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
1.5.2 is up and waiting for approval! Adds a couple of new things, and gives more functionality for you!
A couple of additions...
Minecraft exp formula
/lrm region max <id> <level> - allows you to set a level cap for mob spawning, not a hard level like set
@Demonchilde3
Hmm thats a problem =(
If you want to send me your config files in a pm, i can check it out. Ill be having a new version by rhe end of tomorrow also!
Love this plugin, been looking for one like it for a while. Any reason why in some areas the levels don't show up? Or only certain mobs have it appear?
@KCQuetzal
Yes for both questions, go up to the pages tab, you'll fine a configuration for worlds.yml, that will get you the info you need!
A few questions:
1) Is this Multiverse compatible? I would only want it active in one of my worlds.
2) Is the spawn always calculated from 0,0? The world I would want this plugin active for has it's spawn not set at 0,0.
Thanks in advance for your attention!
@jimbobt123
Also I'll be adding in events such as onDeath, so you could do a command loot once thats done
@willkiller1234
looking into mypet now!
@jimbobt123
you could use PhatLoots or something of sort for that (just make them specific to the mob name)
Any possibility of mob drop customisation depending on level?
Lorinthios Is there a way where you can make this plugin compatible with mypets? So that the plugins ignores mobs who are pets?
@lorinthios
Kinda like World of Warcraft(and other mmorpgs) has "Rare", "Elite" and "Boss".
The following is just some spontanious brainstorming:
Perhaps you could use an modified version of the "wraith" from http://dev.bukkit.org/bukkit-plugins/more-mobs/
Or perhaps, if it is doable, take an Skeleton Horse and mount an Skeleton archer on it. Then let the skeleton dictate the movement and have a normal skeleton behaviour. A cool side effect of this would be that the horse would still remain if the skeleton archer died. So the skeleton horse would be a nice reward for the player, if he manages to tame it. Just like "Giants", skeleton horses doesn't spawn naturally in the game. But the textures and everything is there to use.
Perhaps you can take a Spider Jockey (spider+skeleton) and exchange the spider for a skeleton horse?
[edit:] Lol, it had already been done. But still. It's an awesome combo. :)
@tierdal
Yeah that plugin looks awesome, and looks like what I would make anyways for boss plugin haha. I could still make an "Elite" system, that kinda acts like infernal where there are some that are just stronger by chance
@kittsfu
didnt even know it existed... i'm making a switch later tonight :P
@kittsfu
That actually looks like a really awesome boss plugin, and it looks like it would be easy to hook into that... Hmmm...
I can mention that i myself use Corruption, which is similiar to InfernalMobs, and i got no errors.
I'm not sure if Lorinthsrpgmobs affect Corruption bosses hp/damage slightly, as i have no healthbars on my mobs - nor a damage indicator mod. I can do some testing if you request, else i'll leave it in your capable hands. :)
Have customizable formulas for normal MC exp working, trying to add in a World Guard, Max level flag, so that you can have a central point, but in a region the mobs could increase in level but hit a max, good for creating "leveled zones,"
Maybe in one region you want a zone to have mobs between 5-10, and cap at 10 in a city, but outside the mobs would be 20+
It would be up to you and how you want/can use it!
Also good progress being done on the basic events. Should see basic events by the end of the week!
@tierdal
I'll do some as well to try and figure it out. I need to test it out so I can figure out how to make it work anyways
@lorinthios
its semi compatible
what i mean is it will run side by side without conflicts, but the mobs spawned by Infernal Mobs will not have the [level] tag on them, and i am still not sure on HP and all that... still got to do more testing
@capobase
not sure, but I plan for it to be compatible in the future
Is compatible with infernal mobs?