LorinthsRpgMobs
This is a simple 'plug and play' plugin that adds a difficulty to creatures, and a Level Indication based on their distance from Spawn. The current formula to get the mobs level is by default as follows....
(((Distance from closest spawnpoint) - CenterBuffer) / Distance) + 1 = Mob Level
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This gives the result of creatures 0 - 49 blocks from spawn = Level 1. 50-99 = Level 2, etc
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The distance value of, 50, can be modified by your own choice
What these levels change and add...
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Increases Damage / Health a monster has (these levels play into configurable formulas that increase damage and health)
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Adds armor to creatures at specific increments (configurable)
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Gives different loot drops based on level
Level Regions
Level regions can be created (in conjunction with World Guard) to create zones of stronger/weaker mobs!
You simply create a level region with the worldguard id and give it a level!
From there you can customize mob names based on regions!
Mob Variants
Commands
- /lrm - displays all available commands of the ones listed below (if not listed check permissions)
- /lrm butcher [radius] - kills all entities loaded in world that aren't tamed
- /lrm region - access to all region commands
- /lrm reload - saves/reloads config files
- /lrm spawnpoint - access to all spawnpoint commands
- /lrm update - updates the plugin, takes effect after server restart
Permissions
- lrm.admin - gives access to most the commands above
- lrm.butcher - gives access to the butcher command
- lrm.update - gives access to /lrm update - uses auto updater to allow for automatic updates!
Videos
- Mob Hunting
- Battlelevels
- Heroes
- Skill API
- EnchantmentApi
- MythicMobs
- Health Bar
- Mob Health
- Elite Mobs
- Quests
- DungeonsXL
- MMOCore
- MMOItems
- RedProtect
- GriefPrevention (and GriefPreventionFlags)
- TardisWeepingAngels
- WorldGuard
- bukkit version
- LRM version
- links to a Pastebin including your config files and the error
@lorinthios
There is not enough like buttons for that last part xD
@cataclisto
The first part is already possible. You can establish multiple start locations, check out the configuration page for worlds.yml
You can establish multiple numbered locations in each world.
But it would be a good tool to have a level modifier. Eventually I want a world guard hook for specific level regions, just haven't figured it out yet. But this would be a good customization in the mean time, thanks for the suggestion!
Could you make your plugin a little more rpg style and have the levels based on specific locations instead of just spawn? ill give some examples At spawn ( 0,64,0 )there will be a town, then at x:1000 / y:64 / z:1000 there will be a town, the two towns will have mobs start at the same level, (around 500,64,500 the mobs would be the max level between them two towns)
I would also like to suggest location hotspots, example a location at x600 z800 would have mobs level 100, then the levels would reduce (or increase) up to a "specific" range around it, after that range the mobs would be back to normal based on the distance from the spawn towns
@suwako99
That would be great! I'm on a trip but when I get back I'll send you the list to translate =)
Thanks for offering to help!
I can translate english to Chiniese for you,that if you need^.^ My Email is [email protected]
@UltrafaceGuy
Odd, I specifically grab the arrow hit event and change it accordingly.... I'll recheck my code when I can, I'm currently on a trip that returns Saturday. But I'll be sure to fix that when I get back
@lorinthios
Awesome, thanks!
Also I just tried it out, and everything is going fairly smoothly. One thing I noticed however, skeletons without bows do the right amount of damage, but normal ones with bows appear to still do default :O
@UltrafaceGuy
Also the only reason I haven't put that in yet is because this was originally more geared toward PlayerDevelopment, But knowing not everyone will want to use that, or simply want this for a challenge instead of a full on RPG server, I'll be implementing the increased MC exp soon =)
@suwako99
Yeah I can put name + language support. I'll have to use a translator and probably some of it will come out funny but that would be a good addition, thanks suwako =)
I'll probably do options in the config file for monster names, and you can just tell it to pick between... English, Spanish, French, German (and others requested I'll add)
that's right, epicboss's recent version was for 1.6.4. and it can not change mob's name like [zombie lv160] I hope you can add a lang conf to change it. it will good for foreign server besides that use En and my english is poor,sorry
@kittsfu
Alright so rmh and I spoke about your situation and after him checking my code and talking about whats happening we suggest you grab the most recent version and test it. If the problem persists please let me know again and I'll get on it =)
@UltrafaceGuy
Yeah someone mentioned that! I could easily throw in a customizable formula for that too. I just forgot and got distracted with all the health/damage customizing =)
@suwako99
Last thing I knew, EpicBoss was dropped off in terms of updates. If you are wondering in terms of the 1.5.2 version I would have to check and probably work on hooking into it.
But in the future I plan to add features that can create rare, and even specified boss creatures.
edit: I see the most recent version was for 1.6.4 which, the 1.7.x versions should work with it when I create the hook
Awesome, this is just what I've been looking for. Quick feature suggestion however: How about controlling the amount of XP dropped based on the mob's level?
Good work! if you can add a language config for mob's name,this work will better and then ,can it work with epic boss?
@kittsfu
Thanks for the kind words! But so you know, the new files up for download include the fix for you. So feel free to grab them and tinker with the formulas and amounts!
But you may be right about the non-ordinary items. But I'm not sure how that would tie into my plugin. Maybe the items in that plugin are messing with the damage events and overwrite the old ones. It's possible since I looked at it, but I'm not positive how they may be messing with the event. If I can I'll try to get in contact and get it communicating properly!
Yesterday i tested the plugin, with spawned monsters, godmode and worldguard region, griefprevention region and more. During that time i did not get any error. Which i now assume was pure luck, which my coming words will explain.
But today, while trying out another plugin on my test server(survival, not god mode), i finally recieved the same error as the past times. And i now think i know the reason.
It's when the zombies(perhaps more mob types) have wooden shovel(and perhaps hoe) as weapon, and they hit me(or perhaps it's when i hit them) that the error comes. So i think it has something to do with the mobs using non-ordinary weapons. The error only came while in direct combat with this zombie, and directly after killing it, the errors stoped despite how many more mobs i fought.
I'm also using the MythicDrops plugin, so it might be that it's that plugin causing these errors - since noone else seems to be affected by them (from what i see in this commentator field).
When i tried out your plugin, i only removed the plugins. I didnt generate a new world. So the old zombies (and i pressume, old zombies with non-ordinary weapons) were still there. And thus i still had the error.
This is what i believe right now anyway. I have not downloaded and tested your two latest bukkit approved uploads. I'm still using the 'fix version' which you linked me in one of your comments.
I feel i should applaud your good work. It's a fantastic plugin, and it really put's so much more into the minecraft world. Thank you for being so active, doing such good work and for sharing your work with your competitors(from what i understand, you drive your own server).
Putting up an early release of PlayerDevelopment, I'll have a link shortly to the plugin page
Edit: Heres a link to the plugin page! http://dev.bukkit.org/bukkit-plugins/playerdevelopment/pages/main/
Also a link to the plugin until its ok'd - Link Removed: https://www.mediafire.com/?vu0csxcp9z19d42
@deitytowns
You just put this plugin in your plugins folder. By default all creatures/monsters should pick up the leveling system with health and damage formulas. If you want to tweak these formulas look inside the monsters.yml file. But the defaults should work decently. But yeah if it's enabled in worlds (default on) then you should see a level next to their name above there heads like the pictures above
Tell me how to use? do they spawn everywere?