Configuration FAQ

Configuration FAQ

Can I spawn any type of creature (e.g. Wither)?

Yes. You can spawn any type of mob that exists in the game. To do so, you need to add the mob ID and settings to the config file of the plugin.

For example:

  WitherBoss:

    displayname: "&3Devil"
    health: 600

    drops:
      - 2 266

If you add a new type of mob, make sure you use the right indentation (spaces before each key and setting).

To spawn the wither, run the command:

/ktb WitherBoss

What kind of creatures can be spawned?

This is the list of mob types supported by the plugin (case sensitive):

  • Creeper
  • Skeleton
  • Spider
  • Giant
  • Zombie
  • Slime
  • Ghast
  • PigZombie
  • Enderman
  • CaveSpider
  • Silverfish
  • Blaze
  • LavaSlime
  • EnderDragon
  • WitherBoss
  • Bat
  • Witch
  • Pig
  • Sheep
  • Cow
  • Chicken
  • Squid
  • Wolf
  • MushroomCow
  • SnowMan
  • Ozelot
  • VillagerGolem
  • Villager
  • EntityHorse

Note that some are already in the config file and some are not.

Can I change the kill messages?

Yes. You can change the kill messages in the config.yml file and use your own text, in your own language. You may also use color code using the '&' character. For example:

  CaveSpider:

    displayname: "&6Spider Queen"
    health: 40
    messages:
      kill: "&1<player>&f has killed the &6Spider Queen"
      shootdown: "&1<player>&f has shot the &6Spider Queen"
      potion: "&1<player>&f used alchemy to melt the &6Spider Queen"

What if I don't want to display any kill messages?

You can set an empty message under the 'messages' section of each creature. For example:

  CaveSpider:

    displayname: "&6Spider Queen"
    health: 40
    messages:
      kill: ""

How can I make mobs stronger?

If the mob is a Zombie, a PigZombie or a Skeleton you can give it enchanted armor. Using enchantments such as Protection and Thorns will make the mob much harder to beat (or next to impossible, depends on the levels). In a similar manner, you can give the mob an enchanted weapon such as a high-level sword. For example, an overpowered pig-zombie:

  PigZombie:
 
    displayname: "&5Deranged Zombie"
    health: 100
    equipment:

      helmet:
        ==: org.bukkit.inventory.ItemStack
        type: DIAMOND_HELMET
        meta:
          ==: ItemMeta
          meta-type: UNSPECIFIC
          enchants:
            PROTECTION_ENVIRONMENTAL: 10
            THORNS: 5

      chestplate:
        ==: org.bukkit.inventory.ItemStack
        type: DIAMOND_CHESTPLATE
        meta:
          ==: ItemMeta
          meta-type: UNSPECIFIC
          enchants:
            PROTECTION_ENVIRONMENTAL: 10
            THORNS: 5

      leggings:
        ==: org.bukkit.inventory.ItemStack
        type: DIAMOND_LEGGINGS
        meta:
          ==: ItemMeta
          meta-type: UNSPECIFIC
          enchants:
            PROTECTION_ENVIRONMENTAL: 10
            THORNS: 5

      boots:
        ==: org.bukkit.inventory.ItemStack
        type: DIAMOND_BOOTS
        meta:
          ==: ItemMeta
          meta-type: UNSPECIFIC
          enchants:
            PROTECTION_ENVIRONMENTAL: 10
            THORNS: 5

      weapon:
        ==: org.bukkit.inventory.ItemStack
        type: DIAMOND_SWORD
        meta:
          ==: ItemMeta
          meta-type: UNSPECIFIC
          enchants:
            KNOCKBACK: 5
            DAMAGE_ALL: 15
            FIRE_ASPECT: 2

A different approach to making a mob over powered is to give it a very high health and a high-level Strength effect. For example, a spider that kills almost everything with one hit:

  CaveSpider:

    displayname: "&6Spider Queen"
    health: 500
    effect:
      type: 5
      duration: 10000
      amplifier: 10

How can I make mobs more rewarding?

Adding custom drops to each mob type is easy. For example:

  Pig:
    drops:
      - 1 264

Killing the pig will drop 1 diamond. If you want to use special items as drops, you can define an ItemStack setting. This can include enchanted books, custom weapons, items with lore etc.

For example:

  Pig:
    drops:
      - ==: org.bukkit.inventory.ItemStack
        type: DIAMOND
        meta:
          ==: ItemMeta
          meta-type: UNSPECIFIC
          display-name: "Pig's Gift"
          lore:
            - 'Type: Special Stone'

How do I spawn a skeleton horse?

Since version 2.13, you can specify the "horsevariant" setting for EntityHorse. The following code will spawn a skeleton horse with a skeleton rider:

  EntityHorse:

    displayname: "&2Hell Mount"
    health: 50
    saddle: yes

    horsevariant: SKELETON_HORSE

    effect:
      type: 0

http://dev.bukkit.org/media/images/59/844/riders.png

How do I add special mob skills?

To make a creature push a player about 10 blocks away and into the air (depends on creature velocity), dealing 3 damage, every 8 seconds:

    push:
      distance: 10
      damage: 3
      every: 8

Creatures will only push nearby players. The target will likely take fall damage in addition to the damage listed in the settings. Note that if the creature did not find a target to "push", another 8 seconds will pass before it will try again.

To make the creature use a poison splash potion (level 1) on nearby players every 10 seconds:

    splash:
      type: 19
      level: 1
      every: 10

The creature will only splash nearby players. Note that if the creature did not find a nearby target to splash, another 10 seconds will pass before it will try again. Positive potions can be used, so you may create a "healing bat", for example. Please note that level must be 1 or 2, and only some potions support level 2.

To make the creature pounce (jump) on a player every 15 seconds:

    pounce:
      every: 15

The creatures will only pounce on players, which are not very close to them and not too far away. Note that if the creature did not find a target to pounce on, another 15 seconds will pass before it will try again.

To make the create spawn a different creature, which lives for a short while:

    #
    # Spawn a new creature every 20 seconds, if a player is targeted.
    # The new creature will live for 10 seconds before disappearing.
    # The target of the new creature will be the same as the target of the zombie.
    # You can specify the creature profile (config file to load from). The default will be "current profile".
    #
    spawn:
      type: CaveSpider
      every: 15
      timetolive: 10
      profile: default

To make the create fire a long range arrow, that causes an effect if it hits:

    #
    # When a target is further away (25-35 blocks away), fire a long shot which blinds the targets (every 5 seconds).
    #
    longshot:
      every: 5
      effect:
        type: 15
        duration: 80
        amplifier: 0
<</code>


It is possible to combine skills. For example, the Zombie can have all three skills:

<<code>>
  Zombie:

    displayname: "&4Demon"
    health: 60
    messages:
      kill: "<player> has killed the &4Demon&f! Thank God it's over!"
      shootdown: "<player> has shot the &4Demon&f! Pure skills!"
      potion: "<player> used magic to smite the &4Demon&f! That's the spirit"

    # 
    # Push targets into the air, dealing damage, every 13 seconds
    # 
    push:
      distance: 10
      damage: 3
      every: 13

    #
    # Pounce on target every 11 seconds
    #
    pounce:
      every: 11

    #
    # Splash poison (level 1) every 7 seconds
    #
    splash:
      type: 19
      level: 1
      every: 7

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