BloodMoon
Description
This plugin will add a blood moon event to your server, each night has a configurable chance of a blood moon. During a blood mood the game is made a lot harder:
- Skeletons shoot faster.
- Skeletons shoot fire arrows (that start fires).
- Zombies spawn with weapons and armor.
- Mobs can break blocks when focused on a player.
- Hostile mobs have more health.
- Small chance of your sword taking massive damage with each strike.
- Creepers have much more powerful explosions (that cause fire).
- Any hostile mob killed has a small chance of coming back as a zombie (or other mob).
- A mob will spawn if you try to sleep.
- More mobs will spawn.
- Mobs will drop more XP when killed.
- Mobs will drop more items when killed
- Mobs will target players from further away
- Mobs will move faster
- Custom texture pack during a bloodmoon, the default one makes the moon red.
All of the features can be configured for each world. See the config section for more information.
Bug Reports / Suggestions
If you find a bug, encounter a problem or have a suggestion, please fill out a ticket via the Tickets link above. I do not have the time to read through the comments section, any comment that fits the previous three categories will be ignored.
Commands
- /bloodmoon start - Starts a bloodmoon event.
- /bloodmoon stop - Stops a current bloodmoon event.
- /bloodmoon next - Schedules a bloodmoon for the next night.
Permissions
- bloodmoon.admin.start - Allows the player to manually start a bloodmoon
- bloodmoon.admin.stop - Allows the player to manually stop a bloodmoon
- bloodmoon.admin.ignore-world-lock - Allows the player to leave the world even if the bloodmoon is active and the lock-in-world feature is enabled
All of these default to OPs only.
Config
Information relating to the config file for this plugin can be found on the config page.
Potential Conflicts
Due to limitations of the Bukkit API, this plugin has to override certain methods from the Minecraft source. If any other plugin replaces the same things it will not be compatible with BloodMoon and weird stuff may happen ! You would still be able to use both plugins but you would need to disable the break-blocks option in the config file, even them some features of either plugin may not work properly.
Contributing
Contributions to the project are very much welcome, if you have a feature that you want implemented and know a nice way to do it then consider forking the repo and submitting a pull request. These will be accepted as long as the following simple guidelines are followed.
- Do not edit the structure of the pom.xml file, feel free to add a dependency if you need it but the formatting and structure should not be changed.
- If you are exposing a new API method, add a JavaDoc comment to it, but don't over-comment internal code.
- Follow the existing code style, don't antagonise over every space though !
All dependencies that are used are now available from a public Maven repo, so you don't have to worry about building several other projects just to add a simple change any more.
Source Code
Dev Builds
Changes Since Last Release
Download
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
http://bukkit.jacekk.co.uk:8000/job/BloodMoon/
1. If you want to use a plug-in like Monster Effects, you have to disable block breaking in Blood Moon. Otherwise, the mobs that can break blocks will not perform their potion effects. Aside from this though, you CAN use both plug-ins (as I do).
2. If you want to use a plug-in like OtherDrops that enables custom drops, you have to disable double drops in Blood Moon.
So yes, Blood Moon is compatible with Monster Effects... mostly. You just can't use block breaking.
@wide_load
I will try that :). But i got something else, the texpack bloodmoon doesn't work. i tried to use /bloodmoon start and /bloodmoon next but it wont work everything. I put it on true in the config file. I just feel that this could be a n00b action from my side....
@Woordvoerder
Try it :)
Hello,
Just got 1 question. It's it compitble with the plugin Monstereffects ?
@alanthya
I've never used OtherZombies so you'll have to just try it out and see, it depends on the implementation.
@techrosis
A random number is generated between 1 and 10000 if the number you put in the config file is less than that number then a dungeon generates.
@Mal2ksc
There is no feature for potion effects. Some of the features were renamed, the ones listed on the config page are the current ones.
hydrogen.servegame(at)gmail.com is the official server e-mail address for hydrogen.servegame.com, where I use BloodMoon as the primary way to increase game difficulty. Remember the old Minecraft motto that went something like "Build by day. At night, the monsters come out."? That's how we run things. Lots and lots of monsters.
This has probably been asked before and if so I apologize in advance. The dungeon chance in the config according to the documentation is a fraction of 10,000. Could you elaborate on that a bit please?
@wide_load
We also run a plugin called OtherZombies and one of the first lines in the config is "natural -spawning-only: true" Will setting this to false prevent any of the bloodmoon mobs to not spawn or any extras to stop working? I read your update progress with v0.22.1 "Only replace naturally spawning entities with custom ones." Restarted the server and so far no errors. Do you know if this setting in OtherZombies can effect bloodmoon? Desperately trying to keep this error from popping up while retaining full functionality of both plugins. Thank you again for your help! Awesome plugin that always gets our players excited! And thank you for removing the max health limit. That certainly saved a lot of space in the server log file!
OtherZombies version: 1.4
natural-spawning-only: false enable-drops: true blood-enabled: true potion-effects-enabled: true disable-other-mobs: false
bosses-percentage: 5
disabled-worlds: - 'world_nether' - 'world_the_end'
Zombie: percentage: 30 health: 20 sunburn: true weapon: IRONAXE armor: helmet: LEATHER chestplate: LEATHER leg: LEATHER boots: LEATHER drops: - '0' potions: - 'NONE'
Zombie_Baby: percentage: 10 health: 20 sunburn: true weapon: STONESWORD armor: helmet: NONE chestplate: NONE leg: NONE boots: NONE drops: - '0' potions: - 'SPEED:5:1'
Zombie_Pigmen: percentage: 10 health: 20 sunburn: true weapon: GOLDSWORD armor: helmet: NONE chestplate: NONE leg: NONE boots: NONE drops: - '0' potions: - 'NONE'
Zombie_Pigmen_Baby: percentage: 10 health: 20 sunburn: true weapon: IRONSWORD armor: helmet: NONE chestplate: NONE leg: NONE boots: NONE drops: - '0' potions: - 'NONE'
Villager_Zombie: percentage: 10 health: 20 sunburn: true weapon: NONE armor: helmet: NONE chestplate: NONE leg: NONE boots: NONE drops: - '0' potions: - 'NONE'
Villager_Zombie_Baby: percentage: 10 health: 20 sunburn: true weapon: NONE armor: helmet: NONE chestplate: NONE leg: NONE boots: NONE drops: - '0' potions: - 'NONE'
Giant: percentage: 10 health: 30 drops: - '0' potions: - 'SPEED:10:10'
Zombie_Jockey: percentage: 5 spiderhealth: 20 zombiehealth: 20 weapon: WOODSWORD armor: helmet: NONE chestplate: NONE leg: NONE boots: NONE potions: - 'NONE'
@Mal2ksc
I don't do anything to block other plugins, it has to be up to them to make their changes in a compatible way. Will look into the potion effects thing, nice idea :)
I was wondering if you could allow for mobs to have effects placed on them during a Blood Moon -- for example, Resistance, which would pretty much offset the fact that I can't use max-health, or Speed, which would offset not being able to use movement-speed without creating SUPER fast mobs.
Also it would be nice if mobs could cause effects on the player. For example, I'd like to have a hit from a zombie carry a 20% chance of affecting the player with Slow for 5 seconds. (Even better if it can distinguish between zombies with weapons and zombies without weapons, but I'll take it either way.) Similarly, a hit from a spider could carry a chance of a Poison effect for 10 seconds. Multiple possible effects per mob would be nice -- for example I might want 20% chance of Slow from a zombie, but also a 50% chance of Hunger.
One particular effect I'd like is to have skeleton arrows that strike the head to be treated specially. I think it would be both interesting and challenging if arrows to the head caused a couple seconds of Blindness and/or Confusion. I have a headshot plug-in installed and it detects headshots on players (I use "headshoots" but there are several), so the detection code is in there somewhere. :)
There are plug-ins that do these things, but I have been unable to get them to work when BloodMoon is installed. They do not have all the available effects BloodMoon has, so I can't just switch.
Yay that craftbukkit beta lol
@wide_load
It doesn't matter if I stop it myself or it stops itself. I am using mutliverse for this and in my other worlds I have /gamerule doDayNightCycle false but in that one I need /gamerule doDayNightCycle true but it doesn't work. :(
@RealMTG
Are you stopping it manually ? Looks like that could happen in that case.
When the bloodmoon is over in my world, it sets the time to 0 but the sun won't move at all! Any help please? :(
@alanthya
There is no hook, the error is coming from another plugin.
@wide_load
Is there a way to disable the hook into lore attributes? i saw in an earlier release that you had added that. I think when a mob enters into an arena is when the issue starts whether there is anyone playing in that arena or not. Could you possibly provide a modified bloodmoon with that hook disabled? Just trying to see if that can be a temp fix. Thanks in advance for your help.
You should also be able to use /butcher to kill all hostile mobs in an area, and let them re-spawn with your new settings.
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Running with 1.6.2 here -- Spigot even. Two things are broken: more-health (double-health) causes errors still, and movement speed causes REALLY FAST mobs no matter what multiplier I use. I have to keep both of these options switched off. The plugin itself, however, has no problems with 1.6.2.
@zenmender
In what way does it not work ?
@ArchNem1s1s
Create a ticket as a reminder or I'll forget :P
Could you possibly make it that we can configure if we want pvp enabled in a blood moon? And maybe also configure how many blocks pvp is disabled on a bloodmoon?