iSpawner
Quote from Siguza:The Future?
Since Spigot is still standing and Sponge is slowly getting somewhere, I'm not exactly sure what to do with my plugins, but I'll stick around.
I think I will port most of my plugins to Sponge, but some (like NBTLib) will hopefully not be necessary anymore.
For now, I've set all my projects to "inactive", except for VirtualPack, which I will keep compatible with Spigot, until I ported it to Sponge. If you really want to see any of my other plugins updated to Spigot, just comment on its project page.
iSpawner
[ Download ] [ Source ] [ Format reference ]
Edit every attribute of your mob spawner - using commands and/or templates.
How to use
Installation
- Download NBTLib and move it to your plugins folder.
- Download the iSpawner.jar and move it into the plugins folder.
- Start your server.
Config
Node | Possible values | Description |
---|---|---|
check-update | true or false | Whether to check for updates or not. |
Commands
Note 1: The actual command is "/ispawner", but there's the a short version: "/isp"
Note 2: Red arguments have to be given, blue ones can be omitted (depending on what you're doing)
Command | Description | Required Permission |
---|---|---|
/isp | Show the help | - |
/isp version | Show the version of iSpawner | - |
/isp start | Execute this command and click a block to start a session. | ispawner.use |
/isp start (world) (x) (y) (z) | Start a session in world world at position x/y/z. | ispawner.use |
/isp cancel | End the session and discard changes. | ispawner.use |
/isp end | End the session and apply changes. | ispawner.use |
/isp set (path) (type) [value] | Set an NBT tag to a certain value. Important: If type is list, compound or "-" (= delete tag), you don't need to give a value, otherwise you do. | ispawner.use.admin |
/isp import (name) | Import the file iSpawner/data/name.txt. | ispawner.import and ispawner.import.name or ispawner.import.admin |
/isp export (name) | Export the current spawner to iSpawner/data/name.txt. | ispawner.export |
/isp export override (name) | Export and override iSpawner/data/name.txt. | ispawner.export.admin |
/isp info | Print all the data of the current spawner. | ispawner.use |
/isp types | Show all possible NBT types. | ispawner.use |
Permissions
Node | Effect | Child nodes |
---|---|---|
ispawner.use | Allows the use of iSpawner commands | |
ispawner.use.admin | Allows to edit spawners directly via commands | ispawner.use |
ispawner.import | Allows to import templates | |
ispawner.import.admin | Allows to import every template | ispawner.import |
ispawner.export | Allows to create templates from spawners | |
ispawner.export.admin | Allows to overwrite existing templates when exporting | ispawner.export |
ispawner.update | Notifies you of new iSpawner versions | |
ispawner.admin | Full iSpawner access | ispawner.import.admin ispawner.export.admin ispawner.use.admin ispawner.update |
Dev Builds
Quote: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!
[ Dev Builds ]
Donation
Is of course always appreciated. :)
@toasterparty
By the time, the spawner only allows "living" entities.
This plugin was exactly what I was looking for!
Would it be possible to add the ability to spawn and configure entities that aren't mobs? (i.e a potion spawner or falling sand spawner)
If support for this was added, this plugin would probably be perfect.
@sception
Yes, you have to set it manually for every spawner.
I plan to make my plugin modify the tile entity, then I'll be able to do practically everything, but this will take some time that I don't have at the moment.
Can this effect global spawners? or only single 1? Do i have to manually set each one?
@Nightiky
Correction: According to my understanding of the code, it should be seconds, but it isn't somehow... no idea what Minecraft is doing here. Might be 1/20 of a second, but I don't know.
@lvvipervvi
No.
@Nightiky
Yes.
@cena6665
/edit data ActiveEffects list
/edit data ActiveEffects.0 compound
/edit data ActiveEffects.0.Id byte <POTION ID>
/edit data ActiveEffects.0.Amplifier byte <LEVEL>
/edit data ActiveEffects.0.Duration int <DURATION>
Is there a way to make 1 mob spawn and when it is killed another one will pop out? not just by using the delay time.
Cool, gonna check it out.
Edit: /edit delay [min] [max] Set the min and max spawning delay
It is in seconds?
can you add potion effects and such using this plug-in like you could using MC edit?
@Nikallass
You mean like "span 50 mobs and then disable yourself"?
No, that's not possible since I'm not adding any data to the game, I just allow you to edit everything that is there.
Hi!Nice plugin you made here!)But can you add limit for monsters spawned from a single spawner?