[MECH/FUN] AngryWolves v1.9 - Randomly spawn aggressive wolves, Hellhounds! [1.7.2-R0.2+]

Discussion in 'Archived: Plugin Releases' started by Mike Primm, Apr 4, 2011.

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    Mike Primm

    AngryWolves - Randomly spawn aggressive wolves, now with Hellhounds!
    Version: v1.9
    Verified on 1.7.2-R0.2

    This plugin offers the option to have some (or even all) wolves that spawn be already angry. In addition, angry wolves can be substituted for a portion of the normal monster spawns, but (optionally) only in appropriate biomes and on appropriate terrain. Both of these options can be enabled at the same time (or individually, as before), and individually configured. Wolves can also be configured to have loot drops.

    A portion of angry wolf spawns can, optionally, be made to be Hellhounds! Hellhounds are flaming, fire-proof angry wolves - which mostly makes them look a whole lot cooler :). Unlike regular angry wolves, though, they can spawn in The Nether.

    Settings are controlled at three tiers - global, world-specific and polygon-defined areas within specific worlds. In all cases, the settings of the more specific tier, if defined, override those of the higher tiers (area supersedes world, which supersedes global settings).

    The settings file includes the following attributes:
    • spawn-anger-rate - Percentage of normal wolf spawns that appear as angry wolves. Disabled if zero.
    • mob-to-wolf-rate - Ten times the percentage of monster spawns (zombie,creeper,skeleton,spider) are replaced by angry wolves (e.g. 50 = 5%, 1000=100%). Disabled if zero.
    • spawnmsg - optional message to broadcast to all players in world where an angry wolf has spawned, due to either method (limited to once per 60 seconds per world). Color codes can be included using &0-&F format (similar to Essentials).
    • spawnmsgradius - optional parameter that, if set above zero, limits the sending of the 'spawnmsg' to players within the provided number of blocks of the spawn event
    • creeper-to-wolf-rate, skeleton-to-wolf-rate, zombie-to-wolf-rate, spider-to-wolf-rate - when defined, these values override the mob-to-wolf-rate for the corresponding mob type (e.g. creeper-to-wolf-rate, if set, will define the rate (in tenths of a percent) of creeper spawns that are replaced with angry wolves)
    • mobtowolf-ignore-terrain - when defined and set to 'true', this option removes the biome and terrain restriction on mob-to-wolf spawn replacements - angry wolves can replace spawns in any biome or terrain when this is set.
    • wolf-loot-rate - when defined, this integer is the percentage chance that a dying wolf drops loot (default is 0)
    • wolf-loot - when defined, this integer list is the set of one or more item IDs to be picked from randomly when determining a wolf's loot drop. Duplicate IDs are allowed, and makes the given item more likely to drop (default is [ 344 ], leather).
    • pigzombie-to-wolf-rate - when defined, this value overrides the mob-to-wolf-rate for the pig-zombie spawns, and sets the rate (in tenths of a percent) that pig-zombies will spawn as angry wolves instead. Angry wolf spawns in The Nether are always Hellhounds.
    • hellhound-rate - when defined, this value indicates the percentage of angry wolves that are Hellhounds (flaming, fire-proof angry wolves).
    • wolf-xp - when defined, the number of experience orbs dropped for kills of normal wolves
    • angry-wolf-xp - when defined, the number of experience orbs dropped for kills of angry wolves
    • hellhound-xp - when defined, the number of experience orbs dropped for kills of hellhounds
    • hellhound-fireball-rate - when defined and above 0, this is the number of seconds between fireballs hurled by hellhounds (default= 0, no fireballs)
    • hellhound-fireball-range - when defined, range of hellhound fireballs
    • hellhound-fireball-incendiary - when defined and set to true, hellhound fireballs can cause fires
    • mob-to-wild-wolf-rate - when defined, rate at which monster mobs are replaced by normal (wild) wolves, in tenths of a percent (e.g. 100 = 10%).
    • pup-on-sheep-kill-rate - when defined, rate at which wolf pups are spawned when a wolf eats a sheep (in percent)
    • villager-werewolf-rate - decimal percentage of villagers that become Angry Wolves during the full moon (they return to normal at the end of the night) (new to 1.2)
    • angrywolf-hunts-villagers - boolean that, if true, causes Angry Wolves to hunt villagers (like Zombies do) (new to 1.2)
    In addition, you can configure a "full moon" night - one night out of every N (where N is the setting for the days-between-fullmoons attribute), 'anger-rate-fullmoon' percent of the untamed wolves will become angry. At the end of that night, all angry wolves (even ones angry before the night started) will revert to normal. The attribute for this include:
    • days-between-fullmoons - if non-zero, the number of daytime periods between 'full moon' nights (e.g. 1 = every night, default is 8, setting to zero disables the feature). Note: unlike other attributes, this attribute can only be defined at the world and global level - no area-specific full moon cycles! Setting this to 8 will result in the lunar cycle matching the MC 1.0.0 lunar cycle.
    • 'anger-rate-fullmoon' - the percentage of already-spawned wild wolves that turn angry at the start of the 'full moon' night (if zero, feature is disabled). Note: tamed wolves are unaffected.
    • 'fullmoonmsg' - optional broadcast message sent at the start of each 'full moon' night. Color codes can be included using &0-&F format (similar to Essentials).
    • 'fullmoon-mob-to-wolf-rate' - if set, this is the 'mob-to-wolf-rate' used during 'full moon' nights - choose to spawn more angry wolves during the full moon!
    • 'fullmoon-stay-angry-rate' - if set, this is the percentage of angry wolves that stay angry at the end of a full moon night (default is 0%)
    The "wolves in sheep's clothing" option is also available. Disabled by default, the option allows for a probability that a sheep, when damaged by a player, turns out to be an angry wolf in disguise. This feature is controlled with the following attributes:
    • wolf-in-sheep-rate: chance that a sheep is an angry wolf in disguise (in tenths of a percent). Default is zero (disabled).
    • wolf-in-sheep-msg: message sent to player that damaged the wolf-in-sheep's-clothing. Color codes can be included using &0-&F format (similar to Essentials).
    The "wolf-friends" feature is also available. This is a Permissions based privilege that, when granted to a user, makes them not be attacked or targeted by angry wolves. This feature is controlled (globally, per-world, or per-area) with the following attribute:
    • wolf-friends: if set to true, the 'angrywolves.wolf-friend' permission is enabled, and players with that permission will not be attacked or targetted by angry wolves. Note: if enabled on a per-area level, the location of the PLAYER determines if the friend permission will prevent attack.
    Permissions 2.7.x or later has been tested. Without Permissions, Bukkit Permissions ('Superperms') will be used instead.

    To install, simply copy the AngryWolves.jar to your plugin directory and start CraftBukkit normally. A sample configuration file, config.yml, will be created in the AngryWolves subdirectory.

    • Multi-world support
    • Global settings, per-world settings, and per-area settings
    • Set percentage of wolves that spawn already angry (spawn-anger-rate > 0)
    • Set percentage (x10) of monster spawns to replace with angry wolves (mob-to-wolf-rate > 0)
    • When replacing monster spawns, will only do so in forest and tiaga biomes, and only when spawn is over grass terrain. mobtospawn-ignore-terrain can be used to disable this restriction.
    • Optional world-level broadcast messages when an angry wolf is spawned
    • Optional "full moon" nights - one night out of every N days-between-fullmoons, a settable fraction of all wild wolves go angry for the night, but return to normal in the morning.
    • Optional "wolf-in-sheep's-clothing" - settable probability that a sheep damaged by a player turns out to be an angry wolf in disguise!
    • Optional "wolf-friends" privilege - if enabled, players with the 'angrywolves.wolf-friend' privilege, via Permissions or GroupManager, will not be attacked or targetted by angry wolves.
    • Optional spawn message radius, to limit which players are warned if an angry wolf spawns and a 'spawnmsg' has been defined.
    • Option polygon-defined areas within each world that can have their own settings (defined as list of 2-D coordinates - 2 for rectangle, 3+ for polygon).
    • Optional mob-type-specific mob-to-wolf rates, allowing the rate of mobs being replaced by angry wolves to be set for each mob type (spiders, skeletons, zombies, creepers - and pig-zombies)
    • Optional loot drops from wolves - controlled rate (using wolf-loot-rate), and list of item IDs to be randomly picked from (using wolf-loot). Option for angry wolf specific loot and loot drops (using angry-wolf-loot-rate and angry-wolf-loot, respectively). Option for Hellhound specific loot and loot drops (using hellhound-loot-rate and hellhound-loot, respectively).
    • Option for a settable percentage of angry wolves to be flaming Hellhounds (using hellhound-rate)
    • Option to set different mob-to-wolf rate during full moons, using fullmoon-mob-to-wolf-rate setting (percentage x10, like mob-to-wolf-rate). Also, optional settable rate that angry wolves stay angry at end of full moon (in percent - default 0).
    • angrywolf-health and hellhound-health settings, which control the initial health of these spawns - used to make them less wimpy than normal wild wolves!
    • hellhound-damagescale - allows damage received by Hellhounds to be reduced (it is multiplied by this settings, so making it below 1.0 reduces damage).
    • angrywolf-pop-limit - allows limit on total population of Angry Wolves and Hellhounds on your server (mob-to-spawn sidesteps the normal spawn population limits).
    • Enable hellhounds to attack with fireballs (at settable range and rate) that do (or don't) cause fires
    • Configure normal wolves, angry wolves, and hellhounds to drop experience orbs
    • Add options to make normal wolves more common - mob-to-wild-wolf-rate (like mob-to-wolf-rate, but it causes normal 'wild' wolves), and pup-on-sheep-kill-rate (percent chance of getting a wolf puppy when a wolf eats a sheep)
    • Color codes can be included using &0-&F format (similar to Essentials) in any custom message.
    • (new to 1.2) Optional rate for villagers to become werewolves (Angry Wolves) on full moons - which revert back to villagers in the morning
    • (new to 1.2) Option for Angry Wolves to hunt villagers (like Zombies do)
    Download AngryWolves ZIP from HERE. Unzip in plugins directory to install.

    Source Code on GIT is https://github.com/mikeprimm/AngryWolves

    Change Log:

    Version 1.9:
    • Update to work on v1.7.2 (Will no longer work on v1.6.2 or earlier)
    Version 1.7:
    • Update to work on v1.6.2 (Will no longer work on v1.6.1 or earlier)
    Version 1.6:
    • Update to work on v1.6.1 (Will no longer work on v1.5.2 or earlier)
    Version 1.5:
    • Update to work on v1.5.2 (Will no longer work on v1.5.1 or earlier)
    Version 1.4:
    • Updated to work on v1.5.1 (Note: will no longer work on v1.4.7 or earler)
    • Fix error with setting wolf health
    Version 1.3:
    • Updated to work with v1.4.7 (Bukkit package breaks...)
    • Added wolf howl when wolf spawns angry
    Version 1.2:
    • Add 'villager-werewolf-rate' setting - allows settable rate for villagers to become Angry Wolves during full moon
    • Add 'angrywolf-hunts-villagers' setting - if true, Angry Wolves will hunt villagers like Zombies do
    • Add mcstats.org usage tracking
    Version 1.1:
    • Fix problem caused by arbitrary, unnecessary CB 1.3.1 Biome change....
    Version 1.0.3:
    • Make wolves angry again - workaround lame CB/Vanilla v1.2 wolf behavior - Angry Wolves are back to attacking anyone they find, versus just folks that attack them!
    Version 1.0.2:
    • Updated to 1.2.4-R1.0
    Version 1.0.1:
    • More 1.1-R5 prep (more 1.1-R5 READY)
    Version 1.0.0:
    • Update to 1.1 event model (1.1-R5 READY)
    Version 0.9.5:
    • Update for new 1.1 biomes - support wolf-friendly biomes, FOREST_HILLS and TAIGA_HILLS
    Show Spoiler

    Version 0.9.4:
    • Add color code support for custom messages (using &0 to &F format codes)
    • Prevent spawning of non-hellhounds in nether
    • Migrate configuration file to config.yml
    Version 0.9.3:
    • Make default month length 8 days (matches Bukkit/Minecraft lunar cycle)
    • Adjust day-of-month calculation so that 8 day month results in full moon matching Mineacraft moon
    Version 0.9.2:
    • Fix inaccurate version number reported by 0.9 and 0.9.1 (was still 0.8.7)
    • Defend against bogus/broken Permissions plugin causing exception
    Version 0.9.1:
    • Fix typo in default angrywolf-pop-limit attribute
    Version 0.9:
    • Add Hellhounds-With-Frickin-Fireballs options!
    • Add Experience Orb options for all wolf types
    • Add normal wolf population aides - mob-to-wild-wolf-rate
    • Add optional chance of wolf pup when a wolf eats a sheep
    Version 0.8.7:
    • Prevent exceptions in 1.0.0 CB builds (null creature type in spawn events, health limit exceptions on wolves)
    Version 0.8.6:
    • angrywolf-health and hellhound-health settings, which control the initial health of these spawns - used to make them less wimpy than normal wild wolves!
    • hellhound-damagescale - allows damage received by Hellhounds to be reduced (it is multiplied by this settings, so making it below 1.0 reduces damage).
    • angrywolf-pop-limit - allows limit on total population of Angry Wolves and Hellhounds on your server (mob-to-spawn sidesteps the normal spawn population limits).
    Version 0.8.5
    • Add angry wolf and hellhound specific loot and loot rates (angry-wolf-loot, angry-wolf-loot-rate; hellhound-loot, hellhound-loot-rate)
    • Add full-moon specific mob-to-wolf-rate (fullmoon-mob-to-wolf-rate), to alter mob-to-wolf replacements during full moon nights
    • Add optional rate for angry wolves to stay angry at end of full moon (fullmoon-stay-angry-rate).
    • Fix Hellhounds becoming not angry at end of full moon.
    Version 0.8
    • Add support for Hellhounds (flaming, fireproof angry wolves)
    • Add support for pig-zombie-to-wolf-rate (substituting pig-zombies with Hellhounds)
    Version 0.7
    • Add support for wolf loot drops
    Version 0.6
    • Add support for mob-type-specific mob-to-wolf replacement rates
    • Add option to not restrict mob-to-wolf replacements to wolf-appropriate biomes and terrain
    • Fix problem with blank chat messages being send when corresponding optional messages were not set
    Version 0.5.1
    • Preliminary support for v1.5 (CB709) along with v1.4 (CB684)
    Version 0.5
    • Added rectangular or polygon defined areas, allowing angry wolf settings to be defined distinctively on different parts of a given world
    • Added optional spawn message radius, to limit spawn notifications to players within a provided distance of an angry wolf spawn event, if a spawn message has been defined.
    Version 0.4
    • Added "angrywolves.wolf-friend" privilege, via Permissions 2.5.4+ or GroupManager 1.0-alpha-3+, to prevent angry wolves from attacking players with the privilege.
    Version 0.3.1
    • Minor fix for problem with wolves reverting to normal at end of full moon on CB670
    Version 0.3
    • Add "wolf-in-sheep's clothing" option
    Version 0.2.1
    • Fixed problem with 'full moons' making tamed wolves go angry
    Version 0.2
    • Reformat configuration file
    • Allow both spawn-angry and replace-mobs-with-angry-wolf options to be used at the same time
    • Add 'full moon' nights, where even more wolves can become angry, but then to return to normal in the morning.
    Version 0.1
    • Initial release

    Known Issues:
    • None
    Planned Features:
    • Weapon immunity for Hellhounds: Configurable to be damaged only by certain materials.
    • Configurable spawning biomes and rates per biome
    • Configure spawn drop per biome
    • Angry wolves only spawn in Tiaga and Swampland, Normal Wolves spawn in Forest
    • AngrySquids?
    • Add some wolf management commands, including in-game creation of areas
    • Other spawn population controls
    Other Wolf Plugins:
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    Alright, i'll try this out, and see if it works. The only thing is that i had been using AngryWolves for about 3 or 4 days and thats the first time i'd ever seen that come up.
  3. Offline

    Mike Primm

    Yep - having angry wolves of some sort is more or less required to bring around the situation - only time a wolf will target another wolf is when one is angry and the other is tame, and the angry one has attacked the owner of the tame one (or some other variant on that theme). If I'm the one doing the print (in the version you were running), 0.4 should fix it - if not (meaning someone else is doing the toString() call), the same scenario will probably yield the same result. If it does, grab the last few lines of the exception dump - the ones where it stops being the same over and over, and send them to me.
  4. Offline


    Alright, i'll try that today or tomorrow, i've got an exam and a 10 hour day at work today :p wont have much time to mess with my server :S

    EDIT: Works now! Thanks!
  5. Offline

    Mike Primm

    Cool - I was just about to post to ask, and noticed your EDIT just in time. Thanks for the feedback!
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    It would be cool if on "full moons" all monsters would be angry wolves. Does it work with ExtendDay mod?
  7. Offline

    Mike Primm

    I'll pull down the ExtendDay mod, and give it a look - depending upon how they extend the day, I might need to make changes to not be tricked into elapsing days when I shouldn't.

    Making all monster spawns be angry wolves would be easy enough - question would be, what should I do with them in the morning? By default, you'd wind up with a bunch of normal wolves running around. I'd be tempted to "cull the herd" - have most of the angry wolves disappear, and only leave some of them as normal wolves.

    Also, does anyone have any interest in an option for wolves to drop loot (specifically, leather would seem the most reasonable)?
  8. Offline

    Mike Primm

    Just a "head's up" - the current release (v0.4) WILL break when the v1.5 CraftBukkit first drops. The reason is that my pull request for proper Wolf APIs for some of the needed functions (like detecting if a wolf is tamed) hasn't been accepted, despite being out and reviewed for the last couple of weeks. I'll have an updated JAR that matches with the new CraftBukkit as soon as it's available. I don't want to speak for the other "Wolf-mod" guys (WolfPound, WolfSpawn), but I'm 99% sure they'll hit the same or similar issues, and we'll definitely be sharing the needed information to get everyone working as soon as we get it.
  9. Offline

    Mike Primm

    Just released v0.5 - its still for v1.4, since CB hasn't gone to a recommended v1.5 as of the time of this post - tested on CB684, but no reason to expect problems with the previously tested builds.

    Big new feature is the addition of support for "areas" within worlds - you can defined, via the AngryWolves.yml file, any number of either rectangular (via providing 2 points) or polygonal (via providing 3 or more points) areas within your worlds, and provide distinctive AngryWolf settings controlling the behaviors within those areas. This is intended to allow you to either set up areas that are "bad lands" - haunted forests, graveyards, whatever - without needing to expose your whole world to plagues of Angry Wolves (or, optionally, set up 'safe zones' in an otherwise hostile world...). All wolf settings can be set on the per-area, per-world, or global level, with the exception of days-per-fullmoon (which is world or global level - be kind of silly to have different length months on different areas!). To see the syntax of the AngryWolves.yml support for defining areas, boot up with no AngryWolves.yml defined and take a look at the sample default that is produced.

    In addition, I've added the option to set a "radius of notification" limit of spawn messages (if defined) - if set, only players within the provided distance of an angry wolf spawn event will receive the spawn message.
  10. Offline

    Mike Primm

    Just released v0.5.1 - this addresses the previously anticipated issue with v1.5, so this binary will continue to work with v1.4 (CB684) while also working on v1.5 (CB709).
  11. Offline


    Hi there.
    Seems I cannot get any wolves, here is my cfg :
    bukkit 714
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    Mike Primm

    I'll try a reproduce - you seeing ANY wolves, or just no angry ones?
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    I finaly met a pack, that seems pretty rare. Some agressive in the pack.
    Not he 10% of mobs i excpected. may be i missunderstood the config ?
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    Mike Primm

    Ah - OK - lemme take you through exactly what the attributes you have set do (I'm sure I haven't been clear enough on this, so its easy to believe there may be some misunderstandings):

    spawn-anger-rate: 50
    This means that 50% of the wolves that spawn naturally will be angry - doesn't make wolves more common, but does make 1/2 of em pissed off.

    mob-to-wolf-rate: 10
    This means 10/1000 (1%) of monster spawns (spiders, zombies, creepers, skeletons) that occur at appropriate locations will be replaced with angry wolves. An "appropriate location" means:
    • In a Forest, Taiga or Seasonal Forest biome
    • Over a surface block that is Grass (since wolves are actually "animal" versus "monster" spawns, this keeps them from popping up underground or the like, just like other animal spawns)
    The mob-to-wolf-rate does increase the frequency with which you will see wolves, although you may want to step up from 10 (1%) if you want to see more (since things like underground spawns and spawns in inappropriate biomes and the like will not be impacted).

    days-between-fullmoons: 28
    You have a full moon night every 28 night/day cycles

    anger-rate-fullmoon: 25
    On a full moon night, 25% of existing non-tame wolves will go angry
  15. Offline


    Aaah, didnt see it was 10/1000, was counting on %.
    Thanks a lot, gonna try now.

    Edit : working like a charm now. good job.
  16. Offline


    Would it be possible to add an option to specify which mobs can be replaced by wolves? In my case, I'm looking to replace all creepers with them, while leaving other mob numbers the same.
  17. Offline

    Mike Primm

    That should be easy to implement, and sounds like a good idea - I'll try to get it done in the next drop!
  18. Funny plugin! Has to stay on our server! However, is it possible that a blank/empty chat line is posted when spawnmsg is off? Since the plugin is installed we have regular empty chat lines.
  19. Offline

    Mike Primm

    Yep - I noticed that this weekend, too - I'll get a fix out tonight, once I find where it's happening!

    Just released v0.6 - new features and fixes include:
    • Added support for per-mob-type specific mob-to-wolf-rate attributes. When set, these attributes override any generic mob-to-wolf-rate settings, and determine what proportion (in tenths of a percent) of the corresponding mob type are replaced with angry wolves. The attributes are:
      • skeleton-to-wolf-rate
      • zombie-to-wolf-rate
      • creeper-to-wolf-rate
      • spider-to-wolf-rate
    • Added option to disable biome and terrain checking on mob-to-wolf spawn replacements. When mobtowolf-ignore-terrain is set to 'true', mobs will be considered for replacement (based on the corresponding rate settings) independent of the biome and terrain where the spawn is taking place - angry wolves can pop up in caves, deserts, wherever.
    • Fixed problem with blank notification messages still being sent (as blanks) to player chat

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
  20. Offline


    Great plugin! Everything is working just as I need it to.

    I was wondering if you could point me to a plugin or implement control for other mobs spawning in an area? I have 100% wolves in 1 area but what if I wanted 100% creepers or zombies?


    It's possible that making an area bigger than 100x100 with 100% wolves (and ignore terrain = true) is producing a major amount of lag. Commands and text I type have a significant delay and I often get hit by things I can't see.
  21. Offline

    Mike Primm

    I'm not aware of another plugin the controls spawn rates on an area basis, but as many plugins as are out there, I'd almost be surprised if there wasn't one (or more). I could probably put in something quick - a mob_to_*_rate kind of thing, which seems like it'd fit your needs - let me know.

    I'll give a look at the lag scenario you reported - could you give me you CB level and AngryWolves.yml settings? Also, if you have any other plugins that you think would be involved with creature spawns (stuff like WorldGuard that can block spawns in some locations, etc), that would be cool, too. The code path for mapping the spawns is pretty lean - basically, it checks the mob type, randomly sees if it should be replaced, and then cancels the spawn event and requests a new spawn of a wolf at the same location.
  22. Offline


    could you set the full moon rate to something like 0.25 or other decimals? so that even normal wolves could be dangerous if you happen to be there at the wrong time? (seems more realistic)
  23. Offline

    Mike Primm

    Just to be clear, the full moon rate is in percent - do you want it to be able to be a smaller unit (0.25%, if I read your request properly)? I could do it pretty easily - just want to be sure that is what you're requesting.
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    oh, is it percent per day?
    is there a way to make it a set amount of time, like i was thinking 1/4 of a day and have it so only wolves can spawn in one world, and nothing else (using other plugins)
    but i wanted to make it so that players could go there to get a wolf but at the risk that they will all suddenly turn hostile, see what i'm talking about?
  25. Offline

    Mike Primm

    It's the percent of the non-tame wolves that "go angry" on a given full-moon night. The "days-between-full-moons" controls how many day-night cycles happen before each full moon (it defaults to 28, which is similar to the "real world", except for the part with days only being 20 minutes long). In the morning, the angry ones go back to being just non-tamed. As with all the settings, you can set these on a global basis (applying to all worlds) and/or on a per-world basis (worlds inherit the global settings, and world-specific settings then override them), so you can have full-moon rates and days-between numbers for each world (and/or disable them on some worlds by having rates=0 or days-between=0).
  26. Offline


    ok, thanks, in that case i will definitely download this :D
  27. Offline


    First off, more control on the mob ratios would be greatly appreciated if it isn't going out of your way to implement. :)

    Things haven't had much lag at all recently but some times I'll enter the area and it will take a few extra seconds for my commands/text to show up in the chat. It seemed to go away when I made the area smaller and let zombies through the check (I have an area of wolves and zombies now). My only speculation is that maybe it's lagging because it's checking for so many mobs below as I have the ignore biome check to true? What might help is to be able to add a Y into the area so it doesn't do the full range of blocks from bedrock to sky limit. I don't really need anything below about 10 blocks from the surface to be changed to wolves anyway.

    Here's my code:

    # If undefined, mob-to-wolf-rate defaults to 10, others are null
    mob-to-wolf-rate: 50
    # spider-to-wolf-rate: 20
    # zombie-to-wolf-rate: 0
    # skeleton-to-wolf-rate: 5
    # creeper-to-wolf-rate: 1000
    # mob-to-spawn-based spawns are normally limited to spawns occuring in valid biomes for wolves, as well as over valid wolf spawn terrain (grass)
    # mobtowolf-ignore-terrain can be set to 'true' to disable biome and terrain restrictions
    mobtowolf-ignore-terrain: true
    # If defined, can also have a 'full moon night' one out of every days-per-moon
    # During this, anger-rate-fullmoon percent of non-tame wolves go angry
    days-between-fullmoons: 28
    anger-rate-fullmoon: 100
    fullmoonmsg: The wolves are baying at the full moon ...
    # Optional spawn message
    # spawnmsg: There's a bad moon on the rise...
    # Also, optional spawn message radius - limits message to only players within given number of blocks of spawn
    # spawnmsgradius: 50
    # Wolf-in-sheeps-clothing rate : in 10ths of a percent
    wolf-in-sheep-rate: 0
    wolf-in-sheep-msg: Oh, no! A wolf in sheep's clothing!
    # Optional - enable 'wolf-friends' : players with the 'angrywolves.wolf-friend' privilege will not be targetted by angry wolves!
    # wolf-friends: true
    # For multi-world specific rates, fill in rate under section for each world
    # worlds:
    #  - name: world
    #    spawn-anger-rate: 10
    #    mob-to-wolf-rate: 0
    #    days-between-fullmoons: 0
    #  - name: transylvania
    #    spawn-anger-rate: 90
    #    mob-to-wolf-rate: 100
    #    spawnmsg: Something evil has entered the world...
    # Optional - for special settings limited to an area on one world
    #  'coords' define the area, as a list of two or more coordinate values (each of which has an x and z attribute).
      - name: Gothica
        worldname: ClearTopia
          - x: 730
            z: 1750
          - x: 550
            z: 1900
        spawn-anger-rate: 0
        mob-to-wolf-rate: 50
        spider-to-wolf-rate: 1000
        zombie-to-wolf-rate: 0
        skeleton-to-wolf-rate: 1000
        creeper-to-wolf-rate: 1000
  28. Offline


    Could you make it so the amount of wolves a player can tame is limited?
    so people aren't walking around with 10 wolves all the time?
  29. Offline

    Mike Primm

    I'll see if I can come up with a way to do this - I think I'm going to need to submit a Bukkit modification request to do it, as there isn't an event associated with the taming action yet.
  30. Offline


    Ok, thanks for looking into it :D
  31. Offline


    Can i request a item drop, customizable for when you kill wolves, in the wild? to be integrated into this. Because killing angry wolves does basically nothing. So customizable items like wool, or feathers or anything, would be nice. Like Items Min/Max | Chance of Drop. and, Multiple drops if possible.

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