[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.

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    The Plugin to adjust the difficulty in SMP
    Latest version: 4.5.0
    blank line
    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. :)

    • 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'
    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.
    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:
        mobLimit: 500 #= server Limit
            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:
        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.

    • 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.
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    oh.. then.. giants will do XD

    oh.. it's ok..
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    Yeah that's fine, must of been an error somewhere. I reconfigured everything - just having a trouble with monsters not spawning now :p

    I'm taking a look at the FAQ and gone through all of those points.

    I've set the limits to 9999999999 as the plugin is used world wide. I'm probably doing something wrong
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    You should set them to something reasonable, if you don't want to crash your server.
    Post your config file and difficulty files, and I'll take a look at it. :>
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    It's just basically the same as the ones from before, just trying to figure out how to get the mobs/animals to spawn again :)
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    Hm, if the settings are the same as in the files you posted, it should work.
    Are you sure that no other plugin is canceling mob spawns? It works for me with your configurations. :confused:
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    WOOT!!! nice mod btw. Perfect for my needs!
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    found a bug..

    Bows and arrows don't get any rewards when killing mobs..
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    Any reason why ghasts in the nether spawn in walls?
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    I figured it was something in my default and config. I changed minspawndistance to 1.

    Still, it seems like the mobs are quite scarce and i've made the limits quite high. Any ideas?

    Add the following reason to why spawns might not work: Setting the max height to high (before mine was at 999 so i was wondering why they weren't spawning, set it to 127 and it's ok)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
  11. Hi Pasukaru,
    your plugin works extremely well here, there's only one thing i noticed.
    When i start up the Server, through the RemoteToolKit wrapper, the spawning for only 2 of my 7 worlds is activated. If i do 'difficulty reload' after the server is up and running it loads all 7 fine.
    I have a guess on the issue: If i take a look at the console output your plugin starts before anything of the worldmanagment is initialized (using WorldManager v1.2,SphereWorld,StyxSpace and Flatlands) so it only recognizes the 2 standard worlds of the MC Server(world and world_nether).
    Might it be possible to find a fix for that?

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    @Pasukaru Were you able to add an option to prevent create from droping loot when they died because of the sun?
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    Your plugin does not spawn any mob if i have Citizens Active.. I reported this also to the Citizens thread. I cant post any details bacause there a no exceptions .. i have over 20 plugins and you plugin works nice, BUT ONLY if i have no citizens :(
    @ config i use the total Plugin default which does spawn mob normaly

    EDIT: i see, the rest of the entire Citizens config resolve the problem. so i dont think it is somthing you can help with.

    please can you support the Essential Economy System ? :D
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    Your plugin is working perfectly now :) very nicely done.

    A feature I'd love to see is money splitting - so depending on how much damage someone does on a monster depends how much money they get. So people can fight mobs in parties and still split the coins.
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    :eek:, I'll fix that.

    I tried it on my server, and it works just fine if I use a bow :eek:

    That's because WorldManager gets loaded after CustomDifficulty (W > C). I'll add something to load it first.

    Add this to your difficulty.yml (or change it to true):
        dropOnlyWhenKilledByPlayer: true
    I don't think there's anything I can do if citizens cancels the spawn events. :/
    I'll add support for other economy systems once I found all bugs. :>
    I'm glad it works now. ;)
    About the splitting money stuff:
    Well, I already made an exception adding the non-difficulty related features for drops and rewards. I don't want this plugin to change too much other stuff that isn't actually related to a 'difficulty'.
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    oh.. i the new CB is causing to not get the reward.. anyway thanks..
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    Hey, great mod, its been working great, until I tried using regions with it.

    2011-07-29 19:31:19 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'difficulty' in plugin CustomDifficulty v4.2.3
        at org.bukkit.command.PluginCommand.execute(PluginCommand.java:37)
        at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:129)
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:320)
        at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:713)
        at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:677)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:670)
        at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:33)
        at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:85)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:451)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    Caused by: java.lang.NullPointerException
        at Pasukaru.CustomDifficulty.hooks.WorldGuard.getDifficulty(WorldGuard.java:42)
        at Pasukaru.CustomDifficulty.util.Manager.getDifficulty(Manager.java:149)
        at Pasukaru.CustomDifficulty.util.Manager.reloadEntityDifficulties(Manager.java:105)
        at Pasukaru.CustomDifficulty.util.Manager.reload(Manager.java:387)
        at Pasukaru.CustomDifficulty.commands.Reload.onCommand(Reload.java:17)
        at Pasukaru.CustomDifficulty.commands.DifficultyCommands.onCommand(DifficultyCommands.java:37)
        at org.bukkit.command.PluginCommand.execute(PluginCommand.java:35)
        ... 12 more
    I just grabbed WorldGuard today so I'm using the latest version of that; I could have sworn I had this reload correctly one though.

    Now your plugin reloads fine with useWorldGuardRegions set to false, so all the Difficulty files are set up correctly, so maybe its WorldGuard or my config file?

    To do an additional test, I create a new temporary server and pasted my plugin collection (deleting the "world dependent" plugin folders), and it worked fine. I have noticed that WorldGuard is having troubles loading all 9 of our worlds, so perhaps the problem is stemming from there?

    I'm only using a custom difficulty for 3 of those words, so I'm wondering, is there a way to have CustomDifficulty only use regions for those 3, and skip over the others?


    Yes, this is exactly whats happening; WorldGuard isn't completely loaded when I type /difficulty reload. Could you modify the read process so if "useRegions:" on a World in the config file isn't there, it will just use the world's difficulty/setting?
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    I'm using this plugin's height checks to limit all hostile mob spawning to below sea level on a vanilla generated map. The end result is you still occasionally get monsters above ground, but rather than knowing in the back of your mind that the monsters just spawned wherever the hell (and covering even more surfaces with ugly torches as a result), it signals that there is a cave entrance or man-made hole in the ground nearby. For me it makes the mobs way less irritating compared to the laziness of Minecraft's indiscriminate mass spawning.

    As for suggestions, how about biome limitations for spawning? Biomes are the only way to really make distinct areas of world and regionalise things without manually boxing and labelling everything so it'd be quite useful for making more distinct worlds.
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    1.Das Plugin is von dem was es kann sehr geil.
    2.Wäre toll wenn wir in der lage wären es einzustellen xD.
    Wir haben folgenedes Problem wir wollen unseren server nur so einstellen das auf Peaceful wenns geht trotzdem Slimes spawnen und sind zu dumm alles einzustellen wenn wir unsere geänderten einstellungen ingame laden laufen da trotzdem immer Creeper usw rum.
    HILFE ^^
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    Hello. I have a problem. At server startup, the mobs start to resp but after 10-15 minutes they become 15-20 per 1000 blocks
    Here is my config
        savePlayerKills: 3
        initMessages: true
        burnsInSunlightInterval: 20
        spawnInterval: 1
        aggressivenessInterval: 1
        useWorldGuardRegions: true
        minSpawnDistance: 24.0
        maxSpawnDistance: 222.0
        mobSpawnerRadius: 5.0
        naturalMobLimit: 8000
        mobLimit: 9000
        useOldGetDifficulty: false
            mobLimit: 9000
            naturalMobLimit: 8000
            mobChunkLimit: 5
            difficulty: default
                aggressiveness: false
                burnsInSunlight: false
                mobHP: false
                mobDamage: false
                playerVsPlayer: false
                playerVsMonster: false
                reward: false
                lootMultiplier: false
                spawnAlgorithm: 1
                burnInSunlight: false
                drops: false
            burnsInSunlightInterval: 20
            spawnInterval: 1
            aggressivenessInterval: 10

        rewardDepreciation: 0.0
        - chicken
        - creeper
        - pig
        - sheep
        - skeleton
        - slime
        - spider
        - squid
        - wolf
        - zombie
        vsMonsterDamageAdd: 0
        vsPlayerDamageAdd: 0
        vsPlayerDamageMultiply: 1.0
        vsMonsterDamageMultiply: 1.0
        hp: 60
        damage: 3
        spawnChance: 100.0
        burnsInSunlight: false
        aggressivenessDay: aggressive
        aggressivenessNight: aggressive
        reward: 0.0
        lootMultiplier: 1
        lightLevelMin: 0
        lightLevelMax: 15
        heightMin: 0
        heightMax: 127
        - GLASS
        - STEP
        - WOOD_STAIRS
    all other standard
    Here are plugins that I use: AntiXRay, BorderGuard, Essentials, LagMeter, LWC, mChat, NSCommand, PermissionsBukkit, SuperpermsBridge, WorldEdit, WorldGuard, xAuth.
    CB 1000
    And how i can set unlim mobs?
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    help i'm stupid or what ? there is no .jar file in the download :( please help me
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    how do i change what the monstar drops? this is what i have
        spawnChance: 5.0
        lightLevelMin: 7
        lightLevelMax: 15
        heightMin: 0
        heightMax: 127
        - GRASS
            hp: 8
            damage: 2
            burnsInSunlight: false
            aggressivenessDay: passive
            aggressivenessNight: passive
            reward: 0.0
            lootMultiplier: 1
            hp: 200
            damage: 50
            burnsInSunlight: false
            aggressivenessDay: passive
            aggressivenessNight: passive
            reward: 0.0
            lootMultiplier: 1
  23. Here is the part out of the Wiki (Link is in OP!!!!) how to configure drops:
    Th3Harbinger likes this.
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    Show Spoiler
    2011-08-01 19:42:31 [WARNING] Task of 'CustomDifficulty' generated an exception
    java.lang.ClassCastException: org.bukkit.craftbukkit.entity.CraftFireball cannot be cast to org.bukkit.craftbukkit.entity.CraftLivingEntity
    at org.bukkit.craftbukkit.entity.CraftCreature.getTarget(CraftCreature.java:28)
    at org.bukkit.craftbukkit.entity.CraftCreature.getTarget(CraftCreature.java:9)
    at Pasukaru.CustomDifficulty.SchedulerTasks.AggressivenessControl.run(AggressivenessControl.java:122)
    at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:438)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    2011-08-01 19:42:31 [WARNING] Task of 'CustomDifficulty' generated an exception
    java.lang.ClassCastException: org.bukkit.craftbukkit.entity.CraftFireball cannot be cast to org.bukkit.craftbukkit.entity.CraftLivingEntity
    at org.bukkit.craftbukkit.entity.CraftCreature.getTarget(CraftCreature.java:28)
    at org.bukkit.craftbukkit.entity.CraftCreature.getTarget(CraftCreature.java:9)
    at Pasukaru.CustomDifficulty.SchedulerTasks.AggressivenessControl.run(AggressivenessControl.java:122)
    at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:438)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)

    :O? Cb 1000 4.2.3
  25. Offline


    Alles was du machen musst ist alles, außer Slimes, von der possibleSpawnCreatures liste zu entfernen.

    Change mobChunkLimit to something lower.

    It's a .zip file. Unpack it with WinRAR, 7Zip or something else to get the jar inside it.

    Hmm I guess bukkit has some issues here, but I can fix this on my own. (I guess)
  26. Offline


    Yeah it's working thanks a lot Pasukaru:p
  27. Anything on the worlds not loaded 'issue' yet? For now i can just reload after the server is completly started, but it would be nice if i do not have to do that all the time :D
    Thx for your support!
  28. Offline


    Thank has helped
  29. Offline


    Hi Pasukaru, first i want to thank you for your nice plugin u've done here :).
    I have a little bug with permissions when i put customdifficulty.jar on my server.

    Without your plugin my permissions make this on the chat box when player speak : [world]<name>:message
    but when i put customdifficulty.jar on my server the chat box look like this <name>:message
    I've searched on this topic for an answers but not found :/.

    If you have a tought about that let me know :)
    I've using the last version of permissions and ichat ;)
  30. Offline


    ok i'm having a problem.. and it happens everytime but no error came..

    outside of my town, all of the mobs are passive(passivedifficulty.yml) and my default difficulty is aggressive.yml.. sometimes.. they will turn into aggressive, switching back to my default difficulty, but when i tried /difficulty, it will say ur in passivedifficulty, but they're aggressive and If i kill them the rewards are the same as aggressive difficulty...

    I've just solved this by always reloading my difficulty using OnTimeCommands.. I don't know what's happening.. can u fix it?
  31. Offline


    I'm working on it ;)

    Hm, my plugin doesn't even catch player chat events :eek:
    I have no idea how this could happen, sorry. :/

    Does it happen with useOldGetRegion on, off or both?
    Are you using overlapping regions might be a world guard issue then?

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