[FUN/MECH] AdvancedMobs v0.3.7 - Mob variants for your normal, nether, and skylands worlds [1060]

Discussion in 'Inactive/Unsupported Plugins' started by TheTennessee, Aug 10, 2011.

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    AdvancedMobs - Mob variants for spawning in normal, nether, and skylands worlds
    Version: 0.3.6
    Tested with: CB 1060

    Latest JAR:
    MediaFire - <Edit by Moderator: Redacted mediafire url>
    MegaUpload - Version 0.3.7 JAR

    Previous Versions:
    0.3 - MegaUpload - Version 0.3 JAR
    0.2 - MegaUpload - Version 0.2 JAR
    0.1 - MegaUpload - Version 0.1 JAR

    As my first plugin, I decided to do some of the things I couldn't find with other plugins. I've run AngryWolves (with hellhounds), and Tossers on my server before. These plugins added new variations on old enemies. This got me started thinking about what I could do. So, I learned java (I have been doing C++ for years), read and listened to some plugin tutorials, and learned from looking at some other source code that the plugin developers have been kind enough to upload. This is the culmination of that work.

    AdvancedMobs is a plugin meant to add advanced mob types to your worlds. The nether too bland for you, the skylands nice to look at, but utterly devoid of anything to do? Maybe you just want giants to work in your world. This plugin has all of that, and more is going to be added too. The nether will get fire immune versions of zombies, skeletons, spiders and slimes, the skylands will get ghasts, creepers with new attacks, and animals, and your normal world will finally get to see zombie pigmen, and they are none too happy about being yanked out of their normal world. All of this and giants too, and they have a few surprises of their own.

    <font color="rgb(255, 0, 0)">Important: If you find any bugs or adherent behaviors while using this plugin, please give a list of the mob changing plugins you have besides this one, the startup messages for AdvancedMobs (it will show [AdvancedMobs] in front of it) as well as any errors you get in the console. Your config file would also be helpful if you changed any values. </font><font color="rgb(255, 0, 0)">Also be sure to include your CB version. I will not be responsible for versions I don't support.</font>

    <font color="rgb(255, 0, 0)"><font color="rgb(255, 153, 0)">Warnings: Skylands mobs use velocity in their attacks. They will cause you to sometimes move too fast and get kicked. This is rare under most circumstances, but if you have a fly mod enabled on your server it can do this. There are several ways to solve this, including enabling fly, adding the plugin "NoMovedTooQuicklyKick", and also possibly handling the velocity with anti-hack plugins. If you do not want this, you can turn the force down on their attacks, or turn them off altogether.</font></font>

    * Zombie Pigmen can spawn in normal worlds (and can be spawned hostile)
    * Zombies, Skeletons, Spiders, and Slimes can spawn in the nether, and are immune to fire

    - * Nether Slimes can set YOU on fire too
    - Ghasts, Powered Creepers, Pigs, and Sheep will spawn in your skylands worlds
    * Aether Ghast fireballs explode into snowballs instead of explosions
    * Powered Creepers can explode with air power instead of damage, possibly knocking you off the skylands
    - Giants spawn in all worlds!
    * Normal Giants will toss TNT at enemies to give them a ranged attack (TNT won't destroy terrain)
    * Fire Giants spawn in the nether and spit fireballs instead of TNT
    * Storms cause normal giants to gain the power of lightning, calling it down on you
    * Custom loot tables for giants (since they normally don't drop anything)
    * Configurable health
    - Advanced Hostile Wolves for all worlds
    * Hellhounds are immune to fire and spawn in the nether and normal world
    * Winter Wolves spit blasts of cold at you, and spawn in the skylands and in snowy terrain in the normal world
    * A super secret special wolf type - fear the sitting wolves
    * Configurable loot tables for both
    * All special wolves are tamable!

    - * (Hit them with a raw porkchop to calm them for 10 seconds)
    - Configurable spawn rates for everything, and the ability to turn on and off most special properties for advanced mobs
    - Multiworld support - turn off mob types in certain worlds
    - Much much more to be added

    Multiworld Setup:

    In order to set up multiworld support, you will need to create files in your "AdvancedMobs" folder. These files will be named the name of the world you want to modify plus "_config.yml" ([world]_config.yml). So if your world "world_nether" needs to have some creatures changed, you need to make a file called "world_nether_config.yml" and put it in that folder.

    Once you have made this file, you do not need to turn any creatures to true. Any creature names not found in the config will default to true. So, if you wanted to turn off nether zombies for instance, you would put on a line inside the config file "Zombie: false". All creatures have their normal names, and zombiepigmen are called "PigZombie". You can only turn off a creature type that this plugin is spawning, it will not effect natural spawns or spawns from other plugins.

    Example contents of "world_config.yml"
    PigZombie: false
    Wolf: true
    That would turn the ability for this mod to create pig zombies in the world "world" to off, but leave Hellhounds and Winter Wolves on. Conversely, since the default is true anyways, "Wolf: true" could have been left out and they would still be on.

    Change Log:

    Version 0.3.7
    * Fixed a ClassCastException error that was happening
    * Added an example world config file to the default config files

    Version 0.3.6
    * Toned down the secret wolves' attacks some
    * Fixed the log message for autosaving (it was saying AnimalCompanion because that's where I copied the auto save from)
    * Fixed a bug in the world loading section of loadWolves()

    Version 0.3.5
    * Fixed nether slimes getting giant fire effects
    * All tick rate timers were 3 times too fast, fixed
    * Added force variables in the config for ghast/winter wolf snowballs and creeper explosions
    * Fixed a bug with the "secret wolves" that was leaving behind junk in the world
    * Added hookups for the AnimalCompanion plugin

    Version 0.3
    * Made all wolf types tamable - hit them with a raw porkchop to calm them down long enough to tame one
    * Tamed special wolves are persistent between server restarts
    * Added a super secret wolf type, fear the sitting wolf
    * Gave hellhounds a small tick fire bite
    * Ghast fireballs in the skylands now explode with snowballs and deal a small amount of damage + knockback

    Older Notes:

    Show Spoiler
    Version 0.2
    * Added multiworld support
    * Added Hellhounds and Winter Wolves
    * Added loot tables for advanced wolves
    * Tweaked Aether Creeper explosions
    * Added version identifier to console output

    Version 0.1
    * Initial Release

    Known Issues:
    * Slimes that catch fire have huge fire effects on them
    * Fire giant fireballs sometimes don't show up but will still damage you
    * Ghasts in the skylands can sometimes get stuck in terrain (Should be resolved)
    * Winter Wolf smoke effects can sometimes become disembodied
    * Winter Wolves in the normal world become normal angry wolves on server restart
    * Hellhounds in the normal world near water or after/during a rain storm can lose their fire effect until they find a target
    * Winter Wolves/Ghasts/Powered Creepers in the skylands can under rare instances with some other mods enabled cause a "Kicked for moving too fast" client kick

    Planned Features:
    * Aether Slimes (high jumping slimes that push you away when they land)
    * Aether Ghasts shoot snowballs (instead of fireballs, do less damage, but have a high spread)
    * Adventurers (humanoids with armor on that can attack you)

    - * Valkyries for the skylands
    * Demons for the nether
    - Advanced Wolves (hellhounds for nether, winter wolves for skylands/normal world)
    * Make advanced wolves tamable and persistent
    - More configuration for everything
    - Add a check to make sure giants don't spawn underground
    - Full multiworld support
    - Spout support for skins
    - Custom mob spawning and hookups for other plugins

    Possible Features:
    * Giants can kick you if you get too close to them
    * Giants might throw up slimes onto you if you hit them (rare chance)
    * Flying/floating mobs for the skylands (pigs and sheep that can fly!)
    * Ghasts for the normal world that do... something
    * Depth dependent normal world mobs (like elemental creepers or harder mobs of some kind)
    * Biome specific normal world mobs (like cactus creepers that explode in arrows)
    * Mob riders, like spider jockeys but with different mob variants

    Related Plugins: (Not made by me)
    * AngryWolves - http://forums.bukkit.org/threads/me...lf-spawns-now-with-hellhounds-953-1000.11256/
    * Tossers - http://forums.bukkit.org/threads/fu...hat-jump-up-jump-up-and-chow-down-1000.16844/
    * Creeper Rods - http://forums.bukkit.org/threads/mech-misc-creeperrods-v1-2-lightning-rods-not-bombs-860.20691/
    * NaturalGiants - http://forums.bukkit.org/threads/mech-naturalgiants-v1-30-make-giants-spawn-naturally-1000.10746/
    * OtherBlocks (for loot dropping) - http://forums.bukkit.org/threads/me...op-editing-ultimate-customization-1000.21074/
    * sRPG (for advanced normal mob behaviors) - http://forums.bukkit.org/threads/rp...ustomizable-rpg-and-combat-system-1000.19180/
    Last edited by a moderator: Nov 13, 2016
    Meechel likes this.
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    This plugin is GREAT! It adds a lot to the game I think. Things I'd love to see included -

    - Giants more difficult: The proposed kick attack is a good idea. I also think they need an attack range similar to Ghasts! They are huge and should have an aggro range to match their high vantage point. I will say this though, I ran into a Giant during a storm and that did not work out too well for me...

    - Mob difficulty settings (unless that is not the real aim of the plugin)

    Thanks for a very fun and useful plugin man!

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    Yeah, I am testing it today. I hadn't update my server until now. So far, no errors or anything.

    Yeah, they do need a little more difficulty. The TNT is scary, but it's not so difficult that you can't escape it. The kick is probably the one I will add. Giants spitting up slimes is a funny thing I thought up, but I don't think would be too practical.

    The problem with making giants have a range similar to ghasts is that bukkit doesn't have a way to change their aggro range, which would mean tracking each and every giant as it spawns, and placing a wrapper class on them that would manually set their target for them. That would cause more lag, and right now, I want to do as much as I can without adding that in. For the most part, the aim is not to be a heavy plugin. The only mobs right now that require wrappers at all times are winter wolves and the secret wolves. Giants get a wrapper, but only when they target someone, and it isn't persistent. So, so far, as you can tell, I actually don't have too many wrappers going on despite the number of custom mobs. Aether Ghasts even don't require it, though I tried to give them one, it didn't work so well.

    Well, enough about wrappers, I am glad you like the plugin. I am also glad the storm giants kicked your butt, they are supposed to be a little harder. The point of this plugin was this... I was getting bored fighting the same old mobs. I wanted more of a challenge, and I hope to give that to others. Difficulty settings may be added in in minor ways, but for overall difficulty setting, I'd go to something like sRPG which allows you to set HP and damage of nearly everything. I will be handling any values that cannot.
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    HOW DO I INSTALL IT TO WORK!!!!!!!!!!!
    Also is the skylands yall are talking about this---

    howd u get it to work!?!?! :mad::'(

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    Seems I have already responded to the private conversation. I'll make sure to post here when we find a resolution.

    Also, yes, skylands. There's a number of plugins that can get you to the skylands. My preferred method is inception as well as stargate. But once you have the skylands in, it will be a "skylands" world type, which is where some of these mobs will spawn.
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    For the most part I just followed the directions in the OP. Also, using NotePadd++ is really useful for editing all the .yml files associated with these plugins.

    @TheTennessee - Thank you for the reply. The kick would be awesome for the Giants. I'm not too sure what wrappers are, but I'll take your word for it that it is best not used :) The Slimes idea would be interesting if they spit out the largest variety. That could get pretty hectic and be fun. If you could throw it in without too much work it might be worth a shot!

    By the way, Winter Wolves are ridiculous. I had a pack of them camping my initial shelter on a new test world I made - what a time it was just being able to walk out the front door! Can't wait to tame one!

    Elsewhere in this thread you said that you were working on another plugin that involved taming wolves. Is this underway? I'm excited about that. An idea: A command that forces wolves to attack a target without the controller being attacked or attacking the target. Would help archers use wolves more effectively.

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    Yeah, the slimes are a sort of meh, maybe thing. It was more for the laughs that I thought it up. It's going to depend on what else I can get giants to do. I really want them to be difficult monsters.

    WinterWolves: Yes, they can be. I am guessing you either built in Taiga or you are in the skylands. I am jealous, I have yet to find them in my normal world. And yes, I am working on another plugin. It's called AnimalCompanion. What is really holding it up is wolf respawning. I want to make it compadible with this plugin, so you can tame and KEEP special wolves.

    Here's the current issue with wolf respawning: Once the wolf dies, even if you spawn a new one, the new one is just a normal wolf, not a special one. So... that's what I am working on. It'll include AI types, special wolf support, respawning, multiworld travel, leveling, and wolf caps, as well as a bunch of other stuff. I have it about 50% complete right now.

    Oh yeah, hint for winter wolves and especially taming them, strafe quickly and then get in close. Their ranged snowball attacks can get you pretty owned, especially if they are in a pack. But once you get them in melee, they stop firing it, so you can melee them down, or possible calm them with a porkchop. Hellhounds are the opposite. You want to stay back, because their bite will set you on fire. And well... the secret wolves, well... when you find them, you'll find out.
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    Man, I can't wait for the taming plugin - sounds pretty epic!

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    mediafire, Rapidshare and sendspace(I think that's the name).

    Can't think of any others now
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    I just wanted to post here again to say that I have this running on my server now, and it's tons of fun :D
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    Can you tell me what OP means? [cake]
    And im also using notepad++
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    I'd like to use the fireball giant in the normal world. Is this possible?
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    Not with the current setup, but eventually I hope to allow you to set what monsters they replace and that would mean allowing the fire giants to spawn in the normal world. Just... all in good time.
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    *excitedly waits for 0.4*
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    OP = Original Post.

    I don't know man. This one was pretty easy to set up for me. No permissions to muck around with. Just the JAR and the config file.

    @TheTennessee - Giants seem to have an interesting way of interacting with magic plugins. I can't seem to get the spells to trigger reliably unless I click a lot around their feet. Any idea why that happens? I know it probably doesn't have much to do with your plugin but I was wondering if perhaps you had some insight.

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    Well, as far as the conversation we have going, he has absolutely no output in his console from the plugin, so my guess is, it is probably corrupt and he needs to redownload. He says it created a config file, so it must have worked at least once.

    1.3.5 will be coming out soon actually. It won't have what you are looking for, but it will be a bunch of bug fixes as well as a hookup for AnimalCompanion. I ended up having to make it work kind of like permissions, working if you have it, but ignoring it if you don't. I needed some way to make respawning wolves back into hellhounds etc.

    Yeah, their hitbox is pretty small. They actually have a much smaller hitbox than they should, which is why that happens. It isn't something I can change.
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    Thanks for the plugin, it's great :)

    I really like the zombie pigmen that run towards you with a sowrd.
    I have yet to see a Giant, perhaps they spawn more rarely..Do they look like big giant zombies ?

    Is it possible to do more stuff with Skeletons ?
    Just an idea, Perhaps have 1 skeleton with a sword instead of a bow and dressed in Diamond Armour (apart from the hemet so you can see his skull).., make sure he's tough and agressive..
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    I have thought of that. Actually, there's a limitation in bukkit, monsters don't have slots to put armor in. The only way to change that is bukkit support. So yes, I do want to add stuff like that in, but that'd only be if I could get spout working.

    Yeah, giants are a little more rare, but you can usually see them from much further away. Thanks for downloading it. I am happy to see everyone is enjoying it.

    Okay, the update has been made. You can take a look at the change log for the details. As usual, updating will not cause anything to change even if you don't update your config. If the variables are not found in the config, they will use the defaults, which are the same as they were before I added them to the config.

    For the most part, you shouldn't need to update unless you want to get the AnimalCompanion plugin, which will be out later tonight or possibly tomorrow, depending on how long permissions support takes me. It is now about 85% complete, so it shouldn't be long.

    I did some bug fixing in this version, that's the majority of what you'll see. Any bugs that you find, be sure to report.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    This plugin is Brilliant!
    I do however think you could make it easier to disable certain mobs in certain worlds, maybe an example worlds.yml file with a standard world config? It could possibly be setup as:

    mobname: true
    mobname: false

    I'm not sure how hard this would be to implement (I'm only a simple admin), but it would be amazing if this could be implemented, it would make an Awesome plugin even more amazing!
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    I'm a little confused, how is this simpler? All in one files have an inherent parsing difficulty. You have to find the world name, then go down to the mob you are wanting, and be sure you aren't going for the wrong one. In terms of loading, checking if the world has a file and then reading that file is simpler.

    Sorry, I'm just not sure I follow what would happen if you put it into one file instead of split up?
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    Yes, you have a good point!
    Another similar idea is to have a config per world (like you already do)
    But have it automatically come with a world.yml config, (with all mobs enabled?) This way users can see a list of all of the mobs, and copy/ rename this file per world.

    I only say this as I was unsure as to what mobs can be controlled per world and whether their names change per world,

    Thanks for listening to my probably pointless rabble! :D
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    Ah, that point I can definitely see. So like, output an "example_world.yml" config. I can definitely do that!
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    Also, this morning I got this error (I'm running Advancedmobs 3.5)

    14:47:48 [INFO] [AdvancedMobs0.3.5] Loaded all world configs.
    14:47:48 [SEVERE] Error occurred while enabling AdvancedMobs v0.3 (Is it up to date?): Index: 5, Size: 1
    java.lang.IndexOutOfBoundsException: Index: 5, Size: 1
    at java.util.ArrayList.RangeCheck(ArrayList.java:547)
    at java.util.ArrayList.get(ArrayList.java:322)
    at com.bukkit.tennessee.AdvancedMobs.AdvancedMobs.LoadWolves(AdvancedMobs.java:435)
    at com.bukkit.tennessee.AdvancedMobs.AdvancedMobs.onEnable(AdvancedMobs.java:317)
    at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:126)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:885)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:278)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:178)
    at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:161)
    at org.bukkit.craftbukkit.CraftServer.reload(CraftServer.java:452)
    at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(SimpleCommandMap.java:281)
    at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:129)
    at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:344)
    at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:489)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:468)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:363)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)

    Any ideas?
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    I found it. It was a nested for loop. The inner for loop was mistakenly using i instead of j. Let me get that tested and updated as 3.6. I've done some other tweaking, so should be fine to update it.
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    Awesome, thanks!
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    Should be all updated now. There's a couple other fixes I put in... Nothing major, which was why I was holding off on the update.
    midget_3111 likes this.
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    This plugin works beautifully. Thank you so much. I wouldn't change a thing except maybe a height-check on those giants so they don't spawn in caves.
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    Let me add that to the list actually. I have been pondering that, but it seems my old way of handling that was to check to see if they start suffocating, but it seems that having their heads in a cave doesn't cause them to suffocate. I think checking to make sure the block they are spawning on is the top-most block in the world for that X/Z would work, and to make sure they don't spawn on top of trees.
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    Do you plan on eventually including spout support for this plugin?
    would be awesome to see some mobs which have different attributes and don't look like any of the current ones
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    It's in the possible's list. I haven't messed with Spout yet, so I can't really promise anything.
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    I look forward to sitting back and watching where this will be in a few months time then!

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