CrazySpawner
Version 4.3
Description
Tired of empty or to complicated mob farms? Spawn and kill monsters or animals.
Revive grieved villages. Restore the entire The_End world with Ender-Dragons and -Crystals.
Use repetitive SpawnTask to automate these tasks.
Monster invasion? Spawn as much as possible. Are your players fast enough to kill them all?
Are you creating a rpg? Do you need custom monsters?
Have you tried killing a Zombie with Full Armor and 1000 life?
Do you want to have special monster spawn areas?
Do you need help with drop events? Just spawn your drops and XP.
Features
- Custom Entities
- angry (Wolf + Pigman)
- baby (Animals + Zombie)
- charged (Creeper)
- color (Sheep)
- custom (head) name
- custom max heath
- custom drops
- custom xp drops
- custom equipment
- custom damage
- size (Slimes)
- tamed (Cat/Ocelot + Wolf)
- villagertypes
- wither (Skeleton)
- detectionRange and alarmRange
- supports none living entities
- drops, falling blocks, fireworks + more
- + much more
- 56 spawnable entity types
- 46 optiongroups in total
- 170 options in total
- no new mob types included (only default minecraft ones)
- my plugin may support partially support new mob types added by mods
(Can be fully supported with a little coding - Ask)
- my plugin may support partially support new mob types added by mods
- Animal/Monster/Golem/Villager/Boss spawning
- All Slime sizes (1 - 100+)
- All Villager types
- Baby creatures
- CustomCreatures
- PoweredCreepers
- WitherSkeletons
- SkeletonHorses
- + more (Almost everything included in Minecraft)
- Animal/Monster/Golem/Villager/Boss removing
- Ability to respawn bosses
- + Command to automatically respawn Ender-Dragons and -Crystals in The_End world
- Change Spawner Types
- Overwrite default entities
- Supports jokeys/riders
- Currently only via custom creatures
- Peaceful option (don't attack)
- Detection range (include view range and angle)
Requirements
- CrazyCore (Version 10.7.7 or later)
Commands with their Permissions
Metrics
(Generated by MCStats.org)
Languages
- en_en (English)
- de_de (German - Deutsch)
- cn_cn (Chinese - 中国的, thanks to cdcp998)
- es_es (Spanish - Español, thanks to Sirikon)
- fi_fi (Finnish - Suomi, thanks to suomenlippis)
- fr_fr (French - Français, thanks to Finelarme2)
- nl_nl (Dutch - Nederlands, thanks to jekeke123)
- pl_pl (Polish - polski, thanks to MegaManNT)
- ru_ru (Russian - русский, thanks to kilolife, SannyOK)
(Please post additional translations here, so i can share them to everybody!)
@TheOneMadHawk.
They spawn with (1) hp [ as i set it in the config], upon taking damage from a skill it shoots up to its default value, minus the damage dealt. Now this quite possibly could be an issue with how heros is checking and applying hp.
I've installed Ancient RPG, which, surprisingly enough, after looking at the dev. builds, looks like its an even better option with it's bundled GUI spell editor for custom spells. I'll get back to you with those testing results as well.
One other major flaw I'm seeing as I'm setting up this .hack server project, is that creating npc's with large tables is tedious, and rather inefficient. As a programmer myself ( sadly havent learned java yet) It would probably more efficient, and MUCH more user friendly. to assign treasure chess as loot tables.
Sort of as follows:
/clc or /CrazyLootChest "Please left click a chest" "This chest is now LootChest #1"
While storing a data base of:
Lootchests: LootChest1: world: x: y: z: LootChest2: world: x: y: z:
setting up the actual chest would use the top row for the item table, and the row below that, for drop chance(64 wool = 100% drop chance / 1 wool = 1.5% drop chance) allowing up to 9 drops per table. It also becomes much more efficient when we want to have say 3 different visual mobs in an area, and want to link them all to the same loot table.
Food for thought :] Off to test skills from Anicent RPG and see if the problem persists.
And then pointing creatures at the chests to have much easier tables for items. This also means we could live edit the chest feature.
@LordPhrozen
However for this plugin to really shine, can you please look into supporting Heroes?
I'll have a look on that.
Heroes is by far the most robust RPG plugin out there, while damage from hero skills passes to creatures, it seems to reset their HP.
Please explain that to me.
Does the maxHealth reset or does the health (above the head) jumps high and down when hit?
This plugin is fantastic, the creatures here are working fabulously, and this plugin is more than i can ask for in terms of setting up basic custom mobs. However for this plugin to really shine, can you please look into supporting Heroes?
Heroes is by far the most robust RPG plugin out there, while damage from hero skills passes to creatures, it seems to reset their HP. Any chance we can see if there's a way to make these two great plugins work together?
Thank you
@Matt19901
Thanks for adding the error log instantly.
All CrazyPlugins require the CrazyCore plugin
You can get it here:
http://dev.bukkit.org/server-mods/crazycore/
You can get the latest dev builds here: (But i guess there is nothing new in there)
https://raw.github.com/ST-DDT/Crazy/master/CrazySpawner/CrazySpawner.jar
(there are a lot of cool features in latest CrazyCore dev version, but i haven't tested it yet at all.)
CrazySpawner ToDo List:
I am getting an error with the latest versions of this plugin and the beta build for craftbukkit when will this be updated again or can i get a hold of a development build?
@ThisUsernameIsMine
Thanks for this error log.
I hoped i solved it now:
[Link - removed]
I was trying to apply custom damage to ItemStacks...
@TheOneMadHawk
Here you go: http://dev.bukkit.org/paste/7742/
This occurs very often (many times in a row) now and then.
In case you want my current list of used plugins:
- http://dev.bukkit.org/paste/7743/
@ThisUsernameIsMine
OK, thanks for that info. I'll have a look on that once i got the logs.
3.15 is giving lots of NPE's on certain events @ latest CB dev-build (can't copy+paste them yet but will soon).
@kamakarzy
ToDo List:
@TheOneMadHawk
thanks top man
@kamakarzy
I'll try to add that soon.
ToDo List:
could you make it so it was redstone activated as it would be great to make a mob arena thanks
@wydgabriel
But the peaceful option is to dont let the monster move without an attack right?
I don't know whether this is possible or not.
Edit: It is possible but i'm not sure about it being allowed on Bukkit.
Spawncode: Bukkit->CraftBukkit->Minecraft->Bukkit
Damagecode: Bukkit->Minecraft
With the current code (unfinished and untested), i have no version depecies, but it is quite horrible to read.
And the custom drops could be from RPGItems?
Any Item will be possible. (if basicly supported by bukkit, even writen books)
And the final thing could be simple skills like knockup, lightning, etc.
These skills sound simple but they aren't.
But the peaceful option is to dont let the monster move without an attack right?
And the custom drops could be from RPGItems? And the final thing could be simple skills like knockup, lightning, etc.
@wydgabriel
are u working in making them dont move withou an attack?
Yes
ToDo List:
You are a great guy Hawk, u support your ''clients'' ^.^
Well, it worked but are u working in making them dont move withou an attack?
That would be awesome '-' Thanks for the support, u are great!
@wydgabriel
I guess thats possible already.
Edit: Try this dev build:
customName: '&CDiamond_Zombie'
@wydgabriel
It is planned to add custom drops to monsters.
Skills are currently not planned.
Another thing that is good is add a epic drop from RPGItems plugin. With this plugin, you can create weapons with powers and that would be great drop them from epic bosses with epic skills!