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
@p82183645
remove lrm and let me know if that fixed it or not.
No damage or repair bows!
@RobotAndrius You can try this new version, it won't cause the stream of errors in your console, its not approved yet so you'll have to use this link:
http://dev.bukkit.org/bukkit-plugins/lorinthsrpgmobs/files/33-dev-v-2-0-1-lorinths-rpg-mobs/
keep in mind that this is also a dev version and more bugs could present themselves.
@lorinthios
lol take your time, your releasing faster then they can approve ;)
Me like that plugin, but very much errors in console ;)
That plugin its OP ;)
@UltrafaceGuy
ah I see! Then yeah that'll be a quick feature to plug in. I'll add that into 2.1 which will come out probably tomorrow night =)
planning on adding..
Edit: so obviously the 2.1 hasnt come out yet. But its not been delayed too much. I was making a tutorial for the plugin and found a couple of qwerky things in the plugin. So trying to work those out for the tutorial video. Then this will get put out. Sorry guys =(
@UltrafaceGuy
you are not a bother at all :P. sometimes people need a reminder.
i understand disabling will be easier, but untill that happens i think you can solve your issue with the options the monster.yml does provide. perhaps even better then outright disabling the mobs althogether, because disabling the mobs would mean you only have horses and wolfs that are usefull near spawn.
as you probably know, the monsters.yml allows you to modify the curve of horse health and wolf damage. by tweaking these you can make horses and wolves usefull throughout the world or keep them at vanilla stats. i don't mind helping you with this however i can.
for disabling effect you can replace the formulas with the vanilla values or something higher to push the usefullness of these mobs a bit further away from spawn. mobs will still seem to level but they will always spawn with the static values you set instead of the formula. ofcourse this might conflict with a plugin you might want to use on those "disabled" mobs. :(
Hrm. I hate to be a bother, but I suggested something quite some time ago and it seemed as if it was going to be implemented in 2.0, but I haven't seen it. Basically, I need a handleThisMob true/false in each mob category, so I can disable LorinthsRPG on some of them. Namely horses and wolves. I have the scaling set pretty severe, and way out people are grabbing level 200 wolves, with tons of stats, while horses gotten near spawn are level 1 and barely have even one heart!
@Ozelo
i'm actually having a good time, time spend enjoying something is never time wasted.
"Nobody said that you or anyone else are breaking eula.Nobody said earlier versions are prohibited. " - i din't say anyone said anything, you implied it with what you did say.
"And for the record, I didn't even asked your opinion about it in the first place"- no i was asking for your opinion's/arguments because i was legitemitly trying to understand where you came from. thanks for supplying them to me, i now know i shouldn't adjust my own stand on the matter based on what you say/imply.
"But well, whatever. It is not up to you to decide anyway. So please, stop with your pointless arguments and mind your own business." - i know its not up to me to decide for you i stated this myself multiple times :/. if you where able to sway me with good arguments, this discussion wouldn't have been pointless. the point was for you to change my opinion, not for me to decide how you should run your server. discusions are a great way to educate yourself, wich only happens when you lose. with winning a discusison you gain nothing but confirmation. good job of missing the point. this might have been caused because of my chaotic and somewhat angry post that started this. but i think you can see why your first paragraph in the post i replied to set that tone for me.
that said, the economy issue you mentioned shouldn't be forgotten. what would be your prefference when it comes to control/limit the drops? this will give lorinthios something more concrete to work with.
@firesofhades
Your serious answer: "I think you love me..." ;P
Now to state things once and for all. Nobody said that you or anyone else are breaking eula. Nobody said that eula.txt is the eula. Nobody said earlier versions are prohibited. And for the record, I didn't even asked your opinion about it in the first place.
But well, whatever. It is not up to you to decide anyway. So please, stop with your pointless arguments and mind your own business.
Aye, forget me too. You are wasting your time with me. Thanks.
@firesofhades
I've recreated the error so now I'm just tweaking and testing at this point!
Problem is fixed. The issue was my jar didn't export correctly.... so it was basically just dishing out the last version each time, so I need to replace 2.0.1 with this new file
thanks for letting me know :)
i'm all for moving on, but i am serieusly interested in knowing how i'm breaking the eula though.
the fact that you accept the eula in a 1.7.10 config file doesn't mean you can't use another version. this all depends on whats actually written inside the eula. the eula.txt is NOT the eula. i'm sure the eula isn't even version specifick.
if you really are sure about what you are saying, show me a qoute of the relevant text inside the eula or the files linked in the first paragraph, which states that you are prohibated to use craftbukkit 1.7.9.
i am pretty sure you understand what i'm saying here, so please give me a serieus answer this time. at this rate you're just making an ass out of yourself. if anything, your qoute itself is proof that your qoute is not from the eula.
@firesofhades
Sorry. I guess you are blind. :) I posted a quote from "eula.txt", not a link. Therefore I did not posted a broken link, it was the board that wrongly processed the text expressing it as a link.
This is my sole reason to stay on 1.7.10: "eula=true" in which is required to run. What else could be? Can you see now? ;)
Again, if things are working, if players are happy, if nothing wrong is happening, if the thing is stable, everything secured... Why NOT move on and be 1.7.10? Why not keep things most up to date ever possible? Just because one or two plugins can´t keep up? :) Things does not really work that way on my hands, specially considering that I am running plugins abandonned and outdated for about 4 years. I even have plugins that developers made a exclusive fork for me in order to better run their own. Dont you agree?
Nevermind my own business. I know theres a risk, but someone have to make the first steps right? I love it. It is also better that someone who knows what are doing make that first steps. By doing that Ive been contributed with inumerous projects here.
Lets move on. Peace. :)
PS.: All creatures are regularly "incomplete idiots" in all points of view, so, we are the normal people.
@firesofhades
gahhh.... ok -.-
Well I'll get a fix for the fix, with what I changed that shouldn't have happened lol
@lorinthios it might get sillier :3
i'm sorry bro :S http://pastebin.com/HLpERrRx
don't worry about it tho :P
@firesofhades
Got a fix for the projectile error. I made a silly mistake -.- but putting it up on here now
It's under 2.0.1
@Ozelo
appearently you don't know. your link is invalid, and i asked for a quote. i have already read the eula and i have to conclude you don't know what you talk about. i appear to be blind so please provide me a quote of the relevant information.
also, i'm not saying there has to be something wrong with cb's dev builds. but there is deffinatly nothing wrong with 1.7.9 either. :P i also happen to know that there have been dev builds that could harm your worlds. there is a very real, perhaps small, but real risk. you still fail to give a good reason for using 1.7.10. even if its just so your server is more accesible. i'm just curious why you are so hellbound on staying on 1.7.10. i'm not saying you have to change, i'm just curious.
glad to hear your not the complete idiot i made you out to be and found something that worked for you tho.
@firesofhades
You are required to set "eula=true" on eula.txt when running 1.7.10, in which says:
"#By changing the setting below to TRUE you are indicating your agreement to our EULA (https://account.mojang.com/documents/minecraft_eula)."
As I said, I am using LRM 1.6 on bukkit 1.7.10 and I am happy with it. And as I said, I will wait till you guys work it out for 1.7.10, no worries. :)
Again, I don't know what those errors I reported means with no side effects at all. It just poped on my logs, thought you was interested to know anyway...
Also, Ive been running bleeding edge dev builds for the last four years kid... I know what I am doing and its been like that since mc 1.0 beta. Ye, plenty of backups and custom snipets. ;)
@Ozelo first of all, can you show me why using an older server version is against the eula? just curious(a relevant qoute from the eula would do). i'm pretty sure its ok >.>
i would also suggest you check changelogs before updating to DEV versions, if you had done that then you would have known this update is probably not worth the risk of using a dev build anyways.
these are all relevant changes/fixes from 1.7.9 to 1.7.10:
the first has been around since mc 1.4.4, we managed up to now right? even tho you now use 1.7.10 you probabably still have a fix for this on your server which you have been using for a very long time, and will keep using because its tnt after all. the second has also been around since mc 1.4 and this is mostly just a small graphical bug. you don't have a good reason to update to this DEV version. if there was a good reason to use dev1.7.10, i wouldn't act like downgrading is not a big deal.
that said, we do not expect you to use 1.7.9 just to help bug testing. i was merely trying to help you get a server running with lrm. i told you to check for compatibility yourself, because i'm not going to check 116 plugins for you.
pretending the updaye is important without actually knowing and suggesting i am asking you to break mc's EULA , is highly offensive and manipulative if you ask me. if i was lorinthios you could wait for your 1.7.10 version a long time. lorinthios is probably cool enough to get it out by tommorow or something like that.
if you want to use 1.7.10 thats fine, but don't expect lorinthios to hurry it up because you want to update to dev builds, just for the sake of updating.
also don't expect DEV!!!!! versions to run without errors and bugs.
yes there is an annoying bug in the 2.0 version(and probably more), its a DEV version. however the stacktraces you submitted earlier, only point to you using an incompatible cb and lrm version. which is why i pointed that out to help you. i did not know about other issieus at that time.
about version 1.6: stacktrace? you'll have to get lorinthios to help you further tho, because i need to go in hiding for running a 1.7.9 server.
also, don't test new plugins out on your live server >.> especially if they are dev builds!!!! especially if those devbuilds have WARNINGS in the changelog/known caveats about bugs being present, but hey you've already proven you don't read those useless things so...
i mean, serieusly, what else did you expect to happen when running dev builds without taking the effort to read about them!!! thinks like a economy inbalance are the reason why even release versions should be checked out on test servers. it shouldn't be a problem tho as you can just rollback to a backup you made before putting a DEV!!!! build of lrm on your server. you DID make a back-up right? or are those also useless and only good for wasting time like those pesky changelogs and the like?
I want use 1.7.10 and stay in agreement with Minecraft EULA and we been using bleeding edge development builds, mostly because of new features and things that need to be fixed fast, i.e. some dupe bug or so.
Even so, I have only 3 plugins broken with 1.7.10 so far: BKCommonlib, Werewolf and Dynmap-Factions. These I can handle with some workarounds.
About your plugin, well we been testing it and sounds like a great idea. The plugins I bet that are related to mobs and we use are: Bloodmoon and N3W_TheEndAgain.
Not only, after implementing your plugin it caused some lack of balance in economics. (Expected) Due to people getting so much diamond gears dropped by mobs. So, in order to keep it not that much outlined, I had to limit mob spawns. Not a problem, just tweaks I have to do if I keep such mob level design.
I will not use 1.7.9 to help you find out problems that I believe does not exist really, but I can help you with 1.7.10. Anyway, Im also using your version 1.6 for 1.7.2 which brings me only errors for projectile weapons. The version 2.0 caused my server to spam way too much errors, even breaking remote toolkit connections.
I think I will wait you start working with 1.7.10, thank you.
@firesofhades
Same here. Waiting for a fix.