[MECH] CustomDifficulty v4.5.0 - Monsters too strong or too weak for you? Change it! [1240]

Discussion in 'Inactive/Unsupported Plugins' started by Pasukaru, Jun 6, 2011.

  1. Offline

    Pasukaru

    CustomDifficulty
    The Plugin to adjust the difficulty in SMP
    Latest version: 4.5.0
    blank line
    [​IMG]
    BLANK LINE : D : D
    CustomDifficulty provides a lot of features to change the all around difficulty in Minecraft.
    You can change the monster's HP, damage, aggressiveness and more! You are also able to modify the player's damage.
    Each difficulty is stored in its own file - which enables you to create as many difficulties as you like! It's possible to set a difficulty for a certain region only (Use the built-in regions, or WorldGuard regions). This enables you - for example - to create hard dungeons with ease.
    For more information, take a look at the 'Features' section below.

    Please report any bugs you may encounter!

    If you are a developer and take a look at the source, please let me know if you have some improvements! I'm still new to this (Java/programming in general) and want to get better. :)

    Features:
    • Change monster's hp (200 HP is max - but that should be enough, a player has 20)
    • Change monster's damage - Let them beat you up - or not even scratch you :>
    • Change aggressiveness of monsters and animals. (Aggressive, Passive, Friendly)
    • Change if monsters burn in sunlight.
    • Spawn any mob, anywhere - naturally! Giant, 'monster' and sheep in any color included!
    • Define spawn chance.
    • Define min/max height for mobs to spawn.
    • Define min/max light level for mobs to spawn.
    • Define block types mobs will only/will never spawn on.
    • Define custom drops for each mob in each difficulty.
    • Define a loot-multiplier to let monsters drop more items!
    • Limit mobs per server/world/chunk
    • iConomy support! (For monster-killing rewards)
    • Change player's damage.
    • Multi-world support!
    • Permissions support!
    • WorldGuard support!
    • Create regions, each with a custom difficulty!
    • No need to restart/reload the server to apply changes, simply use the /difficulty reload command!
    • All (reasonable) commands can be used from the console!
    If you download, please also click the 'like' button at the lower right corner of this post - Thanks!

    If you need a more detailed explanation, feel free to drop me a message and I'll try to help as much as I can. :)
    This text is only used to have an empty line! :>
    How to use:
    Click me :)

    • Copy CustomDifficulty.jar into the /root/plugins folder.
    • Download WorldEdit (If you want to use regions) and place it into the /root/plugins folder as well.
    • Difficulties are located in the /root/plugins/CustomDifficulty/difficulties folder. Each difficulty is in its own [difficulty].yml file.
    • Simply change the values of the default configs and/or create new config files. The plugin will load all *.yml files inside the difficulties folder automatically on reload.
    • If you remove a configuration node, this plugin won't change anything of the corresponding event, thus preventing conflicts with other plugins.
    • You can create regions with the /difficulty region [regionCommand] commands and set difficulties for each of them independently! (See 'Commands and Permissions' below)
    Note that you must notuse tabs in *.yml (YAML) files. If you do, it will mess up the format and Bukkit will throw you a million errors (something like *snakeyaml* ) :>
    Important notes:
    Click me :)

    • All configuration nodes are case sensitive and your world's names shouldn't contain special character, as it might mess up the configuration nodes!
      If a configuration node does not exist, Bukkits default will be used - or nothing happens at all.
      The plugin will check if the monster/player is in a region first (if enabled - see below)
      If the monster/player is in no region, the world's difficulty settings will be used.
    • Slimes are handled according to their size.
    • Wolves are handled according to their tamed/untamed status.
    • Creepers are handled according to their powered/unpowered. status.
    • The last three points exclude the following nodes:
      spawnChance, spawnOnlyOn, spawnNotOn, lightLevelMin, lightLevelMax
    • Creepers have a floating point (e.g. 1.65) damage value and it's used as multiplier, not as fixed damage. This value applies to the damage only, not the explosion range/radius.
    • Wild wolves can be aggressive. They will attack a player on sight, but it is still possible to tame them - unless the player fights back.
    • Tamed wolves HP will always be read from the worlds difficulty! (To avoid exploits like healing it in a region where it as a maximum of 100 hp and then move to a region with a maximum of 50 hp)
    • Player's damage will be calculated like this:
      Round( (usualDamage * damageMultiply) + damageAdd )
      damageAdd is an integer.
      damageMultiply is a floating point value.
      usualDamage is the players default damage (e.g. 2 with fists, 5 with diamond pickaxe) - might be different if another plugin modified the event damage before CustomDifficulty did!
      You can use different values for Player vs Player and Player vs Monster. You can also set negative values - but a negative multiplier is not recommended.
    • Regions are disabled by default! If you want to use them, go to your config.yml(not difficulty.yml!) and set useRegions for the specified actions to 'true' (without quotes!)
      I disabled them by default do increase performance (a tiny, tiny bit :p, unless you have 1 million regions in one world) and I guess not everyone will use them.
    • Change difficulty of (regions or worlds) by using the corresponding command where difficulty = one of your /difficulties/[difficulty].yml without the ".yml" extension!
    Commands and Permissions:
    Click me :)
    Permission node to receive rewards: 'CustomDifficulty.reward'
    Ops can use all commands and permission nodes are case sensitive!
    bold = mandatory
    underlined = optional
    " | " = "or"

    Difficulty-related commands:
    • /difficulty help - Displays the help / lists commands and descriptions.
      Permission node: 'CustomDifficulty.help'
    • /difficulty - Displays difficulty of the world the player is currently in - or of all worlds if the command user is no player (e.g. console)
      Permission node: 'CustomDifficulty.check'
    • /difficulty check <World | all> - Displays the difficulty of <World>, <all> worlds or the world the player is currently in if <World> is not specified. If the command user is no player, it will list all worlds.
      Permission node: 'CustomDifficulty.check'
    • /difficulty <change | set><World> <Difficulty> - Change difficulty of <World>, or the world you are currently in if none specified.
      Permission node: 'CustomDifficulty.change'
    • /difficulty reload - Reloads the config files. Use this after changing/adding difficulties or other configurations!
      Permission node: 'CustomDifficulty.reload'
    • /difficulty performance - Counts the used time for each feature for the next 10 seconds. Use this if you think the plugin causes lag, and to find out which part of it.
    Region-related commands (These require WorldEdit and WorldGuard):
    All commands start with /difficulty region *** - Replace "***" with one of the below:
    • help - Displays help about region commands.
      Permission node: 'CustomDifficulty.region.help'
    • <set | change> <World> <Difficulty> - Change difficulty of world <World>, or the world you are currently in, if <World> is not specified, to <Difficulty>
      Permission node: 'CustomDifficulty.region.set'
    • info <World> <RegionName> - Displays some information about region <RegionName> on world <World> or the world you are currently in.
      Permission node: 'CustomDifficulty.region.list'
    Note:
    If you are using WorldGuard regions, only the region commands 'info' and 'set | change' are available. To define new regions, you WorldGuard's '/region define' command.
    Changelog:
    Version 4.5.0 | 10/6/2011
    • Fixed: Squid spawn - for real this time
    • Fixed: min/max spawn distance works now.
    • Fixed: Ghats can now be friendly. (passive too, but they will behave as friendly. :/) Friendly ghasts hardly move though.
    • Added: OPs will receive a message on login, if a new of CD is available. Can be turned off, config.yml -> global.checkForUpdates
    • Added: Some code to make squids follow their targets. They don't do that naturally like other mobs. -.-
    • Ghasts and PigZombies take damage over time to simulate burning in sunlight. (If enabled)
    Old versions (open)
    Version 4.4.0 | 9/28/2011
    • Changed: Mob limit configuration; Nodes you have to use now:
    Code:
    global:
        mobLimit: 500 #= server Limit
    worlds:
        [worldname]:
            mobAggressiveLimit: 75
            mobPassiveLimit: 75
            mobFriendlyLimit: 75
            mobChunkLimit: 1
    
    You can remove all other limit nodes, they aren't used anymore.
    • Added: A new config node inside the difficulty files:
    Code:
    global:
        dropOnlyWhenKilledByPlayer: false
    
    Should be self-explanatory, but you have to add it manually if you want to enable it.
    • Fixed: Squid spawning. Was checking for lava instead of water..
    • Fixed: A NPE inside the spawn algorithm.
    • Fixed: Another NPE inside spawn algorithm (dev build only)
    • Added: Multiverse-Core will now load before CD does.
    • Added: Register support. All major economy plugins should work with CD now.
    • Removed: iConomy5 support. If you use iConomy5, you also have to download and use Register.
    Version 4.3.0 | 9/24/2011
    • Fixed: Feeding wolf in 1.8; Item amount decreases and Raw Flesh added as food.
    • Fixed: Getting rewards with projectiles (arrows) works now.
    • Fixed: Giants spawning in walls and small caves. - Some still spawn in walls or weird locations and suffocate, but they will be removed immediately.
    • Added: Configuration nodes for the new mobs Enderman, CaveSpider and Silverfish.
    • Added: Now spawn-able: Electrified Creeper, Spider-Jockeys, coloured sheep.
    • Changed: Mobs will now spawn in at least 2 block high rooms instead 1 block only. (To prevent Zombies and other tall mobs to suffocate.)
    Version 4.2.3 | 7/28/2011
    • Changed: Giants attack players up to 3 blocks below them instead of 1.
    • Changed: config.yml nodes: spawnInterval, aggressivenessInterval and burnsInSunlightInterval are now in the worlds.worldname section. You can remove the global ones.
    • Probably fixed: ClassCastException in aggressiveness task. (?)
    • Changed: performance command.
    • Fixed: Another bug, I just don't remember which one... I should start writing it down immediately :eek:
    Version 4.2.2 | 7/27/2011
    • Fixed: BurnsInSunlight now reads the interval correctly from the config. (=Slight performance increase if you don't use an interval of 1. Default is 20.)
    • Fixed: Mobs can now spawn in snowy areas.
    • Added: Giants should attack players now, they don't do it naturally... (Please test this :))
    • Changed: Aggressiveness check is now performed every X ticks for every player, instead of every X move-events for the corresponding player only.
    Version 4.2.1 | 7/26/2011
    • Fixed: NPE in mobCleanup
    • Removed: Creation of unused node 'ignoreInvalidWorldDifficulty' in config.yml
    Version 4.2.0 | 7/25/2011
    • Added: command '/difficulty performance'
    • Added: another way of reading the difficulty of a mob (for testing purposes). change useOldGetDifficulty in your config.yml if you want.
    Version 4.1.0 | 7/15/2011
    • Removed built-in regions. (Use WorldGuard, it provides more features for regions)
    • Added customizable drops.
    • Added: Players will receive rewards if their wolf kills a mob
    • Changed spawn-algorithm, it will use the chunks around a random player per run, instead of chunks around all players.
    • Changed check for old iConomy versions.
    Version 4.0.6 | 7/13/2011
    • Fixed an 'out of bounds exception' in the reward calculations.
    • Mobs shouldn't suffocate anymore if they spawn next to a wall.
    Version 4.0.5 | 7/12/2011
    • fixed automatically created node burnInSunlight to burnsInSunlight in the config.yml
    • probable fix for a concurrent modification exception.
    Version 4.0.4 | 7/11/2011
    • Added fix for incompatible iConomy versions.
    Version 4.0.3 | 7/10/2011
    • Major bug fixed within the spawn-algorithm. To be specific: instead of reading the maximum light level for a mob to spawn, it was reading the minimum height - this, of course, messed everything up.
    Version 4.0.2 | 7/10/2011
    • NPE fix regarding the loot multiplier. - A weird one :confused:
    Version 4.0.1 7/9/2011
    • Mobs shouldn't spawn in water anymore if spawnNotOn WATER and/or STATIONARY_WATER is used.
    Version 4.0.0 | 7/9/2011
    • Aggressiveness is now split into aggressivenessDay and aggressivenessNight.
    • Added option on which blocks mobs will only spawn, or will never spawn on.
    • Reward now requires permission 'CustomDifficulty.reward' to receive it.
    • Added option for min/max light level for mobs to spawn.
    • Added option for min/max height for mobs to spawn.
    • large rewrite of the plugin.
    Version 3.6.0 | 7/7/2011
    • Depreciation of rewards if you kill the same mob type repeatedly.
    • Bugfix of the isDay() function which resulted in wrong calculations for the BurnInSunlight feature. (It was checking for night instead of day - fail)
    • SpawnChance will only affect naturally spawned mobs. (I was too stupid to find it previously - lol). Also, It will never affect the spawn behaviour of 'monster' and giant in any way, even if a plugin spawns them as 'naturally'. If you use another plugin to make them spawn, it should be possible to change the spawn amount there.
    • isAggressive and burnsInSunlight features are now available for animals as well.
    Version 3.5.1 | 5/7/2011
    • Added check for a nearby mob spawner for reward and lootMultiplier.
    • Added success-rate of a mob spawning.
    Version 3.5.0 | 7/5/2011
    • NPE fix within the reward system.
    • Added WorldGuard-Regions support.
    • Added option to disable startup messages.
    • Region Commands now have their own classes.
    • Difficulties with uppercase letters work properly.
    Version 3.4.2 | 7/3/2011
    • Fixed another bug regarding region-persistence. :eek:
    Version 3.4.1 | 7/3/2011
    • Fixed monsters (except skeletons & zombies) starting to burn during night if burnsInSunlight was set to true.
    Version 3.4.0 | 7/2/2011
    • Fixed regions not saving into database due to a wrong function call.
      Thanks to @Kytsune for spotting this bug!
    • Added iConomy support for mob-killing rewards.
    • Added lootMultiplier feature
    Version 3.3.1 | 7/1/2011
    • NPE fix
    Version 3.3.0 | 7/1/2011
    • Added some (possible) bugfixes
    • Added possibility to change if (hostile) monsters burn in sunlight.
    Version 3.2.0 | 6/24/2011
    • Added changeable aggressiveness.
    • Changed the way I hooked into WorldEdit / Permissions.
    • Different settings for wild wolves and tamed wolves.
    • Tested against RB 928.
    Version 3.1.0 | 06/16/2011
    • Added configuration nodes for "monster" (the 'human' mob)
    Version 3.0.0 | 06/16/2011
    • Added regions. (Requires WorldEdit and HSQLDB)
    • Added possibility to create as many difficulties as you want
    • Changed commands a bit to clean up source code - it was a mess!
    • Some minor bug fixes.
    • Something else I don't remember right now. :eek:
    Version 2.2.2 | 06/14/2011
    • Removed "Error in [world].yml - Check HP settings for [monster]" debug message.
    Version 2.2.1 | 06/07/2011
    • Added option to change Player's damage for each difficulty (multiply and [add or subtract damage] or both)
    • Added checks if config nodes are set. (If not - Plugin won't touch the corresponding event)
    • Changed "/difficulty" command - displays now the current world - or all worlds if the command user is no player (e.g. console)
    • Added "/difficulty all" - will display the difficulty on all worlds.
    • Priorities of 'CREATURE_SPAWN' and 'ENTITY_DAMAGE' events have been set to 'Lowest'.
    • Bug-fix - Fixed error with slimes - it was looking for node "slime[size]..." instead of "slime.[size]..."
    • Some minor changes in the source code (e.g. refactoring)
    Version 2.1.1 | 06/06/2011
    • Added Multi-World support.
    • Added Permissions support.
    • Bug-fix - Slimes are now handled according to their size.
    Version 1.0.0 | 06/05/2011
    • Initial release.

    To-do
    • Limit mob spawning to biomes.
    • Suggestions!
    • Change Player's HP | Out of the scope of this plugin as it requires a custom health system. I might add later though... who knows.
    If you like this plugin and want to help me a lil bit - please [​IMG]. Thanks!

    ~Pardon my imperfect English. :>
     
    Snatch, bluehasia, Smokie23 and 27 others like this.
  2. Offline

    M1sT3rM4n

    I am not a coder so I don't know how to answer that :p
     
  3. Offline

    Pasukaru

    Well, a custom algorithm to spawn mobs will allow me to use a custom limitation of how many mobs can be on the server or a world because bukkit's limit can't stop me then. :>
     
  4. Offline

    M1sT3rM4n

    That might be a good idea and it certainly will cater to my needs.
     
  5. Offline

    Pasukaru

    @M1sT3rM4n
    Alright. I'll try to implement it.
    Don't expect it too soon, it'll require quite some time I guess, maybe a rewrite of some stuff. :p
    BLANK LINE : D
    Also, updated to v3.6.0. I'll edit this post with changes in a second. Done.

    [EDIT]
    • Depreciation for rewards if you kill the same mob type in a row
    • Bugfix of the isDay() function which resulted in wrong calculations for the BurnInSunlight feature
    • SpawnChance will only affect naturally spawned mobs. (I was too stupid to find it previously - lol). Also, It will never affect the spawn behaviour of 'monster' and giant in any way, even if a plugin spawns them as 'naturally'. If you use another plugin to make them spawn, it should be possible to change the spawn amount there.
    • isAggressive and burnsInSunlight features are now available for animals as well.
    • something else? I dunno.. i'll edit again if i find out - lol
    For reward depreciation add this to the config.yml:
    Code:
    global:
        savePlayerKills: 0
    
    and this to you difficulty.yml:
    Code:
    global:
         rewardDepreciation: 0.0
    
    savePlayerKills is the limit of the depreciation. If you set it to 3, after 3 mob kills, it won't depreciate any further.
    rewardDepreciation is how much of the reward is depreciated for each repetitive kill of the same mob type.

    Animals also have the burnInSunlight / isAggressive feature now. Add these lines:
    Code:
    animalName:
        isAggressive: false
        burnsInSunlight: false
    
    Note that letting animals burn in sunlight may cause a lot of drops appearing, because they spawn - die in sunlight - and spawn again.. so use it for 'special-case' regions only.
    Also note, that regions don't work for burnInSunlight yet, so this feature is pretty useless for animals at the moment. I'll add this with the next version.
    BLANK LINE
    *** Going to work on my own spawn-algorithm now.. I hope I'm able to do this :D

    Good news everyone:
    I got a custom spawn-algorithm working, this helps me a lot - and the coming version 4.0.0 will have a lot more features!
    For example:

    • custom minimum distance to / maximum distance from player to spawn!
    • custom minimum / maximum lightlevel required to spawn!
    • custom maximum mobs per server / world / maybe even region!
    • custom minimum / maximimum height a monster will spawn.

    If if get some more ideas - i'll post them here :>

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
    M1sT3rM4n likes this.
  6. Offline

    M1sT3rM4n

    Can you also code in ability of mobs to break blocks? Such as zombies being able to break a block and get to you?
     
  7. Offline

    Pasukaru

    I'm not sure - as far as I know its impossible to control mob movement (without bukkitContrib). I also can't set a block to be the target of a mob. - The only thing I could do is run a check every X milliseconds - check if a block is between mob and target (if it has one) and remove the block. You won't see any animations though - the block will just disappear.
     
  8. Offline

    M1sT3rM4n

    http://forums.bukkit.org/threads/mobs-being-able-to-break-blocks-and-other-entities.24865/

    This is what I'm talking about.
     
  9. Offline

    Pasukaru

    Oh well, if someone dedicated a whole plugin to this feature - it might be a bit more complicated than expected. I'll try to add this once I'm done with the 'basic' stuff of version 4
     
    M1sT3rM4n likes this.
  10. Offline

    morizuki

    So if I'm using worldguard.. i can't change the region difficulty?
     
  11. Offline

    Pasukaru

    you can, its the same command.
    /difficulty set [difficulty] to change the world's difficulty
    /difficulty region set [difficulty] to change a worldguard-region's difficulty.

    WorldGuard's '/region flag' command doesn't work - i'd have to overwrite it to make it working, and i'd like to avoid that.
     
    morizuki likes this.
  12. Offline

    morizuki

    thank you but i think it's..

    /difficulty region set [region-name] [difficulty]

    anyway thanks for that ;D

    i tried setting a region let say Town difficulty to non-aggresive(notag.yml - meaning all mobs are not aggresive).. but they are still aggresive even if I restart the server..

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  13. Offline

    morizuki

    suggestion.. put like a mobs loot.. :D
     
  14. Offline

    Cenarius

    i'm so exited to see the next version man .. oh ..
    all the stuff we well be able to do with them :)
    version 1 = awesome
    version 2 = more awesome
    version 3 = ULTRA AWESOME
    i dunno what can we call the next one xD
    it's off the limits :D
    this plugin just keeps getting greater !
    keep it up pasu :)
     
  15. I am worried about performance. I have only configured this for 1 world. When I do /difficulty check all, it says "world: null" for all the other worlds. Does that mean the plugin is entirely disabled and not adding any server load in those worlds where it says null ?
     
  16. Offline

    Pasukaru

    hmm, seems like it doesn't save properly, it should be fixed with the next version
    As i already said, im going to implement the difficulty-related stuff first. So this will have to wait until im done with that.
    @Joy
    If it can't find a difficulty, it won't do anything. Also - even if you have set a difficulty for every world, performance shouldn't really be a problem as this plugin doesn't require much.
     
    M1sT3rM4n and morizuki like this.
  17. Offline

    Pasukaru

    @Joy
    That's weird o.o
    Are you using CraftBukkit #953 ?
     
  18. 969 atm.

    Sorry usually I mention CB version.
     
  19. Offline

    Pasukaru

    @Joy
    That might be the issue.
    I haven't taken a look the the change log yet, so no idea what's wrong.
    Version 4 will be compatible again - but I need 1 - 2 days more to finish it because I'm rewriting a lot of stuff.
     
  20. Offline

    FaeDine

    One change that I'd find very useful is having a permission node that lets you set which groups get rewards.

    (I'm trying to make a 'Monster Slayer' class, and want to encourage them to go out and kill stuff! They'll feel special if they get paid for it ;) )
     
  21. Offline

    xXMetalMan27Xx

    I would like that alot better because its a little wierd having 10 cows chasing you because you want them to attack players when they are attacked .-. lol its a pretty amazing plugin though! :D
     
  22. Offline

    Pasukaru

    @FaeDine
    Already added in my dev-version. :)

    @xXMetalMan27Xx
    Possible in my dev version as well ;)

    I think I'll be able to release v4 today.

    Updated to v4.0.0.
    Going to update the first post - may take some time because there is a bunch of new features.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  23. Offline

    morizuki

    I tried it and changed all the config and my difficulty.. but now.. I've set a region for all mobs are passive and the default is all aggressive.. it's working but.. for some reason the passive isn't working with zombie, skeleton, creeper and spider, dunno about ghast and giant, another error is 3/4 of the mobs are spawning in the water.. and last error is since v3 they are dying in the top of the fence..
     
  24. Offline

    Pasukaru

    hmm, aggressiveness doesnt work for ghasts and slimes (bcs i can't set a target for them)
    Did you enable 'useRegions' in the config.yml?
     
  25. Offline

    morizuki



    yep..


    lemme show you my config, default and passive

    config.yml

    Code:
    global:
        savePlayerKills: 3
        initMessages: true
        burnInSunlightInterval: 20
        spawnInterval: 1
        aggressivenessInterval: 1
        useWorldGuardRegions: true
        minSpawnDistance: 5.0
        maxSpawnDistance: 10.0
        mobSpawnerRadius: 0.0
        naturalMobLimit: 450
        mobLimit: 500
    worlds:
        world:
            mobLimit: 250
            naturalMobLimit: 225
            mobChunkLimit: 5
            difficulty: default
            useRegions:
                aggressiveness: true
                burnsInSunlight: false
                mobHP: true
                mobDamage: true
                playerVsPlayer: false
                playerVsMonster: true
                reward: true
                lootMultiplier: true
                spawnAlgorithm: true
                damage: true
                burnInSunlight: false
    

    default.yml

    Code:
    global:
        rewardDepreciation: 30.0
        possibleSpawnCreatures:
        - chicken
        - creeper
        - pig
        - sheep
        - skeleton
        - slime
        - spider
        - squid
        - wolf
        - zombie
    player:
        vsMonsterDamageAdd: 0
        vsPlayerDamageAdd: 0
        vsPlayerDamageMultiply: 1.0
        vsMonsterDamageMultiply: 1.0
    zombie:
        hp: 35
        damage: 7
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: aggressive
        aggressivenessNight: aggressive
        reward: 25.0
        lootMultiplier: 1
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
    skeleton:
        hp: 35
        damage: 7
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: aggressive
        aggressivenessNight: aggressive
        reward: 27.0
        lootMultiplier: 1
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
    creeper:
        spawnChance: 100.0
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
        powered:
            hp: 40
            damage: 3.5
            burnsInSunlight: false
            aggressivenessDay: aggressive
            aggressivenessNight: aggressive
            reward: 35.0
            lootMultiplier: 1
        unpowered:
            hp: 33
            damage: 2.5
            burnsInSunlight: false
            aggressivenessDay: aggressive
            aggressivenessNight: aggressive
            reward: 28.0
            lootMultiplier: 1
    spider:
        hp: 33
        damage: 6
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: passive
        aggressivenessNight: aggressive
        reward: 23.0
        lootMultiplier: 1
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
    slime:
        spawnChance: 100.0
        huge:
            hp: 42
            damage: 7
            burnsInSunlight: false
            reward: 26.0
            lootMultiplier: 1
        big:
            hp: 26
            damage: 6
            burnsInSunlight: false
            reward: 23.0
            lootMultiplier: 1
        average:
            hp: 26
            damage: 5
            burnsInSunlight: false
            reward: 20.0
            lootMultiplier: 1
        small:
            hp: 22
            damage: 3
            burnsInSunlight: false
            reward: 18.0
            lootMultiplier: 1
            reward: 1
    pigzombie:
        hp: 33
        damage: 7
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: passive
        aggressivenessNight: passive
        reward: 29.0
        lootMultiplier: 1
    ghast:
        hp: 40
        damage: 10
        spawnChance: 100.0
        burnsInSunlight: false
        reward: 40.0
        lootMultiplier: 1
    giant:
        hp: 75
        damage: 20
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: passive
        aggressivenessNight: passive
        reward: 70.0
        lootMultiplier: 1
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
    monster:
        hp: 45
        damage: 7
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: passive
        aggressivenessNight: passive
        reward: 31.0
        lootMultiplier: 1
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
    wolf:
        spawnChance: 100.0
        spawnOnlyOn:
        - GRASS
        wild:
            hp: 23
            damage: 6
            burnsInSunlight: false
            aggressivenessDay: passive
            aggressivenessNight: passive
            reward: 28.0
            lootMultiplier: 1
        tamed:
            hp: 26
            damage: 3
            burnsInSunlight: false
            aggressivenessDay: passive
            aggressivenessNight: passive
            reward: -20.0
            lootMultiplier: 1
    cow:
        hp: 25
        damage: 4
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: passive
        aggressivenessNight: passive
        reward: 3.0
        lootMultiplier: 2
        spawnOnlyOn:
        - GRASS
    pig:
        hp: 25
        damage: 4
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: passive
        aggressivenessNight: passive
        reward: 3.0
        lootMultiplier: 2
        spawnOnlyOn:
        - GRASS
    chicken:
        hp: 30
        damage: 5
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: passive
        aggressivenessNight: passive
        reward: 3.0
        lootMultiplier: 2
        spawnOnlyOn:
        - GRASS
    sheep:
        hp: 30
        damage: 4
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: passive
        aggressivenessNight: passive
        reward: 3.0
        lootMultiplier: 2
        spawnOnlyOn:
        - GRASS
    squid:
        hp: 30
        damage: 4
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: passive
        aggressivenessNight: passive
        reward: 3.0
        lootMultiplier: 2
        spawnOnlyOn:
        - WATER
    
    passive.yml
    Code:
    global:
    
        rewardDepreciation: 30.0
        possibleSpawnCreatures:
        - chicken
        - creeper
        - pig
        - sheep
        - skeleton
        - slime
        - spider
        - squid
        - wolf
        - zombie
    player:
        vsMonsterDamageAdd: 0
        vsPlayerDamageAdd: 0
        vsPlayerDamageMultiply: 1.0
        vsMonsterDamageMultiply: 1.0
    zombie:
        hp: 30
        damage: 6
        spawnChance: 100.0
        burnsInSunlight: false
        passivenessDay: passive
        passivenessNight: passive
        reward: 15.0
        lootMultiplier: 1
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
    skeleton:
        hp: 30
        damage: 5
        spawnChance: 100.0
        burnsInSunlight: false
        passivenessDay: passive
        passivenessNight: passive
        reward: 18.0
        lootMultiplier: 1
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
    creeper:
        spawnChance: 100.0
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
        powered:
            hp: 35
            damage: 2.5
            burnsInSunlight: false
            passivenessDay: passive
            passivenessNight: passive
            reward: 25.0
            lootMultiplier: 1
        unpowered:
            hp: 30
            damage: 2.0
            burnsInSunlight: false
            passivenessDay: passive
            passivenessNight: passive
            reward: 18.0
            lootMultiplier: 1
    spider:
        hp: 26
        damage: 5
        spawnChance: 100.0
        burnsInSunlight: false
        passivenessDay: passive
        passivenessNight: passive
        reward: 17.0
        lootMultiplier: 1
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
    slime:
        spawnChance: 100.0
        huge:
            hp: 35
            damage: 6
            burnsInSunlight: false
            reward: 20.0
            lootMultiplier: 1
        big:
            hp: 25
            damage: 5
            burnsInSunlight: false
            reward: 17.0
            lootMultiplier: 1
        average:
            hp: 23
            damage: 4
            burnsInSunlight: false
            reward: 16.0
            lootMultiplier: 1
        small:
            hp: 18
            damage: 2
            burnsInSunlight: false
            reward: 13.0
            lootMultiplier: 1
            reward: 1
    pigzombie:
        hp: 20
        damage: 6
        spawnChance: 100.0
        burnsInSunlight: false
        passivenessDay: passive
        passivenessNight: passive
        reward: 17.0
        lootMultiplier: 1
    ghast:
        hp: 20
        damage: 9
        spawnChance: 100.0
        burnsInSunlight: false
        reward: 20.0
        lootMultiplier: 1
    giant:
        hp: 65
        damage: 15
        spawnChance: 100.0
        burnsInSunlight: false
        passivenessDay: passive
        passivenessNight: passive
        reward: 35.0
        lootMultiplier: 1
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
    monster:
        hp: 30
        damage: 6
        spawnChance: 100.0
        burnsInSunlight: false
        passivenessDay: passive
        passivenessNight: passive
        reward: 17.0
        lootMultiplier: 1
        spawnNotOn:
        - GLASS
        - STEP
        - WOOD_STAIRS
        - COBBLESTONE_STAIRS
    wolf:
        spawnChance: 50.0
        spawnOnlyOn:
        - GRASS
        wild:
            hp: 17
            damage: 5
            burnsInSunlight: false
            passivenessDay: passive
            passivenessNight: passive
            reward: 15.0
            lootMultiplier: 1
        tamed:
            hp: 20
            damage: 6
            burnsInSunlight: false
            passivenessDay: passive
            passivenessNight: passive
            reward: -20.0
            lootMultiplier: 1
    cow:
        hp: 20
        damage: 1
        spawnChance: 100.0
        burnsInSunlight: false
        passivenessDay: passive
        passivenessNight: passive
        reward: 0.2
        lootMultiplier: 1
        spawnOnlyOn:
        - GRASS
    pig:
        hp: 25
        damage: 1
        spawnChance: 100.0
        burnsInSunlight: false
        passivenessDay: passive
        passivenessNight: passive
        reward: 0.2
        lootMultiplier: 1
        spawnOnlyOn:
        - GRASS
    chicken:
        hp: 27
        damage: 1
        spawnChance: 100.0
        burnsInSunlight: false
        passivenessDay: passive
        passivenessNight: passive
        reward: 0.2
        lootMultiplier: 1
        spawnOnlyOn:
        - GRASS
    sheep:
        hp: 25
        damage: 1
        spawnChance: 100.0
        burnsInSunlight: false
        passivenessDay: passive
        passivenessNight: passive
        reward: 0.2
        lootMultiplier: 1
        spawnOnlyOn:
        - GRASS
    squid:
        hp: 25
        damage: 1
        spawnChance: 100.0
        burnsInSunlight: false
        passivenessDay: passive
        passivenessNight: passive
        reward: 0.2
        lootMultiplier: 1
        spawnOnlyOn:
        - WATER
     
  26. Offline

    Pasukaru

    the error is in your passive.yml ;)
    Its 'aggressivenessDay' and 'aggressivenessNight' instead of 'passivenessXYZ' ;)

    About the water bug - I'll upload a fix in a minute that should stop if you add this to each mob
    Code:
    spawnNotOn:
        - WATER
        - STATIONARY_WATER
     
    Mobs dying on a fence is still weird - my plugin doesn't check if a block is a fence for anything o_o

    Edit:
    Uploaded v4.0.1 - download here
     
  27. Offline

    morizuki

    strange.. XD well lemme try to see if it's fix..
     
  28. Offline

    M1sT3rM4n

    You are the first developer in a while who's impressed me so much.
     
  29. Offline

    Pasukaru

    @M1sT3rM4n
    I'm glad to hear that, as I'm still a beginner with programming/java :D
     
  30. Offline

    morizuki

    ok.. sorry... about the Mobs getting killed by the fences.. it's not your plugin that causing them.. it's blocksonglass XD
     

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