[FUN] MobArena v0.96.8 - Become a mob-fighting gladiator! [1.7.x, 1.8.x]

Discussion in 'Archived: Plugin Releases' started by garbagemule, May 30, 2011.

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    MobArena - Become a mob-fighting gladiator!
    [​IMG] Latest build: v0.96.7 (1.7.x)
    [​IMG] Wiki
    [​IMG] IRC Channel
    [​IMG] Source

    BukkitDev Project Page - Find MobArena on dev.bukkit.org here: LINK.


    Old description (open)
    If you enjoy fighting monsters for glorious prizes or just the sheer thrill of battle, you and your friends can now join forces against hordes of Minecraft evils in the exciting gladiator-style survival mini-game MobArena!

    Heavily inspired by Deminetix' Fight-plugin, MobArena is a PvE-take on arena-gameplay, with a similar class-based system. Instead of fighting other players, you team up with them to beat oncoming waves of monsters, earning rewards in the process. MobArena can be played alone, or with as many friends as you like!

    • Fight oncoming waves of monsters
    • Play alone or team up with friends
    • Earn glorious prizes
    • Customizable classes, rewards and waves
    • Easy to set up
    • Extremely easy to use
    • Very few user commands
    • Supports Permissions and all major economies
    • Supports Spout
    • Supports Heroes
    Note: When you post a bug report, please provide a stacktrace/error from the server log/console window. Post this stacktrace in either a pastebin, a pastie, or a CODE-block! The same applies for config-files, permissions-files, etc! Please don't put them directly in your posts, as they become gigantic and annoying to read. If you don't follow this guideline, I might ignore your post!

    Wiki - Instructions, commands, FAQ, etc.
    I have set up a Wiki for MobArena. It contains a bunch of information and guides on how to set up and customize arenas, an overview of all the commands, how to set up Permissions, as well as frequently asked questions.

    New: MobArena now has its own IRC channel (#mobarena @ EsperNet). Click here for a web-based IRC client. Feel free to stop by to get help setting everything up if you really don't understand the Wiki and the instructional video, or to have a chat about MobArena (or anything else, for that matter) :)

    Relevant links:
    Getting started with MobArena, by Flamers
    Flamers made this really easy-to-follow, simple video of how to get started with MobArena. It covers installing the plugin, defining an arena region and setting up basic leaderboards, as well as a few pointers for arena design.
    Old instructional video (open)
    Instructional video for setting up MobArena:

    Note: This video was made for v0.67, but all the in-game instructions still work the same for the latest versions. The config-file has changed, so make sure to read the Wiki on how to set it up.
    More Videos (open)
    Review of MobArena by plugin reviewer jamescosten (v0.84):

    Note: My nickname "garbagemule" is pronounced "garbage mule", as in "trash donkey" ;)

    Hilarious showcase of MobArena by Daniel James and Daniel Cherry (v0.92.3):

    Delios showing off his beautiful arena setup:

    slowmonkey1227 in his interesting "island" arena: YouTube
    French video by avalondrey (v0.87.3): YouTube
    German video by blutherz and his friends (v0.91.2): YouTube

    To avoid wasting not only your own time, but mine as well, I expect everyone to do some extensive troubleshooting before posting bug reports. What does this mean?

    Try MobArena on a fresh server.
    MobArena works perfectly fine when I release it. Sure, there are a few bugs, but it works. If it doesn't work for you, something is most likely wrong on your end. Set up a local test-server, and verify that MobArena works before claiming that it doesn't. When you have verified that MobArena does indeed work, you can start adding other plugins and settings until something conflicts.

    Disable other plugins.
    The first thing you need to do is disable all other plugins. If you can't reproduce the bug with other plugins disabled, you know that you have a conflicting plugin. Now perform a binary search on the other plugins, or if you don't know how to do that, just add a couple of plugins back to the plugins-folder, try to reproduce the bug, and if you can't, the conflicting plugin must be in the remaining set of plugins.

    Write down reproduction steps.
    Figure out the exact steps to reproduce/trigger the bug. I need precise steps, and as much information as possible, because there are often many things that could be going on. An example of reproduction steps could be:
    1. Type /ma join
    2. Punch the Archer class sign
    3. Wait for someone else to join
    4. Punch the iron block
    5. Type /ma leave before the other player picks a class

    Check the console window/server.log
    Make sure you check the server.log file for any MobArena errors or exceptions. If you find any, copy the ENTIRE exception (including all the lines that say "at com.garbagemule.MobArena...") and paste it (with the other information) in a CODE-tag here in the thread.

    I develop MobArena for the fun of it and the positive feedback is all it takes to make me happy, but a few people have asked for a link, so if you're one of them, here's a link: Donate - You can donate as much as you want, even down to a few cents! If I get enough donations, I will spend the money on an extra Minecraft account to aid me in developing/testing/debugging MobArena :)


    • Updated for CB 1337.
    • The repair-delay node is now unused! The reason for this is that it is now possible (with the release of 1317) to cancel block damage in explosions, and still retain the animation and sound! This also means that arenas should be fully pistons-compatible (for arenas that don't use soft-restore or force-restore)! I'm hoping to see some screenshots and videos of shifting arenas! :)
    • You can now right-click signs in the lobby! I finally found a super easy solution to the improperly updating inventory issue with right-clicking class signs. The result is that players can now left- or right-click as they please. This should solve all issues related to players not being able to choose classes, due to spawn region and WorldGuard/Factions/whatever conflicts.
    • It is no longer possible to warp out of the lobby.
    • New per-arena setting: final-wave - Allows for setting a final wave, meaning on that wave, the arena will end, regardless of how many players are alive.
    Version (open)

    • v0.94.3.11 - Updated Register, built against CB 1240.
    • v0.94.3.8 - Added basic leaderboards.
    • v0.94.3.6 - Fixed MagicSpells support - MobArena no longer supports MagicSpells pre-v1.1!
    • v0.94.3.5 - Fixed a bunch of bugs introduced with CB 1185, as well as a couple of minor MobArena bugs.
    • Updated for CraftBukkit #1185
    • Updated economy support (now supports iConomy 6).
    • Added the three new mob types, Enderman/Endermen, CaveSpider/CaveSpiders, Silverfish. They can be used just like the other mob types in the waves.
    • Endermen cannot pick up arena blocks (this is why).
    • Endermen cannot place blocks in arena regions.
    • The per-class permission syntax has been fixed and changed slightly. The Wiki has been updated (clicky).
    • Fixed MagicSpells issues.
    Version 0.94.2 (open)

    • Redstone circuits now work properly in arenas.
    • Lightning now properly strikes on spawnpoints on special waves.
    • Fixed an issue where players somehow warping/cheating out of the arena world get kicked from the server when discovered.
    • Added MagicSpells support. Use the magicspells.yml file to ban certain spells from the arena either for the whole session, or only during boss waves.
    • Fixed the Heroes death conflict. MobArena and Heroes should now play nice together. Further Heroes support is planned for upcoming releases.
    • [COLOR=#1000000]MobArena will no longer support the discontinued Permissions 2.x and 3.x permission systems.[/COLOR] Recommended permissions systems include PermissionsBukkit (defacto standard) or PermissionsEX.
    Version 0.94.1 (open)

    • Added two new boss abilities: 'shuffle-positions' and 'flood'. Try them out!
    • Players disconnecting/crashing during an arena session no longer get corrupted data files due to economy rewards.
    • Weapon durability is now correctly set to "unlimited".
    • Item sub-types (cocoa beans, bonemeal, colored wool, etc.) now work again.
    • Players can no longer join the arena without first picking a class.
    • MobArena now works with spawn-monsters=false again.
    Version 0.94 (open)

    • Completely revamped the waves system! Undeniably the biggest feature in MobArena since multiple arenas in v0.92, the new customizable waves are guaranteed to bring much more awesomeness to your MobArenas. The waves system brings two new wave types, swarm waves and boss waves. The latter is a very elaborate feature, and the whole waves system has been given its own page on the Wiki. Note: MobArena will ignore all old wave settings, but use sane defaults.
    • Revamped the logging system. Instead of logging: true, you can now use logging: yml/xml. The logging system will now keep track of the last session only, but also maintain a collection of 'totals' for each arena. The idea behind these easy-to-parse files is making the stats available on server web pages.
    • Added SuperPerms/PermissionsBukkit support. Note that specifying mobarena.arenas.* and mobarena.classes.* probably won't work, but these nodes are given to everyone by default.
    • Added Spout support. Currently, the only Spouty thing MobArena does is print (some) announcements as notifications/achievements. This should limit the amount of "chat spam" that MobArena produces. Other Spout-features are planned, but don't expect something crazy. Note that MobArena does NOT require Spout!
    • Monsters will no longer target pet wolves. This is a major nerf to pet classes, but they were very overpowered as it was.
    • Fixed item amounts greater than 64 sometimes bugging out. You should now be able to put arrow:1024 for your Archer classes :)
    • Fixed players losing their stored items and/or earned rewards upon disconnecting from the arena.
    • Fixed blocks not restoring when burned by fire.
    • Fixed an issue with entry fees. They should no longer cause any problems.
    • Fixed slimes. That's right! Slimes that spawn as a result of bigger slimes splitting upon death are now considered arena monsters. This also means that Slimes no longer drop slime balls; as intended.
    • Revamped the repairing algorithm. It is now MUCH more sophisticated, and is capable of repairing not only signs and containers, but also torches, doors and beds. Redstone -should- repair properly as well, but it is still slightly buggy.
    • Added support for restorable containers. Registered chests, dispensers, and furnaces will have their contents stored upon arena start, and restored at arena end. This is useful for providing the arena players with chests with e.g. upgrades or food.
    • Added new commands (for the feature above) - /ma addcontainer <name>, /ma delcontainer <name>, /ma containers. These commands work much like the the spawnpoint commands. To add a container, simply look at the container and type /ma addcontainer <name>.
    Changelog (continued)
    apes, chakyl, Steffion and 64 others like this.
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    it seems when i gave people the permission to use the class it disabled it for them.
  3. Can you link to them so we can take a look?
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    - mobarena.classes.classhere

    when ever i put that in and change classhere to my class it disables that class for that group
  5. If I'm understanding the problem, that is the exact opposite of what should be happening.

    On my test server, I added a node to deny access to a group in PEX and followed it by an allow. That group wasn't able to access the class I blocked but was able to select all the others I have defined.

    I'd like to look at your PEX permissions file, if you have one, with an example of what you are wanting to have happen.

    Confirmed. I don't know how you are adding the permission to the class @garbagemule, but from what I can tell, PEX is checking the permissions for the group when in the arena.

    My archer class settings:
            items: wood_sword, bow, arrow:64, arrow:64, arrow:64, arrow:64, grilled_pork
            armor: 298,299,300,301
            - mobarena.use.leave
    The test group has mobarena.use.* for permissions.

    I joined the arena, picked archer, then tried to leave the arena with /ma l. By the config for mobarena, I should not be able to leave, correct? However, when I did, the debug output of PEX was showing that mobarena.use.leave was checked for and mobarena.use.* was found. PEX checks the permissions of the group a player is a member of before any other permissions and will stop looking once a node that matches is found, regardless of it allowing or denying.

    I don't know if a ticket needs to be opened against PEX on github, or if there is a way to add to the node name for class-specific permissions (archer.mobarena.use.leave?). I am not a dev, I am just a humble server owner/admin who uses PEX (and has some QA and testing background).:)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 15, 2016
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    I remember using this in its very new and unstable state.. (if not something very similar) and I cant wait to use it fully working ^_^
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    I use the iConomy plugin, how do i reward money after rounds? i tried
    '3': money:30, money:20, money:10
    that didnt work, i get an error
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    Class Item>damage values support?

    I want medics to have Potions =)
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    @leoplanb Read the wiki $<value>

    @ipaqmaster Potions need item ID:damage value:number of potions (need number of potions or it bugs so for 1 just use 1)
    ipaqmaster likes this.
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    George Nico

    It only notifies me on the one it blocks, not on the one it allows.
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    Issue with the most recent build, Seems to stop godmode globally. When i remove the plugin god works fine, i add MA in and god is disabled globally. (i had a few dieing Admins)

    with essentials as /god (newest update)
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    @George Nico - Would you mind hopping on the IRC channel for a bit? I think it's easier with direct communication :)

    @axebyte - That's absurd. MobArena does nothing to prevent "godmode" plugins from working; not -in- the arena, nor -outside- of the arena. I'm not saying you're not telling the truth, but it's nonsensical. Are you sure the admins in question didn't forget to type /ma leave after a MobArena session? Is it possible to leave the spectator area of your arena without the command?
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    Yeah, i even tested it myself, With Ma out god works, MA in (and actively running an event) god dont work :D
    I had the same thought as you said, and it made no sense to me as well. But it is indeed doing this. As i have not updated anything else in the past few days. I have removed other plugins and for some reason it is indeed MA that seems to be the reason (although i dont know why)

    There is no errors in the console to show.
    Although to maybe help you and me understand whats up.
    When the arena is not being used but enabled God mode works.
    When the arena is being used and is running God goes down globally.
    So something happens when the Arena is actively running an event.

    Oh and yes i am sure i am not in the arena, and /ma leave was used i was about 5k tiles away and still no god while the plugin is running the MA. (again if no one is using it, then god works)
    Hopefully we can figure whats up cause this is a great plugin.
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    I have a couple ideas. I also realized a few things.
    First off (I believe someone reported this already) when you join an arena you get half health. I do not believe there is a way to fix this at the moment.
    Second, I read before that in the future you will be able to change if you want EXP or not. Adding to this idea, can you have it that the EXP is usable int he arena, except as soon as you die, or leave the arena you loose all are EXP? Or, can you have an option as to turn the above idea on or off?
    Third, this is probably going to be a little comment but it is only an opinion. Can you add an option in swarms so you can modify the health? Thanks!
    Thats all I got to say! I'm looking forward to the next awesome update :D
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    this error tells you where to start looking. using http://yaml-online-parser.appspot.com/ put your config in it and start fixing things you see wrong with it until it doesn't give you an error.

    Things to check for:
    Proper indentation
    Every colon ":" is followed by a space before any value is listed
    -ex: "example:wrong" versus "example: right"
    No using tabs, only spaces (4 per indentation)

    If you still can't figure it out, post your config here using http://pastebin.com
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    I need help adding bosses and new waves... how exactly would i do it? because its not fun fighting almost the same thing every time and the bosses make it more challenging :D so please help me ?
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    Hello, I was wondering how you made mobs drop items in the arena. For example I made it so pigs can spawn and would like the chef to be able to cook the meat in the furnace. How would I do this.

    Also I was wondering how you could make more than one furnace.
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    One of my users had a great idea for spoutcraft on this, have a HP bar for the bosses show up on the top of the screen! :D
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    @The4Noobz Why not just give them the items?

    @shanko It has been suggested and might be possible with default CB soon :)
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    Thanks bud =)

    Is there a way to allow people to keep their items when '/ma join' 'ing?

    Every game they join takes everything off them =\
    I want people to be able to rejoin the zombie game mode with their new things to help them even more on their next turn =D
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    Well does anyone have the last MA before the recent update?
    Or is it listed somewhere and i just over looked it.

    Until i figure out this /god MA issue that just started from update, i know the one just previous worked fine.. Thanks in advance if you can help.
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    check out the BukkitDev page, that should list some older versions of MA. But be warned, because they're not built against 1.0 a lot of things may not work. Potions for example, and any new mobs. That's among any other possible errors that could occur
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    Dear Garbagemule,
    I have somewhat of a unique problem I was hoping you or some of the other veteran users of mobarena might help me work it out. For my new arena under development I am trying to coordinate the players to encounter a boss in a certain location. To further explain, I want players, after completing a series of redstone puzzles, to gain access to a new room which upon entering triggers the boss wave to spawn (kind of like a final boss situation). My co-builder and I have had a few ideas on how to accomplish this but none are very feasible or satisfactory.

    One idea was to make the final room a completely new arena the name of which is revealed by solving the past arena and the item required to enter is given in the last arena. However we have implemented a system where players "upgrade" their arena player by finding chests so entering a new arena would wipe their items and remove the customization they had created in preparation of the boss fight. Second was to try and keep players on a timeline so the wave triggers at the right time simultaneous with the players entering the room. However trying to keep willful players on a timeline is near futile especially when mental puzzles are involved.

    So I ask you, have you ever considered making a secondary kind of spawn point that triggers a configurable wave once a player comes into spawn range? Besides my predicament I could see many applications of this. For example, perhaps there is an area of the arena the conveys a great advantage to the players to stand in, such as high ground or a choke point of sorts. you could then put a secondary spawn point to trigger harder or smarter more tailored waves only while the players remains in that area.

    Anyways just a suggestion but if you guys can think of any other ways of accomplishing this effect I would love to hear them! We may just make it where the final boss spawns regardless of area as the final wave and then make the final room impart advantages to the players as incentive to finish the puzzles quickly and fight the final boss in the designated final room.
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    @ipaqmaster Nope and I doubt it will happen if I'm honest... (best way of doing it is asking someone to create a plugin that hooks into MA)

    @Lapinnoir It has been considered as a separate L4D style plugin (thats hooks into MA) but hasn't happened yet, as for the key area make more spawns in that area so it's more likely to choose a spawn in that area :)
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    Because I want the cook to be able to gain more food over time instead of getting it all at once.

    Hello I have some questions:
    1. How do you increase the wave size?
    2. My arena is large and most of the time the monsters are too far away to attack you. How do i change this?
    3. How do you make items like diamonds, iron_ingots, and gold_ingots into a class like craftsman so he can make whatever he wants?
    4. How do you make passive mobs like cows and pigs drop items so the chef can pick them up and cook them so he can gain food over time?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 15, 2016
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    @Lapinnoir - I love hearing about these "outside the box" ideas for how MobArena can be used. The problem is that some of them are extremely difficult to account for. Take a look at it from my perspective (if you can), and think of how these features could be implemented. What I would like to see from you is a list of commands and some ideas for how everything would look in the config-file. That alone makes it much easier for me to figure out how to approach it. The waves spawn in a sequential, linear fashion, so it's not easy to "inject" waves into that order only when players are in a certain range of a certain spawnpoint. That's all I can give away. The idea with the final reward being a key to entering a "final boss" arena is brilliant! What you could do is make it so the final arena has a long first-wave-delay, e.g. 30 seconds. Then give each class in the lobby of the new arena more items to rebuild the setup from before the boss. That's the best workaround I can think of at the moment, but like I said, let me see some ideas for how I could implement this with commands and the config-file :)

    @The4Noobz - 1) Not sure what you mean by wave size. If you mean amount of monsters, you can't, unless you use the amount-modifier node. 2) Make more spawnpoints. 3) You just add them to the class like you normally would. 4) You can't (yet). All drops are cancelled by MobArena. The next release will feature Supply Waves, which will allow drops, though.
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    Thanks for the reply guys! I'll get together with the server plugin developer and see if he could help me put my ideas into some realistic commands and how and where they might fit in the config file. If all goes well i'll send you what we come up with. Again thanks for the reply I think the final version of this arena is going to be like nothing seen before. Scratch that this is minecraft, There is ALWAYS something better out there.
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    @Lapinnoir - Perhaps stop by the IRC channel (link in the OP) with your server developer, and we can talk about possibly extending MobArena with API calls that would allow you to create an "addon plugin" to do what you want without bloating MobArena too much. It'd also keep everything a little more cohesive and easy to manage :)
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    • And more interestingly: I'm introducing Supply Waves; waves in which the monsters will drop customizable loot. Example usage could be a wave of pigs and cows that drop grilled pork and cooked beef.
    This is awesome.
    garbagemule likes this.

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