[MECH/FUN] AngryWolves v1.9 - Randomly spawn aggressive wolves, Hellhounds! [1.7.2-R0.2+]

Discussion in 'Archived: Plugin Releases' started by Mike Primm, Apr 4, 2011.

  1. Offline

    Mike Primm

    AngryWolves - Randomly spawn aggressive wolves, now with Hellhounds!
    Version: v1.9
    Verified on 1.7.2-R0.2

    This plugin offers the option to have some (or even all) wolves that spawn be already angry. In addition, angry wolves can be substituted for a portion of the normal monster spawns, but (optionally) only in appropriate biomes and on appropriate terrain. Both of these options can be enabled at the same time (or individually, as before), and individually configured. Wolves can also be configured to have loot drops.

    A portion of angry wolf spawns can, optionally, be made to be Hellhounds! Hellhounds are flaming, fire-proof angry wolves - which mostly makes them look a whole lot cooler :). Unlike regular angry wolves, though, they can spawn in The Nether.

    Settings are controlled at three tiers - global, world-specific and polygon-defined areas within specific worlds. In all cases, the settings of the more specific tier, if defined, override those of the higher tiers (area supersedes world, which supersedes global settings).

    The settings file includes the following attributes:
    • spawn-anger-rate - Percentage of normal wolf spawns that appear as angry wolves. Disabled if zero.
    • mob-to-wolf-rate - Ten times the percentage of monster spawns (zombie,creeper,skeleton,spider) are replaced by angry wolves (e.g. 50 = 5%, 1000=100%). Disabled if zero.
    • spawnmsg - optional message to broadcast to all players in world where an angry wolf has spawned, due to either method (limited to once per 60 seconds per world). Color codes can be included using &0-&F format (similar to Essentials).
    • spawnmsgradius - optional parameter that, if set above zero, limits the sending of the 'spawnmsg' to players within the provided number of blocks of the spawn event
    • creeper-to-wolf-rate, skeleton-to-wolf-rate, zombie-to-wolf-rate, spider-to-wolf-rate - when defined, these values override the mob-to-wolf-rate for the corresponding mob type (e.g. creeper-to-wolf-rate, if set, will define the rate (in tenths of a percent) of creeper spawns that are replaced with angry wolves)
    • mobtowolf-ignore-terrain - when defined and set to 'true', this option removes the biome and terrain restriction on mob-to-wolf spawn replacements - angry wolves can replace spawns in any biome or terrain when this is set.
    • wolf-loot-rate - when defined, this integer is the percentage chance that a dying wolf drops loot (default is 0)
    • wolf-loot - when defined, this integer list is the set of one or more item IDs to be picked from randomly when determining a wolf's loot drop. Duplicate IDs are allowed, and makes the given item more likely to drop (default is [ 344 ], leather).
    • pigzombie-to-wolf-rate - when defined, this value overrides the mob-to-wolf-rate for the pig-zombie spawns, and sets the rate (in tenths of a percent) that pig-zombies will spawn as angry wolves instead. Angry wolf spawns in The Nether are always Hellhounds.
    • hellhound-rate - when defined, this value indicates the percentage of angry wolves that are Hellhounds (flaming, fire-proof angry wolves).
    • wolf-xp - when defined, the number of experience orbs dropped for kills of normal wolves
    • angry-wolf-xp - when defined, the number of experience orbs dropped for kills of angry wolves
    • hellhound-xp - when defined, the number of experience orbs dropped for kills of hellhounds
    • hellhound-fireball-rate - when defined and above 0, this is the number of seconds between fireballs hurled by hellhounds (default= 0, no fireballs)
    • hellhound-fireball-range - when defined, range of hellhound fireballs
    • hellhound-fireball-incendiary - when defined and set to true, hellhound fireballs can cause fires
    • mob-to-wild-wolf-rate - when defined, rate at which monster mobs are replaced by normal (wild) wolves, in tenths of a percent (e.g. 100 = 10%).
    • pup-on-sheep-kill-rate - when defined, rate at which wolf pups are spawned when a wolf eats a sheep (in percent)
    • villager-werewolf-rate - decimal percentage of villagers that become Angry Wolves during the full moon (they return to normal at the end of the night) (new to 1.2)
    • angrywolf-hunts-villagers - boolean that, if true, causes Angry Wolves to hunt villagers (like Zombies do) (new to 1.2)
    In addition, you can configure a "full moon" night - one night out of every N (where N is the setting for the days-between-fullmoons attribute), 'anger-rate-fullmoon' percent of the untamed wolves will become angry. At the end of that night, all angry wolves (even ones angry before the night started) will revert to normal. The attribute for this include:
    • days-between-fullmoons - if non-zero, the number of daytime periods between 'full moon' nights (e.g. 1 = every night, default is 8, setting to zero disables the feature). Note: unlike other attributes, this attribute can only be defined at the world and global level - no area-specific full moon cycles! Setting this to 8 will result in the lunar cycle matching the MC 1.0.0 lunar cycle.
    • 'anger-rate-fullmoon' - the percentage of already-spawned wild wolves that turn angry at the start of the 'full moon' night (if zero, feature is disabled). Note: tamed wolves are unaffected.
    • 'fullmoonmsg' - optional broadcast message sent at the start of each 'full moon' night. Color codes can be included using &0-&F format (similar to Essentials).
    • 'fullmoon-mob-to-wolf-rate' - if set, this is the 'mob-to-wolf-rate' used during 'full moon' nights - choose to spawn more angry wolves during the full moon!
    • 'fullmoon-stay-angry-rate' - if set, this is the percentage of angry wolves that stay angry at the end of a full moon night (default is 0%)
    The "wolves in sheep's clothing" option is also available. Disabled by default, the option allows for a probability that a sheep, when damaged by a player, turns out to be an angry wolf in disguise. This feature is controlled with the following attributes:
    • wolf-in-sheep-rate: chance that a sheep is an angry wolf in disguise (in tenths of a percent). Default is zero (disabled).
    • wolf-in-sheep-msg: message sent to player that damaged the wolf-in-sheep's-clothing. Color codes can be included using &0-&F format (similar to Essentials).
    The "wolf-friends" feature is also available. This is a Permissions based privilege that, when granted to a user, makes them not be attacked or targeted by angry wolves. This feature is controlled (globally, per-world, or per-area) with the following attribute:
    • wolf-friends: if set to true, the 'angrywolves.wolf-friend' permission is enabled, and players with that permission will not be attacked or targetted by angry wolves. Note: if enabled on a per-area level, the location of the PLAYER determines if the friend permission will prevent attack.
    Permissions 2.7.x or later has been tested. Without Permissions, Bukkit Permissions ('Superperms') will be used instead.

    To install, simply copy the AngryWolves.jar to your plugin directory and start CraftBukkit normally. A sample configuration file, config.yml, will be created in the AngryWolves subdirectory.

    Features:
    • Multi-world support
    • Global settings, per-world settings, and per-area settings
    • Set percentage of wolves that spawn already angry (spawn-anger-rate > 0)
    • Set percentage (x10) of monster spawns to replace with angry wolves (mob-to-wolf-rate > 0)
    • When replacing monster spawns, will only do so in forest and tiaga biomes, and only when spawn is over grass terrain. mobtospawn-ignore-terrain can be used to disable this restriction.
    • Optional world-level broadcast messages when an angry wolf is spawned
    • Optional "full moon" nights - one night out of every N days-between-fullmoons, a settable fraction of all wild wolves go angry for the night, but return to normal in the morning.
    • Optional "wolf-in-sheep's-clothing" - settable probability that a sheep damaged by a player turns out to be an angry wolf in disguise!
    • Optional "wolf-friends" privilege - if enabled, players with the 'angrywolves.wolf-friend' privilege, via Permissions or GroupManager, will not be attacked or targetted by angry wolves.
    • Optional spawn message radius, to limit which players are warned if an angry wolf spawns and a 'spawnmsg' has been defined.
    • Option polygon-defined areas within each world that can have their own settings (defined as list of 2-D coordinates - 2 for rectangle, 3+ for polygon).
    • Optional mob-type-specific mob-to-wolf rates, allowing the rate of mobs being replaced by angry wolves to be set for each mob type (spiders, skeletons, zombies, creepers - and pig-zombies)
    • Optional loot drops from wolves - controlled rate (using wolf-loot-rate), and list of item IDs to be randomly picked from (using wolf-loot). Option for angry wolf specific loot and loot drops (using angry-wolf-loot-rate and angry-wolf-loot, respectively). Option for Hellhound specific loot and loot drops (using hellhound-loot-rate and hellhound-loot, respectively).
    • Option for a settable percentage of angry wolves to be flaming Hellhounds (using hellhound-rate)
    • Option to set different mob-to-wolf rate during full moons, using fullmoon-mob-to-wolf-rate setting (percentage x10, like mob-to-wolf-rate). Also, optional settable rate that angry wolves stay angry at end of full moon (in percent - default 0).
    • angrywolf-health and hellhound-health settings, which control the initial health of these spawns - used to make them less wimpy than normal wild wolves!
    • hellhound-damagescale - allows damage received by Hellhounds to be reduced (it is multiplied by this settings, so making it below 1.0 reduces damage).
    • angrywolf-pop-limit - allows limit on total population of Angry Wolves and Hellhounds on your server (mob-to-spawn sidesteps the normal spawn population limits).
    • Enable hellhounds to attack with fireballs (at settable range and rate) that do (or don't) cause fires
    • Configure normal wolves, angry wolves, and hellhounds to drop experience orbs
    • Add options to make normal wolves more common - mob-to-wild-wolf-rate (like mob-to-wolf-rate, but it causes normal 'wild' wolves), and pup-on-sheep-kill-rate (percent chance of getting a wolf puppy when a wolf eats a sheep)
    • Color codes can be included using &0-&F format (similar to Essentials) in any custom message.
    • (new to 1.2) Optional rate for villagers to become werewolves (Angry Wolves) on full moons - which revert back to villagers in the morning
    • (new to 1.2) Option for Angry Wolves to hunt villagers (like Zombies do)
    Download AngryWolves ZIP from HERE. Unzip in plugins directory to install.

    Source Code on GIT is https://github.com/mikeprimm/AngryWolves

    Change Log:

    Version 1.9:
    • Update to work on v1.7.2 (Will no longer work on v1.6.2 or earlier)
    Version 1.7:
    • Update to work on v1.6.2 (Will no longer work on v1.6.1 or earlier)
    Version 1.6:
    • Update to work on v1.6.1 (Will no longer work on v1.5.2 or earlier)
    Version 1.5:
    • Update to work on v1.5.2 (Will no longer work on v1.5.1 or earlier)
    Version 1.4:
    • Updated to work on v1.5.1 (Note: will no longer work on v1.4.7 or earler)
    • Fix error with setting wolf health
    Version 1.3:
    • Updated to work with v1.4.7 (Bukkit package breaks...)
    • Added wolf howl when wolf spawns angry
    Version 1.2:
    • Add 'villager-werewolf-rate' setting - allows settable rate for villagers to become Angry Wolves during full moon
    • Add 'angrywolf-hunts-villagers' setting - if true, Angry Wolves will hunt villagers like Zombies do
    • Add mcstats.org usage tracking
    Version 1.1:
    • Fix problem caused by arbitrary, unnecessary CB 1.3.1 Biome change....
    Version 1.0.3:
    • Make wolves angry again - workaround lame CB/Vanilla v1.2 wolf behavior - Angry Wolves are back to attacking anyone they find, versus just folks that attack them!
    Version 1.0.2:
    • Updated to 1.2.4-R1.0
    Version 1.0.1:
    • More 1.1-R5 prep (more 1.1-R5 READY)
    Version 1.0.0:
    • Update to 1.1 event model (1.1-R5 READY)
    Version 0.9.5:
    • Update for new 1.1 biomes - support wolf-friendly biomes, FOREST_HILLS and TAIGA_HILLS
    Show Spoiler

    Version 0.9.4:
    • Add color code support for custom messages (using &0 to &F format codes)
    • Prevent spawning of non-hellhounds in nether
    • Migrate configuration file to config.yml
    Version 0.9.3:
    • Make default month length 8 days (matches Bukkit/Minecraft lunar cycle)
    • Adjust day-of-month calculation so that 8 day month results in full moon matching Mineacraft moon
    Version 0.9.2:
    • Fix inaccurate version number reported by 0.9 and 0.9.1 (was still 0.8.7)
    • Defend against bogus/broken Permissions plugin causing exception
    Version 0.9.1:
    • Fix typo in default angrywolf-pop-limit attribute
    Version 0.9:
    • Add Hellhounds-With-Frickin-Fireballs options!
    • Add Experience Orb options for all wolf types
    • Add normal wolf population aides - mob-to-wild-wolf-rate
    • Add optional chance of wolf pup when a wolf eats a sheep
    Version 0.8.7:
    • Prevent exceptions in 1.0.0 CB builds (null creature type in spawn events, health limit exceptions on wolves)
    Version 0.8.6:
    • angrywolf-health and hellhound-health settings, which control the initial health of these spawns - used to make them less wimpy than normal wild wolves!
    • hellhound-damagescale - allows damage received by Hellhounds to be reduced (it is multiplied by this settings, so making it below 1.0 reduces damage).
    • angrywolf-pop-limit - allows limit on total population of Angry Wolves and Hellhounds on your server (mob-to-spawn sidesteps the normal spawn population limits).
    Version 0.8.5
    • Add angry wolf and hellhound specific loot and loot rates (angry-wolf-loot, angry-wolf-loot-rate; hellhound-loot, hellhound-loot-rate)
    • Add full-moon specific mob-to-wolf-rate (fullmoon-mob-to-wolf-rate), to alter mob-to-wolf replacements during full moon nights
    • Add optional rate for angry wolves to stay angry at end of full moon (fullmoon-stay-angry-rate).
    • Fix Hellhounds becoming not angry at end of full moon.
    Version 0.8
    • Add support for Hellhounds (flaming, fireproof angry wolves)
    • Add support for pig-zombie-to-wolf-rate (substituting pig-zombies with Hellhounds)
    Version 0.7
    • Add support for wolf loot drops
    Version 0.6
    • Add support for mob-type-specific mob-to-wolf replacement rates
    • Add option to not restrict mob-to-wolf replacements to wolf-appropriate biomes and terrain
    • Fix problem with blank chat messages being send when corresponding optional messages were not set
    Version 0.5.1
    • Preliminary support for v1.5 (CB709) along with v1.4 (CB684)
    Version 0.5
    • Added rectangular or polygon defined areas, allowing angry wolf settings to be defined distinctively on different parts of a given world
    • Added optional spawn message radius, to limit spawn notifications to players within a provided distance of an angry wolf spawn event, if a spawn message has been defined.
    Version 0.4
    • Added "angrywolves.wolf-friend" privilege, via Permissions 2.5.4+ or GroupManager 1.0-alpha-3+, to prevent angry wolves from attacking players with the privilege.
    Version 0.3.1
    • Minor fix for problem with wolves reverting to normal at end of full moon on CB670
    Version 0.3
    • Add "wolf-in-sheep's clothing" option
    Version 0.2.1
    • Fixed problem with 'full moons' making tamed wolves go angry
    Version 0.2
    • Reformat configuration file
    • Allow both spawn-angry and replace-mobs-with-angry-wolf options to be used at the same time
    • Add 'full moon' nights, where even more wolves can become angry, but then to return to normal in the morning.
    Version 0.1
    • Initial release

    Known Issues:
    • None
    Planned Features:
    • Weapon immunity for Hellhounds: Configurable to be damaged only by certain materials.
    • Configurable spawning biomes and rates per biome
    • Configure spawn drop per biome
    • Angry wolves only spawn in Tiaga and Swampland, Normal Wolves spawn in Forest
    • AngrySquids?
    • Add some wolf management commands, including in-game creation of areas
    • Other spawn population controls
    Other Wolf Plugins:
     
  2. Offline

    Phant0mX

    This plugin is awesome!

    Anyway you can add a 'fullmoon-mob-to-wolf-rate' option to override the default during the full moon? Also a 'fullmoon-stay-angry' option for the wolves to stay angry after a full moon? I have almost all natural wolves spawn angry (so taming a wolf is a rarer experience, reserved for a specific level/class), and would like to have a rare full moon "wolfageddon" event where tons of angry wolves appear, but having all those tame wolves around at the end of the night would defeat the purpose for me.

    Thanks for all your hard work!
     
  3. I'd really like to increase the wolf spawns on full moons as well. Would be Howling with entertainment? ;)
     
  4. Offline

    Mike Primm

    Sounds like some good stuff - lemme see what I can do!
     
    Phant0mX likes this.
  5. Offline

    Mike Primm

    v0.8.5 released: Added requested features:
    • fullmoon-mob-to-wolf-rate : if set, provides alternate mob-to-wolf rate during full moon nights
    • fullmoon-stay-angry-rate: if set, controls percentage of angry wolves that become normal at end of full moon nights
    • angry-wolf-loot, angry-wolf-loot-rate: if set, provides loot and loot rate for angry wolves, different from normal wolves (if not set, angry wolves use same settings as other wolves - wolf-loot and wolf-loot-rate)
    • hellhound-loot, hellhound-loot-rate: if set, provides loot and loot tate for hellhounds, different from normal wolves (if not set, hellhounds use the same settings as other wolves).
    @raught19, @Phant0mX - lemme know if this fits what you guys asked for
     
    Phant0mX likes this.
  6. Offline

    Phant0mX

    Perfect man, downloading now. Thanks a million!
     
  7. Offline

    Mike77

    Oh dude, that's an awesome plugin, good job !

    But one question, i have a little problem with the loots, the wolfs don't let drop any loot, even with 100 or 1000 angry wolf drop rate ! What can i do to fix it please ?
     
  8. Offline

    Mike Primm

    If you can post a pastebin of your AngryWolves.yml, I'll see if I can figure out what is up (whether its my problem or a config error).
     
  9. Offline

    Mike77

    Code:
    # Configuration file for AngryWolves);
    # spawn-anger-rate is percentage of normal wolf spawns that spawn angry
    # If undefined, spawn-anger-rate defaults to 0
    spawn-anger-rate: 5
    # hellhound-rate is percentage of angry wolfs that are hellhounds (flaming-fireproof-wolves)
    # If undefined, hellhound-rate defaults to 10. In Nether, 100% of angry wolves are hellhounds.
    hellhound-rate: 10
    # mob-to-wolf-rate is the TENTHS of a percent of monster spawns that are replaced with angry wolves
    # spider-to-wolf-rate is the TENTHS of a percent of spider spawns that are replaced with angry wolves
    # zombie-to-wolf-rate is the TENTHS of a percent of zombie spawns that are replaced with angry wolves
    # skeleton-to-wolf-rate is the TENTHS of a percent of skeleton spawns that are replaced with angry wolves
    # creeper-to-wolf-rate is the TENTHS of a percent of creeper spawns that are replaced with angry wolves
    # pig-zombie-to-wolf-rate is the TENTHS of a percent of pig-zombie spawns that are replaced with angry wolves
    # note: if monster type specific rate is defined, it supercedes the mob-to-wolf-rate for that monster type
    # If undefined, mob-to-wolf-rate defaults to 10, others are null
    mob-to-wolf-rate: 70
    # spider-to-wolf-rate: 40
    # zombie-to-wolf-rate: 25
    # skeleton-to-wolf-rate: 25
    # creeper-to-wolf-rate: 40
    # pigzombie-to-wolf-rate: 0
    # mob-to-spawn-based spawns are normally limited to spawns occuring in valid biomes for wolves, as well as over valid wolf spawn terrain (grass)
    # mobtowolf-ignore-terrain can be set to 'true' to disable biome and terrain restrictions
    # mobtowolf-ignore-terrain: true
    # If defined, can also have a 'full moon night' one out of every days-per-moon
    # During this, anger-rate-fullmoon percent of non-tame wolves go angry
    # At the end of the full moon, fullmoon-stay-angry-rate percent of angry wolves stay angry
    days-between-fullmoons: 6
    anger-rate-fullmoon: 100
    fullmoonmsg: La lune est pleine ce soir...
    fullmoon-stay-angry-rate: 100
    # Optional - mob-to-wolf-rate to apply during full moon (if set - otherwise, same rate used)
    # fullmoon-mob-to-wolf-rate: 100
    # Optional spawn message
    # spawnmsg: C'est la pleine lune ce soir...
    # Also, optional spawn message radius - limits message to only players within given number of blocks of spawn
    # spawnmsgradius: 200
    # Wolf-in-sheeps-clothing rate : in 10ths of a percent
    wolf-in-sheep-rate: 0
    wolf-in-sheep-msg: Oh, no! A wolf in sheep's clothing!
    # Optional - enable 'wolf-friends' : players with the 'angrywolves.wolf-friend' privilege will not be targetted by angry wolves!
    # wolf-friends: false
    # Optional - enable wolf loot - wolf-loot-rate is percent change of drop, wolf-loot is list of item ids to select from (1 randomly picked)
    # wolf-loot-rate: 50
    # wolf-loot: [ 334, 352, 319 ]
    # Optional - enable different loot for angry wolves (if not defined, wolf loot settings are used)
    # angry-wolf-loot-rate: 95
    # angry-wolf-loot: [ 334, 352, 319 ]
    # Optional - enable different loot for hellhounds (if not defined, wolf loot settings are used)
    # hellhound-loot-rate: 955
    # hellhound-loot: [ 264, 51 ]
    # For multi-world specific rates, fill in rate under section for each world
    worlds:
    # - name:
    # spawn-anger-rate: 10
    # mob-to-wolf-rate: 300
    # days-between-fullmoons: 7
    # - name: transylvania
    # spawn-anger-rate: 100
    # mob-to-wolf-rate: 100
    # spawnmsg: Something evil has entered the world...
    # Optional - for special settings limited to an area on one world
    # 'coords' define the area, as a list of two or more coordinate values (each of which has an x and z attribute).
    areas:
    # - name: Area51
    # worldname: world
    # coords:
    # - x: 200
    # z: 40
    # - x: 60
    # z: 100
    # spawn-anger-rate: 100
    # mob-to-wolf-rate: 100
    So, Doctor, what is your diagnostic ? :confused:
     
  10. Offline

    tylerthanson

    Alright, goal here was to make angry wolves VERY rare, except on the full moon where it's a zombie wolf armageddon. I wanted nothing but wolves, no other mobs. To achieve that effect, I did my configuration like so:

    Code:
    # Configuration file for AngryWolves);
    #   spawn-anger-rate is percentage of normal wolf spawns that spawn angry
    # If undefined, spawn-anger-rate defaults to 0
    spawn-anger-rate: 0
    #   hellhound-rate is percentage of angry wolfs that are hellhounds (flaming-fireproof-wolves)
    # If undefined, hellhound-rate defaults to 10.  In Nether, 100% of angry wolves are hellhounds.
    hellhound-rate: 4
    #   mob-to-wolf-rate is the TENTHS of a percent of monster spawns that are replaced with angry wolves
    #   spider-to-wolf-rate is the TENTHS of a percent of spider spawns that are replaced with angry wolves
    #   zombie-to-wolf-rate is the TENTHS of a percent of zombie spawns that are replaced with angry wolves
    #   skeleton-to-wolf-rate is the TENTHS of a percent of skeleton spawns that are replaced with angry wolves
    #   creeper-to-wolf-rate is the TENTHS of a percent of creeper spawns that are replaced with angry wolves
    #   pig-zombie-to-wolf-rate is the TENTHS of a percent of pig-zombie spawns that are replaced with angry wolves
    #   note: if monster type specific rate is defined, it supercedes the mob-to-wolf-rate for that monster type
    # If undefined, mob-to-wolf-rate defaults to 10, others are null
    mob-to-wolf-rate: 25
    # spider-to-wolf-rate: 20
    # zombie-to-wolf-rate: 0
    # skeleton-to-wolf-rate: 5
    # creeper-to-wolf-rate: 1000
    pigzombie-to-wolf-rate: 200
    # mob-to-spawn-based spawns are normally limited to spawns occuring in valid biomes for wolves, as well as over valid wolf spawn terrain (grass)
    # mobtowolf-ignore-terrain can be set to 'true' to disable biome and terrain restrictions
    mobtowolf-ignore-terrain: true
    # If defined, can also have a 'full moon night' one out of every days-per-moon
    # During this, anger-rate-fullmoon percent of non-tame wolves go angry
    # At the end of the full moon, fullmoon-stay-angry-rate percent of angry wolves stay angry
    days-between-fullmoons: 7
    anger-rate-fullmoon: 100
    fullmoonmsg: The howling of nearby wolves accompanies the rising of the full moon...
    fullmoon-stay-angry-rate: 0
    # Optional - mob-to-wolf-rate to apply during full moon (if set - otherwise, same rate used)
    fullmoon-mob-to-wolf-rate: 1000
    # Optional spawn message
    # spawnmsg: There's a bad moon on the rise...
    # Also, optional spawn message radius - limits message to only players within given number of blocks of spawn
    # spawnmsgradius: 50
    # Wolf-in-sheeps-clothing rate : in 10ths of a percent
    wolf-in-sheep-rate: 5
    wolf-in-sheep-msg: Oh, no! A wolf in sheep's clothing!
    # Optional - enable 'wolf-friends' : players with the 'angrywolves.wolf-friend' privilege will not be targetted by angry wolves!
    # wolf-friends: true
    # Optional - enable wolf loot - wolf-loot-rate is percent change of drop, wolf-loot is list of item ids to select from (1 randomly picked)
    wolf-loot-rate: 20
    wolf-loot: [ 334, 352, 319 ]
    # Optional - enable different loot for angry wolves (if not defined, wolf loot settings are used)
    angry-wolf-loot-rate: 70
    angry-wolf-loot: [ 334, 352, 319 ]
    # Optional - enable different loot for hellhounds (if not defined, wolf loot settings are used)
    hellhound-loot-rate: 100
    hellhound-loot: [ 289, 289, 289, 289, 289, 289, 289,289, 289, 263, 263, 263, 263, 263, 09 ]
    # For multi-world specific rates, fill in rate under section for each world
    worlds:
    #  - name: world
    #    spawn-anger-rate: 10
    #    mob-to-wolf-rate: 0
    #    days-between-fullmoons: 0
    #  - name: transylvania
    #    spawn-anger-rate: 90
    #    mob-to-wolf-rate: 100
    #    spawnmsg: Something evil has entered the world...
    # Optional - for special settings limited to an area on one world
    #  'coords' define the area, as a list of two or more coordinate values (each of which has an x and z attribute).
    areas:
    #  - name: Area51
    #    worldname: world
    #    coords:
    #      - x: 200
    #        z: 40
    #      - x: 60
    #        z: 100
    #    spawn-anger-rate: 100
    #    mob-to-wolf-rate: 100
    
    What happened with this plan is that thousands (my admins are telling me 8,000-10,000, as determined by //butcher-ing them) of wolves would spawn, creating massive lag issues and ultimately causing the server to run out of memory.

    I know that my replacement ratios are 1:1 (or is that 10:1? That tenths of a percent thing jumps around a little), but something else is causing the massive hordes of memory eating wolves, since I don't normally have 10,000 of any other mob present.

    My only hypothesis (and I just came up with it now, so if it's stupid sorry) is that since I've configured it to replace 100% of wolves, the other mobs continue to spawn since their quotas are never filled. For example, the game determines there to be 10 zombies, 5 skeletons, and 1 creepers in an area. Everytime the game tries to spawn one of those, a wolf shows up instead. The world is constantly trying to fix the 0/10, 0/5, 0/1 problem but try as it might can only generate more wolves. If that's the issue, the wolfpocalypse is impossible, and really at best we could set the replacement ratio to 50% for the full moon, the only side effect of that being about 2x the number of wolves that night.

    Please let met know if there's something else I need to do or change or provide to you to help you fix this issue. Thank you for you time.
     
  11. I'd love to tame a hellspawn :)
     
  12. Offline

    Mike Primm

    Good thoughts there - you are likely correct. Lemme take a look at that: I can certainly manage a population limit.

    Hehe - the REAL question is, what do you need to do to tame one :) I'm thinking that a pork chop isn't gonna do it!

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 13, 2016
  13. Offer them some sheep? :p

    EDIT: Sacrifice another player to them would be fun :p
     
  14. Offline

    Mike Primm

    Folks - I'm planning on getting a release done this week (certainly to address the population limit issue raised on the mob-to-wolf spawns, hopefully some more stuff, too), and I'm working on moving the project over to the DevBukkit system. Once that is completed, I'll update the OP here appropriately, and the forum, download, and issue tracking will be done through DevBukkit.
     
  15. Offline

    Saber Mage

    Any plans to add support for modding wolves' health? Taking them out in a single hit with diamond swords makes them slightly underwhelming to encounter, particularly hellhounds. =P
     
  16. Offline

    Mike Primm

    That could be fun - easy enough to manage - lemme see what I can do!
     
  17. Offline

    Saber Mage

    Awesome! =D
     
  18. Offline

    forceserver

    doesn't this plugin support spout?
     
  19. Offline

    rdemanta

    I don't know if this has anything to do with your plugin, but something weird occured with one of my server-goers wolves that he tamed. This only happened once and there were no errors. His wolf dissapeared, teleported to him through a rift (1 block of portal) and started mauling his face. Then the wolf teleported again and killed him. Then the wolf came for me and I killed it and it dropped a diamond. I didn't download another plugin that does that and it was kind of surprising. Hope you can help.
     
  20. Offline

    Mike Primm

    That's an interesting one - I'll take a look at the event sequence for a tamed wolf going through a portal: I specifically test to see if a wolf is tamed before considering whether to make it angry, but if a teleporting wolf looks like a newly spawned wolf that isn't marked as tamed when the event is fired, I could see a possible problem. The diamond drop really depends on if you have the loot options set.
     
  21. Offline

    rdemanta

    I didn't have the loot set to diamond which makes it even weirder. It was the only wolf ever to drop a diamond. I hope this happens again :). It was so cool!
     
  22. Offline

    halley

    I don't want any special wolf features on most of my worlds, but I want 25% of my mobs to be Hellhounds in my nether world "Nadir." How should the config look then?

    Ah, figured it out. They were just really rare at 2.5%. The "multiply by ten" thing seems really crude. Please use percent with decimals. If you have to, get the YAML as a string, and use try { Float.valueOf(string) } to get the intended amount.

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

    Chaznuts

    Very nicely done. Something that might be fun to add would be an angry wolf mob spawner for admins to create. A simple "/spawner angrywolf" option while looking at a spawner block to change it would be easy enough, if possible. I believe it's essentials that already has that incorporated for other mobs. Anyways, if it's possible or not, love the plugin. Thanks :D
     
  24. Offline

    Rider92

    what chaznuts said, I want to be able to release the hounds on my prison server and send the prisoners running back to their cells with their tails between their legs and this looks like the closest mod to what i want, if you could make a spawner I'd kiss you. No homo.
     
  25. Offline

    SkyteamZ

    Nice !
    Just 3 simple questions (before a get addicted to it :D ):
    It spawn angry wolf, but is it always possible to find some normal wolf to get as company pet ? Or when i see a wolf, it's no more pet but just a moB ?
    And also if we can get normal wolf as pet, no conflict during full moon or against other 'angry" wolfes ? Like my wolf get crazy and try to eat me...

    Thx
     
  26. Offline

    Mike Primm

    The rates you can configure will control how often normal wolf spawns wind up being angry, so you can dial in what you want - things like the full-moon stuff, and per world and per region setting let you tinker even further (you can have them be more likely to spawn angry on one world versus another, or maybe only in a 'bad' portion of one of your worlds (transylvania? :) ).
     
  27. Offline

    CoffeeCrazy

    Using 1550, wolfs will not spawn at all. I set their spawn ratio on each mob to 1000. Flew around my server for 20 minutes, didn't see a single wolf.

    Love the idea of this mob, just want to see some wolfs though!
     
  28. Offline

    Mike Primm

    One thing to watch out for is that post 1.8 MC has serious issues with 'starving' of wolf spawns - specifically, they made the other livestock mobs persistent (part of making it so that you could breed them), but untamed wolves aren't persistent: so, they despawn, and if cows or pigs or the like spawn elsewhere, they stick around: and, eventually, the neutral mob population limit is reached and nothing new spawns. Fact is, we never stop a wolf spawn - the most we do with a wolf spawn is mark it angry - but there needs to be a wolf spawn in the first place. The alternative is to juice up the mob-to-wolf rate (which is 10, or 1%, but still only works for mobs that are spawning in a suitable biome and over dirt or grass). You can turn off this last restriction by setting mobtowolf-ignore-terrain: true
     
  29. Offline

    S4h4rk

    Thank you so much for the update. This is a awesome plugin!
     
  30. Offline

    Darkhand81

    I've never thanked you for this plugin! So... Thanks! So much!

    I'd like to spawn a 'boss-mob' super strong hellhound every x minutes randomly in the world... Would a timed spawn be possible? Or is there any way to manually spawn a hellhound?

    Also, is there any way to have a wolf/hound drop multiple items, or different amounts of experience?

    Thanks again!

    P.S. - Hellhounds throwing fireballs would be a dream come true. =)
     
  31. Offline

    Mike Primm

    hehe - I like the super-strong hellhound thing :)

    The multiple items thing is a thought - and I hadn't considered the XP thing, but that makes sense too.

    Edit: BTW, I've got a first pass of the Hellhounds-With-Frickin-Fireballs option. Its crazy stuff - maybe too over the top: the wolves chase you down, shooting fireballs that blow through your cover and the like! Only setting for it right now is how often they can shoot (in seconds) - might need some more, as the fireballs blow stuff up, and set fire to other stuff :)
     

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