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
here's some pseudo-code that might help you on your way, i havn't tested if the constructItemstack method is accually called like this, but i think its a safe assumption.
i'm not sure about how you would go about replacing/adding the item to the droplist, if you add it, you wont need to cancel the event and you can just let it be handled, but you wouldn't be able to i.e.: stop epic drops on level 1
(SPECULATION): if you do want to replace another drop with it, i think you have to cancel and handle EVERYTHING yourself (which is why i added the exp thingy for clarity) im not quite sure how priorities work and are handled, but you might need the event to take a higher priority so the event is already cancelled when mythicdrops gets its turn. (it could be the event just allows you to modify the list (take items out/add them) , but i've had mixed results with different events)
if this code indeed allows you to get a mythicdrop item from a certain tier, all you need to do is compare settings and the moblevel.
i hope this helps :)
you may find more usefull stuff here.
also it seems like you struggle finding out how api's work in general, the way the constructItemstack method is called in this code is usually pretty standard for bukkit plugins.
what often helps me:
after i add the plugin as external jar to my project, i can navigate through its packages and classes, api-related packages and classes are often appended with "api", if i find a class with an interesting name, i expand the menu even further, and it shows me pretty much all the public methods/functions, enums and variables, this gives me a nice overview of what an api can do and with that a place to start. with the hero-api for example, this showed me very quickly that there was a custom event you could use.
i hope this is helpfull
the same would go to ItemLoreStats, i guess
@Fizzbutt
I could look into that, the only easy way I would know how to do that is if MythicDrops has an API, but I'm not sure if it does...
But I'll let you know what I find
Since this is compatible with MythicDrops is it possible to limit lower leveled mobs from dropping high tier gear? For example Level 1-10 can drop Uncommon/Rare and Level 10-20 can drop Uncommon/Rare/Epic
@Minefrench
ah the spawner is invisible. It's all server side, so there is no physical block to break. But I could easily make that work
nice idea
its possible to add a permission and option for grab a spawner with a silktouch or give command for sell spawner and the website boutique ;)
@nullschritt
Sorry for the delay. I'm actually finishing up a huge update! Its gonna give custom mob spawners! =D
Mob Spawners
How it works:
Custom Spawner Creatures
@nullschritt
ok I'm gonna make a new build tonight. I'm setting up Jenkins today for dev builds so I should be able to get bug fixes and such that way
@nullschritt
reading now
@nullschritt
Also I've been unable to tell as of yet if the leveled mobs drop diablodrops items. (I think they should but it could just not be dropping them for me yet[rarity]), but I don't know if this plugin itself affects the drops.
@lorinthios
Hey am having some errors running on 1.7.2-R04&R03
Whenever a sekelton or zombie spawn, I get the following error, and they are given no level.
@jimbobt123
ah I see, yeah that makes sense I'll see what I can do for that =)
@lorinthios
Well:
Say I use emeralds as a currency. I want mobs to be able to drop a certain amount of emeralds depending on their level, but I don't want to have to set up drops for each level. To counter that, you could add mathematical equations into the commands on death, and have a global onDeath event for every level.
For example:
Where everything within the [] is evaluated to an integer, and {level} is replaced by the level of the mob.
@jimbobt123
Yeah if you have an idea of how you want the events to work, ill set it up. The idea of this plugin is that everyone can customize mobs and such how they would like. So just throw detailed ideas at me and ill make them work!
@Dak0ta5000
ILS already works with this. By works i mean they dont conflict and the damage applies nicely. If you want to equip them, use PhatLoots
@lorinthios
Awesome! So can we use the level as a variable inside the onDeath command?
EDIT: As in, using a formula to define how many of an item a mob will drop depending on its level, without having to create a new event for every level
Hey man would you mind implementing ItemLoreStats with this mod? Together it would make a very good RPG based server. Also they share some similar aspects.
@StanoMalek
If you want to backup your files somewhere then delete the LorinthsRpgMobs folder to regenerate the files to see if that works.
If it doesn't let me know! I'll do my best to get this working for you
@lorinthios
this version I have there, you need to delete the new version of config?
@tierdal
This would be more into packet bsed programmin. Which i could do, but it would rely on other plugins like heroes. So i might just make a side plugin for this