Quantcast
Channel: Server Mods from Bukkit.org
Viewing all articles
Browse latest Browse all 2356

Faction Mobs

$
0
0



Faction Mobs

Please update to v1.81 (previous versions contain bugs)

Want some guards to defend your territory? Faction Mobs allows you to spawn mobs aligned to your faction! They'll attack enemy players and monsters! Now you can even order your mobs around. Make them follow you or patrol an area.

Requires Factions 1.6.9.4 and CraftBukkit 1.5.1

The following refers to v1.8 of this plugin

Mob Types

There are 4 mob types:

  • Swordsman
    • Sword wielding
  • Archer
    • Bow wielding
  • Mage
    • Potion throwing
  • Titan
    • Iron Golem

Aside from the Titan, which cannot equip armor, your mobs will equip full leather armor dyed to a color of your choice.

You can also specify how much health each mob has in the config, and you may disable them selectively if you wish.

Behavior:

Your faction mobs will automatically categorize any units it meets as enemy, friendly, or neutral.

Players and faction mobs from enemy factions will be considered enemies. If set in the options, hostile mobs will also be considered enemies, with the exception of the creeper, which it will never attack. Players and faction mobs from your own and allied factions will be considered friendly. All other units are neutral.

Your faction mobs will automatically attack hostile units. It will defend itself when attacked by neutral units. It will never attack friendly units.

Note that the Mage and Archer have some rather bad aim, and may accidentally attack friendly units. You can prevent this by setting noFriendlyFire to true in the config.

There is an option to change mob move speed in the config file.

How do I spawn a mob?

  1. You must have permission "fmob.spawn"
  2. You must be standing in territory owned by your faction
  3. Type "/fm spawn type", where type is one of the ones mentioned above

This plugin supports Vault integration. You can set a price to spawn each mob. As well, you can limit the amount of mobs a single faction can spawn by setting the faction power usage of each mob.

How do I set my faction's color?

  1. You must have permission "fmob.color"
  2. Type "/fm color color", where color is a color in RRGGBB format.

How do I order my mobs around?

  1. You must have permission "fmob.order" (If you don't want players to move mobs around, make sure they don't have this permission.)
  2. Select mobs by right clicking them. You can deselect mobs by right clicking again or typing "/fm deselect"
  3. Type "/fm order order", where order is one of the following:

Regular Orders:

  • follow - Tell your mobs to follow you
  • stop - Tell your mobs to go to wherever you told them to go last and stop there
  • goHome - Tell your mobs to go where you spawned them (their home)
  • setHome - Make your position you mob's new home
  • patrolHere - Tell your mobs to patrol between their home and your current position
  • moveToPoint - Tell your mobs to move to where you're looking
  • forgive - Tell your mobs to stop attacking any neutral player that provoked them

Your mobs have a limited navigation range. This can be adjusted in the config. Pathfinding in tight areas may be a bit buggy.

Orders Requiring "fmob.order.tp":

  • tpHere - Teleport your mobs directly to you
  • tpHome - Teleport your mobs back home

Configuration

View the default config.yml here.

Permissions

  • fmob.spawn (default: true) - Allows you to use /fm spawn
  • fmob.color (default: true) - Allows you to use /fm color
  • fmob.order (default: true) - Allows you to use /fm order with regular orders
  • fmob.order.tp (default: op) - Allows you to use /fm order [tpSpawn,tpHere]
  • fmob.bypass (default: op) - Allows you to spawn mobs without restriction

The /fmc Command

  • Designed to spawn mobs via command blocks in case you want to set up your own spawning system
  • Requires "fmob.fmc" permission if used by player
  • Syntax: /fmc MOBTYPE FACTIONTAG WORLDNAME X Y Z [[wander|patrol|move] X Y Z]

Things to Note:

  • Mobs still use their original AI, just slightly modified. This means they will use the same movement patterns when attacking as they normally do.
  • I used some of the obfuscated functions from Craftbukkit. This means that the plugin will only work for the version it was released for.
  • Vault integration has not been tested.
  • The mobs are saved in file separate from the rest of the world. If you change the name of your world, the faction mobs will not transfer with it.
  • If your server is prone to crashing, it is recommended you turn on the autoSave function in the config file.
  • Please note that because of the modified AI, this plugin uses significantly more processing power than regular CraftBukkit. Not as much as a plugin like Orebfuscator, but you may experience some jerky mob movement if your server isn't powerful enough.




News and Announcements

You may have noticed the poll to the right of the page. In the future, I hope to implement an alternative to Factions, probably using the scoreboard teams functionality. This will require a lot of time and planning, so I do not have an ETA on it.

I plan on adding an option to set a flat limit to the number of mobs a single faction can have. This should be done in a couple weeks. If you desperately need this, leave a comment and I'll try to prioritize it.

I'm looking for somebody to make a Youtube video to showcase this plugin. If you can make one, send me a PM with a link to the video and I'll replace mine with yours.

Finally, if you want to leave some feedback or suggestions, or if you find any bugs (upload the error message to pastebin if it's long), please leave a comment.


Viewing all articles
Browse latest Browse all 2356

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>