[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.

  1. Offline

    TheTennessee

    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>


    Features:
    * 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"
    Code:
    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.
  2. Offline

    verent

    Sorry for being noob but for mob drops what does [data] mean ? does it mean the amount of that particular item ?
     
  3. Offline

    Marcos Cosmos

    Data could probably be damage value. As in, wool colours are determined by data value/damage value. But damage values seperate all items, they must share the same id AND value to stack for example, and in spout hover over names can change.

    the biggest example of DV use other than with wool is with coal as Charcoal is just coal with a damage value (i think its 64.. or 1 you'll have to check)

    I could be wrong though, but if it makes sense in the config, go with it? :3
     
  4. Offline

    verent

    If youre correct , then how do i set the amount of a certain item ?
     
  5. Offline

    morizuki

    This will be best if You and @Pasukaru combined XD The mobs will be having a CustomDifficulty while you do the Different kinds of attacking XD
     
  6. Offline

    Marcos Cosmos

    @verent: I've no idea, I haven't had any luck running a test server in 1060, and all my 1000 files are for some reason unreadable.. so I haven't been able to explore plugins for awhile :c
     
  7. Offline

    TheTennessee

    Verent, you add multiple of the same item. It is done that way for simplicity's sake, since then you have control over each and every one.

    @morizuki While combining would definitely be beneficial, the only problem I have with that is finding time to coordinate. It may seem like it would cut the work in half and all, but it does come with its own speed bumps, for one, two people with their own ideas coming to agreement over what to do. For now, I just plan to slowly add in functions to allow others to hook into the plugin.
     
    morizuki likes this.
  8. Offline

    Cosmic Break

    21:36:33 [WARNING] [AdvancedMobs0.3.7] Caught target cast exception.
    21:36:39 [WARNING] [AdvancedMobs0.3.7] Caught target cast exception.

    im getting these errors in console. whenever a mob spawns.
     
  9. Offline

    TheTennessee

    That's fine. It is just a debug message I accidentally left in the last build. It is already removed from my test build, I am just getting some finishing touches done on the Aether Slimes.
     
  10. Offline

    kalez

    Oh is that what that is. I started getting that shortly after i entered the nether, and didnt realize it til later. it was giving that every 6 seconds for about an hour and 44 minutes :confused:

    Edit: @TheTennessee idk if anyone else has noticed or reported this, but we have been noticing a lack of mob spawning after a time. It seems that after about a real life day mob spawning begins to dwindle, and it is especially noticeable in the nether where pigmen and ghasts spawn regularly, and you begin to rarely see mobs at all. for hours our nether was basically a barren... hell. after resetting the server, mobs will spawn regularly again. i let this go for a few days cause i wasnt sure if it was just coincidence or the plugin, but many of our members have noticed it as well. animals in the world seem to spawn fine, but mobs spawn less and less.
     
  11. Offline

    TheTennessee

    Hm... I was getting this in the skylands actually. I found it strange as well. Does it happen in the normal world often? One possibility if you have slimes turned on, they like to jump off of cliffs, which turn 1 slime into many smaller slimes, which turn into even smaller slimes, each counting as a separate entity. That -could- choke out the ability for any other mobs to spawn, because this happens naturally due to a slime's lack of fall avoidance in its AI.

    It could also be some kind of strange memory leak, where entities are somehow not in the world, but still thought to be in the world. If that's the case, the cleanup code I wrote -should- get rid of it. It hasn't happened in my skylands since I wrote it. Fire giants, normal giants, and winter wolves could all cause it in that case.
     
  12. Offline

    kalez

    Nah i had slimes at minimal spawning, and ive only seen big ones spawned which end up just sitting in lava pools mostly. But no it happens in both worlds.

    SO, alright, ill just occasionally refresh until the update =b
     
  13. Offline

    SPAMCraft1

    Could someone post a screenshot of all of the mob variants? I want to know if this is really what it says
     
  14. Offline

    kalez

    There arent really any variants, perse, its more allowing already existing mobs to be in more places with a few adjustments. The only added mobs are Hellhounds, Winter Wolves, and secret wolves, which look just like regular wolves but have fire or smoke. Its still a pretty cool plugin. My members are enjoying it so far.
     
  15. Offline

    GarretSidzaka

    hi there this plugin rocks. but you have to patch it it doing weird shit

    we were getting insane numbers of wolves and i reduced the number
     
  16. Offline

    verent

    @TheTennessee, you think you could add a essentials mob spawning support feature, or maybe ur own mob spawning feature . Make it configurable so that ppl can choose to on or off it . Again, you know why i want the mob spawning ;D.
     
  17. Offline

    TheTennessee

    Mmmhmmm. I want to add it in soon. It's just come to my attention that there are still some bugs to fix first. :p
     
  18. Offline

    verent

    I just found out something, The Tnt from Giants Can damage you even with godmode on.
     
  19. Offline

    TheTennessee

    It's been reported. But then again, god mode is part of another plugin, so sorry.
     
  20. Offline

    GarretSidzaka

    also can you make ai monster limiter for all the worlds like you have for skylands?

    and can you add spider jockys?

    do you have dev build? currently your plugin is down at my server
     
  21. Offline

    DAOWAce

    Getting this error, and have no real idea what's causing it.

    Code:
    2011-09-04 06:51:17 [SEVERE] Could not pass event ENTITY_DEATH to AdvancedMobs
    java.lang.IndexOutOfBoundsException: Index: 35, Size: 34
        at java.util.ArrayList.rangeCheck(Unknown Source)
        at java.util.ArrayList.get(Unknown Source)
        at com.bukkit.tennessee.AdvancedMobs.AdvancedMobsEntityListener.onEntityDeath(AdvancedMobsEntityListener.java:842)
        at org.bukkit.plugin.java.JavaPluginLoader$60.execute(JavaPluginLoader.java:663)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:338)
        at net.minecraft.server.EntityLiving.q(EntityLiving.java:467)
        at net.minecraft.server.EntityLiving.die(EntityLiving.java:447)
        at net.minecraft.server.EntityLiving.damageEntity(EntityLiving.java:391)
        at net.minecraft.server.EntityMonster.damageEntity(EntityMonster.java:43)
        at net.minecraft.server.Entity.ab(Entity.java:303)
        at net.minecraft.server.Entity.R(Entity.java:274)
        at net.minecraft.server.EntityLiving.R(EntityLiving.java:113)
        at net.minecraft.server.Entity.m_(Entity.java:195)
        at net.minecraft.server.EntityLiving.m_(EntityLiving.java:217)
        at net.minecraft.server.EntityMonster.m_(EntityMonster.java:30)
        at net.minecraft.server.World.entityJoinedWorld(World.java:1212)
        at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:48)
        at net.minecraft.server.World.playerJoinedWorld(World.java:1194)
        at net.minecraft.server.World.cleanUp(World.java:1110)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:450)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:363)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
     
  22. Offline

    TheTennessee

    @GarretSidzaka No, maybe, and I'm not uploading it. Why is it down?

    @DAOWAce Post your config, namely your loot tables. It means there was an error inside them.
     
  23. Offline

    GarretSidzaka

    it was spawning like hundreds of wolves. being a little mem-leaky from that or maybe soemthing else

    hey and the dev builds is what i live for. why not make them available? free early testing if there is a big enough bug. anywhoo its your life, so do what you gotta do
     
  24. Offline

    DAOWAce

    Bah, figures. I didn't want to re-create it so I never deleted it to see if it was causing a problem.

    However, now that I've looked over it.. again, I see what the problem was. I lacked another comma after the end of new drops I added to the table.
     
  25. Offline

    AndyFox42

    Screenshots won't really tell you anything. These mobs look normal, but their behavior is modified significantly. It works exactly as described. If you want to see it in action, take a look at the server in my sig. This is a great plugin.
     
  26. Offline

    TheTennessee

    What did you set your values to? I assume in the nether? That's about the only place this could happen, since wolves are animals, and they are the only animals in the nether.


    Yeah, it expects a certain number, and when it doesn't get that number, then it freaks out. There should be three numbers for each item, and if there's say, only 2 for the last item, then it gets there and can't find the chance to spawn.
     
  27. Offline

    GarretSidzaka

    brother i barely touched the values. i think i had wolf at 5
     
  28. Offline

    TheTennessee

    I wonder if it is something else then. I barely get any wolves with the default values on my server. Is anyone else getting this issue though? I might be able to figure out what it is.
     
  29. Offline

    Codex Arcanum

    Maybe normal world ghasts cause lightining strikes when they shoot fireballs?

    Maybe some sort of monster that spawns in deep water?

    Just random ideas off the top of my head when I read this, so I thought I'd post.
     
  30. Offline

    TheTennessee

    I definitely like the deep water mobs. As long as I can make them stay underwater rather than floating up, it would be pretty cool.
     
  31. Offline

    Codex Arcanum

    On an unrelated note, for people who want to spawn advanced mobs from spawners, (me) I just had an idea. This may or may not be a feature anyone besides me would be interested in.

    1. Make it so AdvancedMobs catches mob spawning events. Then have it check whether the spawn was natural or from a spawner. Then have it check the block above/below the spawner. If the block is a certain type, spawn an advanced mob. Ex: There is a wolf spawner on top of a block of snow. Snow is set in the config as the winter wolf block, so a winter wolf spawns instead of a normal one.

    2. This one really is pretty niche-y. Have AdvancedMobs hook into RedstoneSpawn so that people (like me) can set up long dungeons with advanced mobs in them that spawn only when people walk across the pressure plate by the door, that way they fight ONE winter wolf, not 50.
     

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