobs but those specified.
- To avoid being hit as a targeted player, pumpkin helmets have been added as a safe item.
- Command /teslareload allows ops to reload config without reloading all plugins.
- Only users with the permission 'teslacoil.use' can activate coils, and 'teslacoil.reload' for the config.
- Users can be limited with 'teslacoil.limit.#' as well as 'teslacoil.use.mobs' and 'teslacoil.use.players'. shoutout to Chaznuts thanks buddy!
- Towers may have a general cap set, or be limited per group/user.
- Can warn users if they are approaching dangerously close to a coil.
- The towers can be built to shoot fireballs, wither skulls, or simply ignite targets.
- Towers can construct an iron-fence shell.
Configuration:
Permission:
teslacoil.use | Activate coils teslacoil.use.mobs | Ability to target mobs teslacoil.use.players | Ability to target players teslacoil.reload | Use /teslarelaod teslacoil.nolimit | Bypass coil restriction teslacoil.limit.# | # is the number of coils that should be restricted per user/group
Configuration Properties
coillimit: 3 #How many coils users without teslacoil.nolimit can activate, max sandtoglass: true #If false, sand will not turn into glass if a mob is standing on it vradius: 2 #Sets veritcal radius to scan for mobs setping: 1 #Sets seconds the towers wait to ping the area around them blocktype: 42 #Type of block for tower teslaradius: 8 #Can be 0(based on tower height) or a number to set a constant radius. deathblocktype: 49 #Type of block that should be present at the top of the tower for wither mode. radiusmultiplier: 1 #Used only if teslaradius is 0; for each block, the radius is this much bigger. safelightning: false #Safe lightning will only hit the target and not cause splash-damage. fireblocktype: 89 #Type of block that should be present at the top of the tower for fireball mode. buildcage: false #When a normal (not fire-type) coil is enabled, constructs an iron-fence cage around it. warnthreshold: 10 #Can be 0(deactivated) or a number to designate, from the coil's usual effect radius, at what point an approaching player is warned. igniteblocktype: 20 #Type of block that should be present at the top of the tower for ignite mode. damage: 0 #Can be 0(no additional damage) or a number indicating how much additional damage will be applied to targets.
Signs:
Signs may be placed anywhere on the coil, above the block the power is running in through.
To Filter Players:
Same idea as below, place a sign on any side of the block above where the power is input, with the first line being [players] and the subsequent lines containing a player name per line. You can have as many of these signs as there are places on the coil to put them.
To Filter Mobs:
Place a sign above the block where the power is input (doesn't matter which direction it faces), where the first line is [mobs] and the second line contains a list of all mobs that should be targeted by the coil. Alternatively, by including 'ex' on the top of any sign (like [players]ex) will put the coil in Exclusion mode, avoided the specified mobs and hitting all others. The characters are as follows:
c - Creeper s - Spider k - Skeleton z - Zombie h - Chicken o - Cow e - Sheep w - Angry wolf p - Cave Spider b - Blaze m - Magma Cube v - Villager d - Ender Dragon i - Pig Zombie n - Enderman q - Ocelot r - Wither t - Witch l - Slime
It then procedes to keep spamming this error:
[SEVERE] Could not pass event PlayerMoveEvent to TeslaCoil org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:304) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:460) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:209) at net.minecraft.server.Packet10Flying.handle(SourceFile:126) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:113) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:567) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:459) at net.minecraft.server.ThreadServerApplication.run(SourceFile:492) Caused by: java.lang.NullPointerException at net.louderthanthunder.darklust.TeslaCoil.TeslaCoil.onPlayerMove(TeslaCoil.java:149) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:302)
@tiger0075 I get the same error as well when i start my server now. I don't know what caused it i haven't done anything differently.
@Legendoniance
I haven't had any problems until now. So you should be good
I just got this error. It has been working for months and all of the sudden when I started the server I got this. What can I do?
[SEVERE] Error occurred while enabling TeslaCoil v2.5.5 (Is it up to date?) java.lang.NullPointerException at net.louderthanthunder.darklust.TeslaCoil.PingRunner.<init>(PingRunner.java:42) at net.louderthanthunder.darklust.TeslaCoil.TeslaCoil.onEnable(TeslaCoil.java:73) at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:215) at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:337) at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:381) at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:256) at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:238) at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:381) at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:368) at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:197) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:432) at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
hi, your plugin is great! please could you add some option to modify the warning and safe messages? I trully need to translate those. thanks for the good job.
This mod is excellent, but I've got one request: could you make the relationship between the height of the coil and its radius of effect more configurable?
Right now, it looks like (when teslaradius is set to 0, anyway) the coil's radius becomes 1 block per 1 block of the coil's height. With that setting, it takes a lot of iron to get back up to the default radius of 8 blocks. So what I'd like is a variable that determines the height-to-radius ratio, allowing me to set the effect radius to, say, 2 or 3 blocks per 1 block of height.
Thanks!
is this for 1.2.5 R3.0? is it compatible? will the plugin break?
RSVP
-Mark
I run a non-pvp main world and would only like to allow mob damage. The most I can do now is tell my players that all it does is hit mobs, but if someone is smart enough to find this plugin page, they will know how to hurt people. Even with essentials lightning damage off, this stuff hurts... and it hurts a lot.
Anyway you can add 2 extra permission nodes? Here's an example of what I would like to see..
teslacoil.use.players
teslacoil.use.mobs
If possible, let me know. Hope it's not too much work! Thanks for the awesome plugins and keep up the great work! :)
EDIT: I experienced damage from [mobs]ex, not [players] (no reason to try it if I don't want it), so if you do take up my idea, please be sure to remove/edit the players from [mobs]ex as well. Thanks!
@pipocircus
what would its purpose be then if it Excluded Player and Mobs?
@Arrustar
I have seen this problem as well. I filed a ticket.
When do you think you will you update this plugin ?
Very nice (and funny!) plugin! But I have got one little problem. When I make a sign with
[mobs]ex
v
the TeslaCoil also kill me and the other players. Is there a way to make a TeslaCoil which excluses a player and a mob?
before i updated this plugin i had a network controlled by a few switches in a tower, using redstone to activate the towers, now, idk in which update this broke, but my redstone tesla coil defense line is inactive, all redstone activated coils are dead. whats the deal?
Maybe I'm wrong, but I thought that in a recent update you added the ability for the warning to only trigger for players that would be targeted.
Did I imagine that?
Will you add the possibility to remove things turning to fire?
I want to have a teslaCoil in a wooden town so...
@mdo13
I will add this, and you're very lucky, as I've not found any in the wild yet xD
Very nice plugin. Is there an option to kill ocelots. Ever since i updated my server to 1.2, my biome changed to Jungle. The ocelots are REALLY annoying.
Does this plugin use specific permissions plugins?
Perhaps (being dumb)overlooking something, but I'm having an issue where it disregards whatever groups I assign TeslaCoil's permissions nodes too and only allows OPs or Admins the ability to use any TeslaCoil commands or functions. I'm using PermissionsEx.
Have the permissions nodes changed, perhaps?
I agree with an earlier post. I would like a way to disable fire. I do not have a fire type tower, but it still lights everything on fire, and it stays on fire, even if you remove the block that is on fire and replace it. I also am having the issue with mob ex hits players also. Otherwise really cool plug in that I will use on my server once the fire issue is resolved. Thanks!
This is a really nice plugin but I think I found a bug. I'm making an underground house with iron blocks and we have placed buttons all around to open the iron doors. Every time we hit one of those buttons, annoying lightning strikes the ground above it. I found out that if I put 3 iron blocks in a vertical column and put a button at the base (or any form of redstone current) Lightning strikes it, yet I have no sign placed.