Anyone who has been active on the main forums in the last few days must surely have already heard the news.
I'm not going to comment on why and how, but the short version is that Bukkit is almost certainly not getting passed this.
Consequently, the future of BukkitDev is very uncertain. Even if the legal matters were resolved tomorrow there isn't really anybody left to deal with file submissions anyway. There's no indication about how long the site will stay up and what will happen to the files.
Anyway, while I will continue updating and developing my plugins you will need to look for updates somewhere else, namely the wiki. I will be updating this wiki in the next few days to facilitate better communication (forums, email, etc.) and adding any documentation that's missing.
I will also, of course, be looking into porting the plugins over to whichever API emerges from the ashes!
Introduction
Mobs gives you the ability to control almost every aspect of the mobs on your server, and a few other things on top.
The concept is simple - as your server is running, things are constantly happening. Players are mining, mobs are spawning, the sun is going down, it's starting to rain, etc.
Behind the scenes, CraftBukkit is sending messages to all interested plugins about these events. Player John broke a block of stone in world at location 55, 23, 137; A sheep died in world at location 209, 77, 22, etc. There are dozens of events, and thousands of these messages are sent every minute.
Most plugins listen for a few of these messages and act upon them. Mob-blocking plugins, for example, listen for new mobs spawning somwehere, and then look at the config to decide whether to allow or block the mob from spawning. Chat filtering plugins listen for the player is chatting messages and block/edit them according to the config.
Mobs listens for most (eventually all) of the mob-related messages, and a few extra ones, and gives you the option to block, allow, or alter the effect of the event.
However, it goes beyond that in that it allows you to use the event to perform one or more actions. So, while you may not want to interfere with creepers spawning, you can use this event to change the weather, set the time, drop an item somewhere, give someone some experience points, or as many of the dozens of possible actions that you want.
Additionally, it's possible to use conditions to filter the events you act upon. Want to give creepers a 1 in 1000 chance of taking out half your house when it explodes? Not a problem (except for the house).
Config.yml
checkfornewerversion - set to yes to allow the plugin to contact this site and see if there is a newer version available. Note that it onlys checks, and doesn't download anything.
generatetemplates - set to yes to have the plugin create empty config files for every possible event. Alternatively, simply look up the names on the
tutorial and create only the files you want.
worldstoignore - a list of worlds in which the plugin will be effectively disabled, ignoring all events in those worlds.
allow_debug - set to yes to enable other plugins to access the event API (for logging, debugging, etc.)
Commands
There is one only command in the plugin, which is
/reload_mobs, or
/rm. The reloads the config without reloading the plugin itself.
Users need the mobs.can
reloadconfig permission, or to be an op.
Update checking
If you like, you can set the plugin to check for any newer versions that get released. To do this use the check
fornewer_version option in the config file. This only works for release builds so you won't be bothered by any beta or dev builds.
Note that no update will be downloaded even with this set.
Tutorial
Start the tutorial
here to read up on how the plugin works
The tutorial for the old config can be downloaded from
here for offline viewing.
Updates
Updates for all my plugins will be announced via Twitter, which you can find
here.
Dependencies
Mobs has another plugin as a dependency called Extra Events. Read more about it
here.
Make sure you install Extra Events as well otherwise you will get errors on startup!
Donate
Mobs takes a lot of time to maintain, so if your server is enriched by it and you have some spare donations please consider sharing!
If you're penniless or like
Mobs but not that much I'm also partial to TF2 items. Send any you don't want my way! STEAM id: coldntired
If you don't know what TF2 is, then start playing! It's
free and fun!
so i was going to look at causing an effect to happen but the link to the effects list on the tut site returns a 404 error page not found. any suggestions of where else to get the list?
@coldandtired
Ok, I'm going to try that instead. Also, can you put multiple actions on one event? If so, how?
@Gowdsta712 From what I remember, the block attribute needs a block location rather than a type to work. Try changing it to something like
<event action="spawn" sub="mob" mob="skeleton" mob_name="Enemy" amount="1" target="block" x="75" y="120" z="55"/>
Hey there, I am having some problems with getting this to work for me. On the server I am making, there are "gang" hideouts. And in these hideouts, skeletons will spawn and protect the chests with loot from you. So, using the "hour_change" event, I have put in the following code:
<event action="spawn" sub="mob" mob="skeleton" mob_name="Enemy" amount="1" target="block" block="mob_spawner"/>
Can you tell me what I have done wrong? I tried having "block=" renamed to "traget_name=", but that also didn't work.
@wonderdude73 Doesn't it do horses already? I thought that was added but I could be wrong.
Your error is due to an XML formatting mistake. Post the player_targeted file and I'll have a look.
I'm trying to prevent silverfish from attacking the player.
Am I doing something wrong?
I've tried to put
<event if_mob="silverfish" action="cancel_event"/>
In either "player_targeted" or "targets"
but it comes up with an error :S?
http://pastebin.com/HR7tT18d
Thanks for the update.
For the next version, I'd love to see support for horses.
and maybe if it's possible for mobs to target other mobs? or an event for silverfish to enter a block.
Amazing plugin though, great work!
Okay, done. Make sure to delete the old version of Extra Events before downloading the new one.
@Aspharanx It looks like a Bukkit bug. I'm adding a workaround now and will upload new versions of both plugins in a few minutes.
I get this error: Could not load 'plugins/Mobs.jar' in folder 'plugins' org.bukkit.plugin.UnknownDependencyException: Extra Events. Extra Events is loaded however: [Extra_Events] Enabling Extra_Events v1.6.4 b2 [Extra Events] There's a more recent version available!
It would seem that he tries loading mobs before loading up Extra Events. Both are the latest versions available on bukkit (Mobs 1.7.2 b1, Extra Events 1.6.4 b2). I find it strange that Extra Events is saying there is a more recent version but I see none. Thanks.
@shaythegoon For Spawns? No, b5 was a tiny bug fix. b6 (assuming no more bug fixes) is a huge release, with almost everything changed internally and a few interesting things added for users. The next big release after that will be the important one.
b6 is pretty much ready. I have two more pages of docs to write and I'm just checking that everything is wired up as it should be.
Is b5 the update we have been dying to see? :D
Shaythegoon
@balmoraman Not really. That sort of thing is really hacky and I was hoping it would be added to the API (or the official API would ever see some progress).
Could this be used to make a mob attack another type of mob?
@shaythegoon Most of them are connected with Spawns, which will start tracking a lot more information from the next update.
As an example, you can name your potions/enchantments so later use conditions to check for those on mobs.
It's entering final testing now so hopefully within the week.
Can't wait for the new conditions, how long till will get a peak :)
shaythegoon
@shaythegoon Apologies, I didn't get a notification about your comment :( If it looks like I'm taking too long to respond send me a PM to remind me.
I haven't looked at the code for a while but the damaged event might already do this (it only fires when the attack isn't blocked). I'll dust off the source and have a look though (same with the killer target).
Feel free to send me any condition suggestions. I think I already have a few new ones is Spawns and in unreleased versions but the more the merrier! :)
@ramin654 Yes you can. I believe it's called max_hp and hp. If you want to change the HP permanently you need to set both, max first.
am i able to change the default mob health with this? if so how?
Is it possible to have an event that checks to see if a mob is going to damage a player, that way we could modify the amount of damage a Mob does (in combination with spawns). And also a hook for something like RPGItems 2 so that we can give our players tools from in that plugin would be cool too. I know I'm just throwing ideas down the range but also new conditions to check for difficulty, the players level (although the later would be much harder) and the like wise would be a great feature.
It also seems that the "killer" target isn't working anymore. I'm not sure if it has been changed on the website since I last used the plugin but some help would be appreciated as this is not working in the dies.txt
Thanks shaythegoon
If you need any clarification on any potential extra conditions just ask, I have a few in mind...