[INACTIVE][FIX/MISC] creaturebox v 0.7.3 - Wolves and Monsters and Critters, Oh My! [684]

Discussion in 'Inactive/Unsupported Plugins' started by Lodran, Mar 2, 2011.

  1. Offline

    Lodran

    creaturebox
    Make creature spawners tradable
    Now with Wolves, Monsters, Slimes and Giants!

    Download version 0.7.3 for CraftBukkit 602, 617, 670, 684
    Downloads for old (unsupported) versions (open)

    • Have you ever thought "I'd love to be able to dig this dungeon out, and move it somewhere more useful."?
    • Have you ever thought "I'd really like to be able to /give myself a spawner, and make it produce something other than pigs."?
    • Have you ever thought "I'd really like to be able to turn this spawner on and off with a switch?"
    If you answered "yes" to any of these, then creaturebox is the plugin for you.


    creaturebox fixes several issues with creature spawners, so that they can be altered, and traded between players.

    Features:
    • When a creature spawner is broken, it is dropped as an item.
    • When a creature spawner is placed, it retains its original creature type.
    • The creature type which is created by a creature spawner can be changed using the /creaturebox set command. To alter a mob spawner, look directly at it (through glass is fine), then type /creaturebox set {creaturename}, where {creaturename} is the name of a creature. Valid creature names are: pig, chicken, cow, sheep, squid, creeper, ghast, pig_zombie, skeleton, spider, zombie, slime, monster, giant and wolf.
    • The frequency at which a creature spawner generates creatures can be changed using the /creaturebox period {period} command, where {period} is the number of seconds between spawns. A period of -1 gives a random period between 10 and 20 seconds. A period of zero puts the creature spawner into "pulsed redstone" mode, where creatures are generated only when the redstone power of the spawner switches from high to low.
    • The number of creatures generated at a time can be changed using the /creaturebox count {count} command, where {count} is the number of creatures to generate. A count of -1 generates a random number of creatures (from 1 to 4), while a count of 0 disables the spawner.
    • The maximum number of live mobs that a spawner will maintain can be changed using the /creaturebox limit {limit} command, where {limit} is the desired maximum. A limit of -1 sets the default, which is 10 for a managed spawner, and unknown for a natural spawner.
    • The requirements for spawning a creature can be adjusted using the /creaturebox requires {requirements} command, where {requirements} is a space separated list any number of:
      • player - require a player to be within 20 blocks of the spawner.
      • surface - require grass for critters.
      • light - require light for critters, dark for monsters.
    • A creature spawner's settings can be displayed using the /creaturebox info command.
    • A creature spawner can be given to a player using the /creaturebox give {player} {creaturename} {count} command.
    • Supports the Permissions API. If Permissions (or GroupManager/FakePermissions) is not available, uses the player's Op status to determine its behavior.
    • A creature spawner can be turned off by powering it with redstone. Note: this will not affect the spawning of invincible "Ghost pigs".
    Permissions:
    • creaturebox.set - Allows use of the /creaturebox set command.
    • creaturebox.give - Allows use of the /creaturebox give command.
    • creaturebox.creature.{creaturename} - Allows the player to set or give {creaturename} spawners, where {creaturename} is a valid creature name (pig, cow, etc...).
    • creaturebox.period - Allows use of the /creaturebox period command.
    • creaturebox.count - Allows use of the /creaturebox count command.
    • creaturebox.limit - Allows use of the /creaturebox limit command.
    • creaturebox.requires - Allows use of the /creaturebox requires command.
    • creaturebox.dropspawner - When a creature spawner is broken, it is dropped as an item.
    • creaturebox.placespawner - When a creature spawner is placed, it retains its original creature type.
    Configuration:
    • creaturebox now creates a config.yml file in .../Plugins/creaturebox.
    • debugPriority: {integer range 0-3, default 2} - Sets the "noise level" for debugging messages - lower numbers = less noise. In general, you can ignore this because you have to set yourself as a debugger to see debugging messages.
    • messagePriority: {integer range 0-3, default 3 } - Sets the "noise level" for messages which are displayed when a player types a command.
    • enableRedstone: {boolean, default true} - Enables or disables redstone control of creature spawners.
    • operatorPermissions: {boolean, default true} - Enables separate operator permissions. If set to false, players are given the same permissions as operators. This setting will do nothing if a permissions plugin is installed.
    Notes:
    • creaturebox runs spawners in two different modes. "Natural" mode, where the spawner is run entirely by minecraft (and thus won't stop working, or change behavior when the map is loaded on a vanilla server), and "Managed" mode, where the spawner is run entirely by creaturebox. A spawner is switched to managed mode if any of its settings are changed from default. Squid, Slime, Monster and Giant spawners are always run in managed mode.
    • It is now possible to defeat the invincible "Ghost Pigs". Change the grass in a 9x9 area under the spawner to something else (green wool would work nicely) which would stop pigs from spawning entirely. Then, look at the spawner, and type /creaturebox requires player light to allow the pigs to spawn on the wool.
    Credits:
    Latest Revisions:

    Version 0.7.3
    • Added creaturebox.period, creaturebox.count, creaturebox.limit and creaturebox.requires permissions.
    • The source code for creaturebox is now included within the .jar.
    Revision History (open)
    Version 0.7.2
    • Managed spawner settings for multiple worlds (spawners.yml) are now loaded correctly.
    • A new configuration setting (operatorPermissions:) has been added to config.yml.
    Version 0.7.1
    • spawners.yml is now written whenever a spawner is modified.
    • Added exception handling to the code that reads spawners.yml.
    • Spawners are now removed from the managed spawners list when their block is broken (or otherwise changed).
    • Added (experimental) code to stop spawners from being run if their chunk is unloaded. This code needs more testing, as it appears that checking to see if a chunk is unloaded may be causing it to load.
    Version 0.7.0
    • Enabled all of my "experimental" features.
    • The frequency at which mobs are generated can be changed (see /creaturebox period).
    • Spawners can now be "pulsed" with redstone, to generate 1 or more mobs each time a button is pressed (see /creaturebox period).
    • The number of mobs generated each time can be changed (see /creaturebox count).
    • The total number of mobs that a spawner will create at a time can be changed (see /creaturebox limit).
    • Some of the requirements for spawning a mob can be relaxed (see /creaturebox requires).
    Version 0.6.3
    • Fixed default permissions for wolf spawners.
    • Fixed spawning for squid spawners.
    Version 0.6.2
    • Worked around a bug in bukkit which was causing all spawners to be placed as pig spawners.
    • Added support for wolf spawners.
    • Enabled experimental code which improves the spawning requirements for sqiud spawners (Note: to activate this code you have to use the /creaturebox set squid command on the spawner. Existing spawners and those placed from inventory still use the old code).
    Version 0.6.1
    • Updated to support CraftBukkit build 602. Note: creaturebox is not compatible with CraftBukkit build 600.
    Version 0.6.0
    • Rewrote the plugin from scratch, to make way for new features.
    • Replaced right-click selection of mob spawners with "where I'm looking" selection.
    • Added /creaturebox info command, which tells the player a creature spawner's settings.
    Version 0.5.1
    • Added /creaturebox access command, which tells the player what access they have.
    • Updated to support craftbukkit 522/bukkit 450
    • Removed the Slime creature type - slime spawners don't work as is.
    Version 0.5
    • Added the ability to turn spawners on and off with redstone.
    Version 0.4
    • Altered creaturebox.attachPermissions in an attempt to gain compatibility with Permissions version 2.1.
    Version 0.3
    • pig_zombie spawners now break correctly.
    Version 0.2
    • Changed /creaturebox {creaturename} command to /creaturebox set {creaturename}.
    • Changed creaturebox.changespawner permission to creaturebox.set.
    • Added /creaturebox give {player} {creaturename} {count} command.
    • Added per-creature permissions.
    Version 0.1
    • First Release
    To Do:
    • Adjust event priorities (Destroying a spawner in a protected area copies the spawner).
    • Looking for suggestions
    Features I'm considering:
    • Mobs riding mobs.
    • Per-server or per-world spawn limits.
    • Angry Wolves.
    • Rainbow sheep.
    Things I can't do anything about:
    • As of MineCraft 1.4, Spawners don't show damage when they're in your inventory. Sorry, Notch "Fixed" this.
    • As of MineCraft 1.4, if you pick up a pig spawner, and follow it up by picking up a wolf spawner, you'll end up with two pig spawners. This is caused by the above "damage" fix, and until bukkit adds inventory hooks, nothing can be done about it.
     
    cybercrash and PedoHascookies like this.
  2. Offline

    GehennaGirl

    Training areas are ok for your server?

    Evidently you have not had people hit 500-1000 in stats in just a couple-few weeks.
     
  3. Offline

    madcrazydrumma

    @Joy I have now started to update this plugin.. but getting a few random errors :L...

    The errors are the words that say "event"
     
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    KuroSnow

    we have two players... well, me and one other player, who actually are in the 1000 powerlevel area, but other than mining/excavation, no combat skills are past the 150 mark =/ I run a private server, have about 6 regulars, and 16 registered users. last I checked anyway. lol =) been thinking about bringing more people in though. it's one of those "when i feel like it" servers though, so the uptime is only about 25%... =/
     
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    Kruemelkatze

    Has somebody tested if this plugin works under 818?
     
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    G1R Productions

    i seem to be getting errors, is there someone who can make a new plugin like this or can the owner update this 1.
     
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    simcop2387

    I'm looking into all this myself also, So far it seems to be working by itself on bukkit 818, so I don't think any of the issues with it are severe. I'm about to throw Permissions into the mix and see what's going on. I am willing to maintain this if you either don't want to or aren't able to.

    Well it all seems to be working and we've put it back into production on the server I help admin. I will be making sure this plugin stays around (or until there's a real alternative). If madcrazydrumma doesn't take up the maintenance I will.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 10, 2016
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    madcrazydrumma

    @simcop2387 , Can you please PM me with all the details because im not sure... Have you already devved this plugin and fixed it? Because i cant fix it but i CAN seem to get things on it and working. If you have a fixed version can you please send it over via uppit or something?
    Thanks
     
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    simcop2387


    I haven't made any changes to it yet, I haven't been able to get it to misbehave or error on 818. that's why i was curious about other people's errors with it.

    I have been looking over the source though.
     
  10. Offline

    ZerG

    Hey guys i think its time for a competent plugin maker to take this project over :D
    this plugin is awesome but it seems to have been abandoned.

    [​IMG]
     
  11. Offline

    TheGurw

    I agree with ZerG - let's see this brought up-to-date!
     
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    Tux2

    @TheGurw @ZerG @G1R Productions Well, I just forked the plugin and saw where the errors were coming from. It seems that permissions updated a few things that broke some stuff. I still have to do some testing to make sure everything works, but there are no "errors" according to the java compiler and eclipse.

    EDIT: For those of you who want to try it I have the compiled version here: http://tux2mc.tk/filemgmt/index.php?id=4

    EDIT: After extensive testing it looks like the plugin works perfectly now with build 818. I will submit a pull request to @Spathizilla to incorporate the changes. If for some reason he is unable, or doesn't want to continue it, I will continue development.
     
    dragonhib likes this.
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    Spathizilla

    Tux2 likes this.
  14. Offline

    Simanova

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    Celtic Minstrel

    What's the status of this? Has Spathizilla or someone taken over?
     
  16. Offline

    Simanova

    This plugin is still working (patch 1.7, cb 946)
     
  17. Offline

    Celtic Minstrel

    There's an updated version here.
     
  18. Offline

    R4TH4CK3R

    Will you add spider mobs like spider jockey [skeleton], spider creeper, ...?
     
  19. Offline

    Celtic Minstrel

    1. The thread for this plugin is now here.
    2. Spider jockey and spider creeper are not mobs. It's doubtful that he can add them.
     
  20. Offline

    Darestructo

    Trying to make a spawner says. "Your old spawner has been replaced with a new one" every time i attempt to place the spawner, and then it breaks and goes into my inventory as soon as i right click. please help.
     
  21. Offline

    Celtic Minstrel

    Try Spathizilla's version. It has a whole new thread.
     

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