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
-
This gives the result of creatures 0 - 49 blocks from spawn = Level 1. 50-99 = Level 2, etc
-
The distance value of, 50, can be modified by your own choice
What these levels change and add...
-
Increases Damage / Health a monster has (these levels play into configurable formulas that increase damage and health)
-
Adds armor to creatures at specific increments (configurable)
-
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
Alright done for today, so the new todo list
1) allow for a list of onDeath events for each creature. When a specific creature dies it will try to check through all the events under the onDeath queue and execute each one that is available at its level. Essentially doing what epic boss does at a normal mob level and with simple options/customization for the users of the plugin
2) Develop a lot of commands/skills for the event handler allowing players to allow zombies to explode on death (with chance). as well as other event options such as onHit, or onSpawn, allowing the creatures to do cool things when they come to life. Eventually(future) I will add an option for players to make "Bosses" or as LeveledMobs called them, Legendaries that will make use of such events and have a broadcast on spawn to say they are alive or broadcast on death to say who killed them.
So thanks everyone for the support and encouragement. My goal is to make this a great plugin with tons of options for users to configure everything mob wise, how they would like it to be! So hope you guys will stick around and give me more suggestions and I'll do my best to produce
Stumped on the customizable damage formulas, but customizable health formulas, and option to turn off mob levels in worlds is completed.I should have complete Version 1.3 sometime tomorrow, but now is time for sleep.Figured it out! and putting the version 1.3 up for validation!
@tierdal
Thanks tierdal!
@spacemanspiff07
right now all worlds, but I'll be sure to implement a world option! Could be implemented as soon as tomorrow
great job, so far so good
Is it world specific or just all worlds on the server?
Alright! Success with the custom health formulas, now that I got that figured out I should have damage formulas available and have another build for you guys tonight!
@lathame
I'm thinking about releasing it as is. No customization more of a preview plugin. Granted its completely awesome already (At least I think so). But I made a (lame/boring) tutorial video I hacked together one day I can give out.
It doesn't show all the skills available but it can show you how it works and how the mechanics work
Also, PlayerDevelopment(the main rpg plugin, and the reason this one was built) specifically works with this plugin. So it will make PlayerDevelopment that much better when its done.
@lorinthios
Good to hear. :)
I'm also pretty excited about your player leveling plugin that's soon to come. It sounds pretty sweet.
@lathame
Thank you! I plan to keep this updated and constantly improved for the foreseeable future =)
Also I'm currently working on putting the formulas for creature damage, and health in the players hands! It could possibly done by the end of the night and will simply allow the players to create formulas using the "Level" variable that will substitute in the creatures level to calculate damage and health.
for example a creeper's health formula by default is...
20 + (Level / 2) + (Level / 10) - (Level / 3)
giving the creeper 20 base health at level 1, and then +1 hp every 2 levels, + 1 every 10, but -1 every 3. which would cause a creeper at level 1 to have 20 hp, level 10 to have 23 hp, and a level 50 creeper to have 34 hp (if my math is correct). Also all these formulas will be changeable in the monsters.yml file
Great, great idea. I really like it. Keep up the work.
@kittsfu
I should have another fix file for you in less then an hour. Let me test it and try to see if I can recreate it.
Also to be honest it's not breaking the plugin entirely. I'm positive it's because you're in god mode, which basically cancels the damage events and things. So what's happening is it's doing a random int based around something that was cancelled, which turns the damage event into 0. So I just need to add a catch to stop it from stack tracing and then it won't bother you/anyone
QuickFix File: Link Removed: http://www.mediafire.com/download/h4pzb5nnvki8qn5/LorinthsRpgMobs.jar
But I think the problem is the spawnmob command, are they spawning with or without bows? (even though it should work regardless). But I am standing with both leveled and nonleveled skeletons shooting me and I'm not getting any errors. But that file should get rid of the errors.
@lorinthios I just tried out the one you uploaded. I just went into my test world and "/spawnmob zombie 10" and "10 skeletons".
Didnt get a error for a while. Everything seemed ok. Then, after running around hitting some of them, and standing afk(in god mode) while being hit for a couple of minutes, it finally occured in the console.
Exactly the same error as last time: http://pastebin.com/F2DsZqrY
I'll search through my plugins and see if i have a confliction one. Perhaps, can you see if you can dublicate it? Just get godmode and spawn zombies+skeletons and stand afk for a while.
Is the cause of the error perhaps the fact that i use /spawnmob when testing, and not let them spawn naturally?
[edit:] I was able to duplicate the error when i emptied my test server of all other plugins. The same error came directly after joining the server. (i joined into the pack of already command spawned mobs.)
Submitted Version 1.2 (in 1.5.2, and 1.6/1.7 types).
Adds option to set multiple "spawn locations" per world, and mobs will select the closest one on spawn and will calculate their level based on distance from the nearest spawn point.
@kittsfu
Checking now, and I'll edit this post with my results
EDIT: Hopefully this version will fix your problem. Link Removed: http://www.mediafire.com/download/h4pzb5nnvki8qn5/LorinthsRpgMobs.jar
Let me know!
I detected an error while running this plugin together with the boss plugin "Corruption".
Here is the error report: http://pastebin.com/MhGbYeGh It was generated while being hit by a cluster of mobs, which included some Corrupted bosses.
Any clue about what's wrong? :/ I'll do further tests later tomorrow. Perhaps i'll discover it myself.. I'll edit this post if i do.
@tierdal @kittsfu
Alright plan currently is to incorporate as follows...
1) World Guard Region flag option - e.g. (region flag <name> moblevel <level>)(Checked out can't figure out quite yet, moved to backburner)
2) More configurable points per world, other than one central spawn point (COMPLETE, uploaded waiting for approval, needs cleaning in future) - Mobs will calculate the nearest "spawn point", and use the distance to calculate a level
3) Configuration for mob health (currently hardcoded and will be rewritten)
4) Optional %chance on death to run a command (with configurable level/command options)
5) More mob skills and things to be decided!
@tierdal
Ah yeah I've been cleaning up and helping with Leveled mobs since someone referenced it to me today. So I could clean up his code and give a better product (fingers crossed).
So I'll work on a multipoint feature next to get out. I have a private plugin using "graveyard respawns" so it shouldn't be hard.
The downside to this would be possible double the ram usage. Distance is the hardest thing to calculate on the performance of a server (even though I'm using the lightest option), you would be possibly doubling or tripling the performance need with how many points you use.
Just a thought but I'll get crackin =)
Note: Also, worldguard hook isn't completely off the table, I've just been lazy. But shouldn't be hard anyways and will be an option later!
if WorldGuard hook proves ineffective, could you add the ability to add multiple origin points?
for example if you have 3 points all equal distance from each other, the highest level mobs would be in the center of those 3 points.
that way you can set, per say, the villages as the origin points and further into the wild would increase the difficulty until you head towards another village location (feature of LeveledMobs)
(the code of leveled mobs is somewhat of a mess and i have a guy who is trying to make sense of it but if he cant, this is the only suitable replacement...) plus i'd rather use something that gets attention of the developer
@kittsfu
Thanks for your suggestions!
I plan on giving further customization options to the players and allowing them to define the formulas for each creature's health and damage. (currently hardcoded)
Also, the command on death chance is a great idea! Thank you for that!
I'll also see what I can do about making it work with McMMO. (Possibly another plugin to connect the two cleanly and have the numbers augment exp given to McMMO characters)
Along with the "rare" mob spawn, I'll probably create a hook into Infernal Mobs as that already does a great job on its own. I hacked the idea of "rare mobs" being simply a chance to have a creature 10 higher than normal. But thats nothing special