Towny Mobs
This plugin will be continued as part of the Faction Mobs plugin, with experimental support starting in version 2.8.4.
Downside: It says Factions instead of Towny. Upside: It's updated. You should be able to migrate any old TownyMobs data by renaming the folder to FactionMobs.
Want some guards to defend your territory? Towny Mobs allows you to spawn mobs aligned to your Town! They'll attack enemy players and monsters! You can even order your mobs around. Make them follow you or patrol an area. This plugin requires Towny. This plugin is based on Faction Mobs and is converted to Towny from Factions.
Mob Types:
There are 4 mob types:
- Swordsman
- Sword wielding
- Archer
- Bow wielding
- Mage
- Potion throwing
- Titan
- Iron Golem
Aside from the Titan, which cannot equip armor, your mobs will equip full leather armor dyed to a color of your choice.
You can modify mob attributes in the config, and you may disable them selectively if you wish.
Behavior:
Your Towny mobs will automatically categorize any units it meets as enemy, friendly, or neutral.
Towny Mobs utilize the Nations and Wars feature of Towny and will attack targets belonging to warring nations. If set in the options, hostile mobs will also be considered enemies, with the exception of the creeper, which it will never attack. Players and Towny mobs from your town and towns within your nation will be considered friendly. All other units are neutral.
Your Towny mobs will automatically attack hostile units. It will defend itself when attacked by neutral units. It will never attack friendly units.
Note that the Mage and Archer have some rather bad aim, and may accidentally attack friendly units. You can prevent this by setting noFriendlyFire to true in the config.
The config file contains many options to set various attributes to the mobs. Please look through it.
Things to Note:
- Do not attempt to rename any Towns, as this will cause unknown behaviour
- Mobs still use their original AI, just slightly modified. This means they will use the same movement patterns when attacking as they normally do.
- I used some of the obfuscated functions from Craftbukkit. This means that the plugin will only work for the version it was released for.
- Vault integration has not been thoroughly tested.
- The mobs are saved in file separate from the rest of the world. If you change the name of your world, the Towny mobs will not transfer with it.
- If your server is prone to crashing, it is recommended you turn on the autoSave function in the config file.
- This plugin utilizes Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
- Note to other devs: Towny Mob custom entities have "CustomEntity" metadata tags
@Scyntrus
thanks Scyntrus much appreciated, really good having the option to command armies in towny servers too
@Hmmcrunchy
That's the idea, although its currently still in early experimental stages.
@Scyntrus
excellent news - phew you gave me a shock there XD
so will the one faction mobs plugin do both towny and factions ?
love this plugin, really gives smaller towns a way to compete with the larger towns with more players
@REMLIK1 @mtdutch
Good news! I plan to continue this plugin as part of Faction Mobs, experimental support for Towny beginning in 2.8.4.
Really ? oh no ! I loved this plugin on my Towny server, I really hope that someone wants to keep it updated.
I wish this wasn't inactive as I had used it on previous servers with success. The only wish being the use of a villager instead of the hostile mob choices because on a typical realism RP server, monster spawning is turned off.
Due to lack of interest, development will be stopped for this plugin. If you would like to take over send me a PM.
@MrStefaan
Towny used to not work with MCPC, but it seems to work now. I'll see what I can do.
Edit: A lot of the problem is due to the fact that MCPC's reflection mappings haven't been updated to Craftbukkit's latest v1_7_R3 version, and is still only up to v1_7_R1.
Yea I'm using MCPC, so did you planed to make townymod compatible with mcpc? Or is it too difficult?
It seems there are a lot of plugins that can't work with mcpc, that's sad
@MrStefaan
Can you tell me exactly the full command you are using? /tmc is supposed to be used for command blocks or through console, or to spawn a mob to another town. /tm is the normal command people generally use.
View this page for reference: http://dev.bukkit.org/bukkit-plugins/towny-mobs/pages/commands/
Also: I noticed you are using mcpc. I've never been able to get Towny working with mcpc, and I'm fairly sure this plugin doesn't work with mcpc either.
Hi, why when I type /tmc archer or with any mob, I have always this message : /tm [spawn|order|color] [parameters]
I have the latest version of mcpc with boseconomy, economy puunga, essentials, lockette, moneydrop, timeismoney, towny worldguard
@inVerticaL are you using ClearLag?
Nice Plugin, but i've got a problem when spawning mobs.. All the Mobs i spawn are disappearing after a couple of minutes. they disappear, coming back, disappear, comming back... after another 3-4 Minutes they are completely gone..
@dinohyus
Power points correspond to the number of plots your town is allowed to have. If you want to spawn more mobs, you can just reduce the power cost of the mobs in the config.yml.
Is there any way of getting more "power points"? I would really like to find that out, because I only have 3 archers and 1 swordsman.
Fun little addition to Towny :)
As a potential future addition to the plug-in. Enable a toggle that disables the ability for players outside of a town to damage town mobs if they are not currently part of a warring Nation against that particular town.
Obviously very difficult to cover all the different ways that servers have their Towny plug-in configured ^_^
@wiedzmin137
Just for you, I made 2.7.1. This adds the noPlayerFriendlyFire option, which disables team damage from the same town. I will not be adding a delete command because of the possibility of griefing, so to kill your own mobs you'll have to use lava or push them off a cliff, etc.
@Scyntrus So I waiting for command/way to delete them.
I need that becose I have Heroes plugin for gaining experiation and when my players kill their mobs - they gain experiation. It's not good even if I create high prices for mobs. Thanks.
@wiedzmin137
No, for the moment the only way to remove a Towny Mob is to kill it, so I gave players of the same town the ability to kill their own Towny Mobs in case they want to spawn different ones. Players from allied towns cannot damage your mobs to prevent griefing. Best thing is to make sure you trust your neighbors.
@Scyntrus
Nevermind, sorry for problem, I had not enough live on mobs.
But... Is there possibility to block damages by player to mobs from this same town? Thanks.