MythicMobs v0.10.8

Details

  • Filename
    MythicMobs.jar
  • Uploaded by
  • Uploaded
    Apr 19, 2014
  • Size
    309.49 KB
  • Downloads
    3,748
  • MD5
    1cdf19a0567696f64fd61cb0a3d2d1f2

Supported Bukkit Versions

  • CB 1.7.2-R0.3
  • CB 1.6.4-R2.0

Changelog

Beta Release v0.10.8

  • Added support for 1.7.9
  • Various minor bug fixes
  • Also includes some conditions and Skill Conditions stuff listed for v0.11 in the Full Changelog that may not be ready for a production environment, will not affect anything if it is not used but adventurous people may want to test/try some of it out.

Beta Release v0.10.5

Notice: This build introduces a lot of performance changes and tweaks. I recommend testing this before uploading it to your live server.

Performance Changes

This update includes a lot of performance tweaks and some new options to help servers that are suffering from lag since v0.10 was released. The recent additions of timer skills and my new mob scanner, which prevents mobs from ever losing their skills and drops, have added a lot of overhead, so I've gone ahead and made some drastic changes aimed at increasing performance.

I've added the following two options to config.yml:

  • general.clock-interval - Controls the speed (in ticks) of MythicMobs' internal clock. Defaults to 1 (every tick). Changing this requires a plugin restart. Recommend increasing this in increments of 5.
  • general.scanner-interval - Controls how often (in seconds) MythicMobs will scan the world to reconcile or despawn Mythic Mobs that have forgotten who they are. Defaults to 20 seconds.

clock-interval will NOT affect how often timers, spawners, etc. go off contrary to what I may have previously said in comments, as I have added a fix for this. However, if you set clock-interval higher, timers that are set up to go off more frequently then the clock will not go often as much as intended, as the clock does not have the precision to set them off that often. I do not recommend setting the clock-interval above 20 ticks, but it won't really hurt anything if you do, things just may behave a little strangely.

As a reminder there are also the following options in config.yml people can tweak for performance:

  • general.spawns-interval - Controls the speed (in seconds) of MythicMobs spawners. Changing this will affect the speed of spawners' Cooldown and Warmup attributes.
  • general.save-interval - Controls the speed (in minutes) that MythicMobs will save. Defaults to 5.

New Mob Type

  • Added chickenjockey mob type. Jockey chickens will not do anything special on their own, but if a zombie rides them they will attack players.

New Mob Options

  • added FuseTicks option - Creepers only. Sets the number of ticks it takes a creeper to explode.
  • added ExplosionRadius option - Creepers only. Sets the radius/power of the creeper's explosion.

Bug Fixes / Other

  • Fixed Heroes EXP, SkillAPI Exp and Vault currency not always being granted properly
  • Fixed a rare error message with timer skills
  • Fixed a bug where MythicMobs' mob scanner was going off much more often than intended.
  • Various other performance-related tweaks

Beta Release v0.10.2

  • Fixed a bug introduced in 0.10.1 that caused certain mobs to not equip armor. Oops.

Beta Release v0.10.1

Bug Fixes / Other

  • Changed Timer-based skills to use the mob's target as the skill target
  • Fixed amounts and chance to work with all drop types in drop tables
  • Changed amounts in drop tables to allow ranges #-# on all drop types
  • Fixed debugging not working on startup
  • Fixed a bug involving effects on mob targets
  • Fixed item attributes causing irrelevant errors on startup
  • Fixed mobs not dropping aggro on targets that have already been killed
  • Fixed creeper explosion damage not being changed properly
  • Fixed creepers not obeying anti-block-explosion protection

Beta Release v0.10.0

Note: This release fixes some bugs with item attributes and changes the way they are applied to a way that makes more sense. This may impact your server, if you are worried do some testing first! For example, setting MovementSpeed to 0.1 will now add +10% Movement Speed rather than adding +0.1 Movement Speed, which is kind of arbitrary.

New Features

  • Added support for 1.7.5
  • Added support for 1.6.4
  • Added Skill Triggers. You can now specify an event trigger in a skill using the syntax eventname before or in place of the health modifier. Some triggers ignore the health modifier when it makes sense (mainly as onSpawn, onDeath) and a health modifier is not required for these. If you do not specify an event, skills will continue to work as they did before, meaning they will fire onSpawn, onDeath, onAttack and onDamaged like they do currently. Current triggers include:
    • onSpawn - called when the mob spawns
    • onDeath - called when the mob dies
    • onAttack - called when the mob deals damage
    • onDamaged - called when the mob takes damage
    • onExplode - called when the mob explodes (creepers only)
    • onTeleport - called when the mob teleports (endermen only)
    • onTimer:# - called every # ticks (does not work in meta-skills)

So for example, the following creeper would hit everything nearby with lightning only when exploding:

LightningCreeper:
  Mobtype: poweredcreeper
  Display: '&2Lightning Creeper'
  Health: 40
  Damage: 8
  Options:
    PreventSuicide: true
  Skills:
  - lightningall 6:5 ~onExplode >0 1
  - lightningall 10:1 ~onTimer:40 >0 1
  • Added SpawnMethod attribute to RandomSpawns. Can be add or replace. Defaults to add. Add works exactly how random spawning works now, by adding new spawns to the world. "replace" gives mobs spawning a chance to replace other mobs.'
  • Added SkillAPI Support. You can now use skillapi-exp [amount] as a drop if you have SkillAPI installed.
  • Added MythicDrops Support. You can now use mythicdrop <tier> as a drop if you have MythicDrops installed.

New Mob Options

  • added PreventSuicide option (default false) - Prevents a creeper mob from dying upon exploding.

New Spawning Conditions

  • dawn
  • day
  • dusk
  • night

Bug Fixes / Other

  • Fixed some bugs with Item attributes
  • Certain item attributes now apply as a percent modifier rather than as a static value, where it makes sense
  • Implemented additional checks to prevent mobs from losing their drops and skills
  • Possibly fixed passive mobs not despawning when Despawn is set to true
  • Creepers' explosion yield is now based on their Damage value if one is defined
  • Fixed a bug where certain types of mobs wouldn't spawn using random spawning
  • Fixed mobs being able to be spawned via command blocks
  • Hopefully fixed a bug where more random spawns were spawning than intended (unable to verify myself)
  • Fixed a bug where decimals were not being taken into account in cooldowns
  • Fixed a bug where skill cooldowns less than 1 were not registering at all
  • Fixed a bug where certain items in drop tables would multiply every time a mob was killed
  • Various other bug fixes