Faction Mobs
Command a mob army to fight for your team
Want some guards to defend your territory? Faction Mobs allows you to spawn mobs aligned to your team! They'll attack enemy players and monsters! You can even order your mobs around. Make them follow you or patrol an area.
Supports:
- Factions (Including Factions UUID)
- Towny
- SimpleClans
- Kingdoms
- Feudal
Mob Types:
There are 5 mob types:Swordsman
- Sword wielding
- Base class: Skeleton with sword
- Archer
- Bow wielding
- Base class: Skeleton with bow
- Mage
- Potion throwing
- Base class: Witch
- Titan
- Base class: Iron Golem
- SpiritBear
- Base class: Polar Bear
The swordsman and archer will equip full leather armor dyed to a color of your choice.
You can modify mob attributes in the config, and you may disable them selectively if you wish.
If Lib's Disguises is used, the swordsman, archer, and mage will use player skins.
Behavior:
Your faction mobs will automatically categorize any units it meets as enemy, friendly, or neutral.
Players and faction mobs from enemy factions will be considered enemies. If set in the options, hostile mobs will also be considered enemies, with the exception of the creeper, which it will never attack. Players and faction mobs from your own and allied factions will be considered friendly. All other units are neutral.
Your faction mobs will automatically attack hostile units. It will defend itself when attacked by neutral units. It will never attack friendly units.
Note that the Mage and Archer have some rather bad aim, and may accidentally attack friendly units. You can prevent damage from friendly fire by setting noFriendlyFire to true in the config.
The config file contains many options to set various attributes to the mobs. Please look through it.
Additional Information:
- Mobs still use their original AI, just slightly modified. This means they will use the same movement patterns when attacking as they normally do.
- I used some of the obfuscated functions from Craftbukkit. This means that the plugin will only work for the version it was released for.
- The mobs are saved in file separate from the rest of the world. If you change the name of your world, the faction mobs will not transfer with it.
- If your server is prone to crashing, it is recommended you turn on the autoSave function in the config file.
- This plugin utilizes Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
- The Factions version
- Note to other devs: Faction Mobs custom entities have "CustomEntity" and "FactionMob" metadata tags
Reporting a Bug:
- Server type and version
- "Factions" plugin and version
- FactionMobs version
- error.log file if relevant
- Steps to reproduce the problem
Fan-Made Tutorial Video:
Hey there, my bukkit sever doesn't load the plugin, does Factionmobs need other plugins to work or is this just a bug?
@Aibakins
I don't understand how I would integrate Towny. Instead of Factions I would use towns? That seems a bit odd. Also, I don't think towns can declare war on each other.
You should add towny support too!
I'm hoping the CraftBukkit 1.5.1 recommended build will be released soon, so I will not be releasing any more versions for 1.4.7.
I'll release new versions as I find new things to implement. Suggestions are welcome.
@GhostGunnerKing
Just ran it using the newest craftbukkit dev build. Still works for me. Are you sure you're using this one? http://dev.bukkit.org/server-mods/faction-mobs/files/12-faction-mobs-v1-6-beta/
Just a heads up the plugin is broken after the newest update.
@idy26
Seems a little complicated and hard to implement. I don't want to clutter up my plugin right now. So many other things to fix (the lag).
@idy26
Actually, based off of Typical_Name's comment, I thought of a way to detect friend/foe. FMobs should always be hostile towards hostile mobs, as they are currently, but configurably hostile towards a player based on what they are wearing. If a player is wearing a Purple Leather Helm for example, Purple Faction Mobs wont attack them. Then you could disable/enable the ability to wear this helm with permissions or such.
@Scyntrus
I figured that may have been the reason. I cant offer any suggestions yet, but I'm sure you'll figure out a way around it. I look forward to using this in the future though!
@Kami675
The idea was that mobs would be limited by the amount of money you had online to buy them, but I guess that doesn't really work. Instead of making mobs cost power, I think I'll change it so that the number of mobs a faction has will be limited by how much power they have.
@Typical_Name
I was thinking of making Factions optional in the future by making it treat each player as a separate "faction". I don't intend on integrating groups however. Also, no, I haven't heard of Herostronghold. I searched it up and it looks a bit too complicated to integrate.
This plugin looks awesome, but I really dislike Factions. Having either a built-in group recognition system or simply using permissions groups (ie with bPermissions or PEX) would be fantastic, if possible. (ie, I give permission group1 a node that makes it so that a particular color of zombies are friendly to them, instead of having each color of zombies be friendly towards a particular faction)
Alternatively, Herostronghold support would be nice, but Herostronghold is somewhat obscure, so I wouldn't expect you to go to the trouble to do that.
I thnk it would be cool to set the amount of players needed ina faction to spawn a certain mob so like need at least 2 players for swordsman and 8 people for titan because 1 person factions can just spam mobs all over the place lol
In preparation for the Craftbukkit 1.5 release build, I released a version of my plugin compatible with the latest dev build.
It'll be v1.4 of my plugin.
To @idy26, one of my friends actually suggested that already. I might decide to do that in the future, but I have to think about how I'd implement that first. I originally decided to incorporate factions because I didn't actually know how to make the mobs move around when I started this project.
Suggestion: Remove the Factions dependency. It's a fun plugin, but the majority of owners that implement your plugin may not have enough players to warrant it's use.
Otherwise, great plugin.
Well... updating to 1.5 is gonna take a while because I'm getting errors, but they don't always happen. That's the worst kind.
@JunHWhang
I added "/fmob" as a command alias to "/fm" in v1.3. It's supposed to make my plugin use fmob instead of fm if another plugin is already using fm. However, I'm not at all sure as to how it works or even if it works.
@tonidu28
1. Make sure you're using v1.1 or newer. 2. Spawn a faction mob. 3. Right click it. 4. Type "/fm order follow"
Hello , i have an idea .. : Mobs can follow a players ? Thanks.
hahaa love this idea, Will look into it for my upcoming factions server :D
@JunHWhang
Yes, it will conflict.
I got a question: I installed FakeMessenger.jar and the command for it is /fm. Will it conflict with the FactionMobs.jar commands? Please send answer to [email protected] and subject: FactionMobs Answer. THANK YOU