Inactive [EDIT] MonsterBox v0.6 - Change any Placed Monster Spawner's Type [1.1-R1]

Discussion in 'Inactive/Unsupported Plugins' started by Tux2, Jun 5, 2011.

  1. Offline

    Tux2

    MonsterBox - Change any Placed Monster Spawner's Type:
    Version: v0.6


    You can now set spawners by right clicking them with eggs! Also, mob spawners can drop their corresponding egg for later setting!

    MonsterBox will change the type of any monster spawner that you are looking at with the command /mbox set <creaturetype>. Some valid creature types are wolf, pigzombie, creeper. Capitalization does not matter. To change the options, just open settings.ini located in the plugins/MonsterBox folder. For economy support please download and install Register
    [​IMG]
    [​IMG]
    Please Note:
    For all of you having problems getting monsters to spawn: This only "sets" the type of monster spawner and lets minecraft do the spawning. It will not spawn certain types of monsters (like Steves) because the spawn rate and spawn conditions for a monster spawner of that type is not defined in the minecraft code.

    To use:
    To set a monster spawner:
    Command Method
    1. Look at monster spawner. (Through glass is just fine)
    2. Type in /mbox set <creaturetype>
    Command-less Method
    1. Hit monster spawner with a gold sword
    2. Select the new mob that you want it to spawn
    Command-less Method (using eggs)

    1. Hit monster spawner with a gold sword
    2. Select the new mob that you want it to spawn
    To get which monster a spawner spawns:

    Command Method
    1. Look at monster spawner. (Through glass is just fine)
    2. Type in /mbox get
    Command-less Method

    1. Hit monster spawner with a gold sword
    2. The current mob is at the top of the selection window.
    Features:
    • Right click a spawner with an egg to change the type commandlessly
    • Spawners can drop an egg corresponding to the type of spawner you broke
    • Spout enabled GUI. Just hit the monster spawner with a gold sword! (configurable)
    • Completely command-less mode of operation with the new Spout gui!
    • Spout is 100% optional on both server and client.
    • Option to assign a price to every monster, not just a group price for setting the type of monster a mob spawner will spawn.
    • Compatible with your existing monster spawner drops from CreatureBox (versions 0.7.7c and below) (Don't run both at once! They will conflict) for an easy transition.
    • Can change the type of monster spawner to any creature that minecraft natively supports.
    • Admins can restrict what mobs a player can set a monster spawner to spawn using permissions.
    • Monster spawners can drop monster spawners (Permissions support. If permissions is not installed it defaults to OPs only)
    • Dropped monster spawners retain their mob type.
    • Scroll over a monster spawner in your quickbar to quickly figure out it's type.
    • Find out which type of monster spawner you are looking at.
    • Restrict users from placing mob spawners using permissions. (if permissions is not installed it defaults to OPs only)
    • Permissions (Both bukkit superperms and the older permissions system) support (if permissions is not installed it defaults to OPs only)
    • iConomy ALL ECONOMY systems supported via the Register plugin
    Permission Nodes:
    • monsterbox.set - the ability to set the type of monster spawner
    • monsterbox.eggset - the ability to set the type of mob spawner using eggs
    • monsterbox.view - be able to use the /mbox get command
    • monsterbox.free - if iConomy is enabled this node lets this group/user use the command for free
    • monsterbox.drops - the ability for the player to recieve a drop from breaking spawners
    • monsterbox.place - the ability to place any spawner
    • monsterbox.spawn.* - The ability for the player to change a monster spawner to any monster type. (The player will need the node monsterbox.set permission as well in order to set the spawner)
    • monsterbox.spawn.[monstertype] - The ability for the player to change a monster spawner to [monstertype]. (The player will need the node monsterbox.set permission as well in order to set the spawner)
    • monsterbox.eggspawn.* - The ability for the player to change a monster spawner to any monster type using eggs. (The player will need the node monsterbox.eggset permission as well in order to set the spawner)
    • monsterbox.eggspawn.[monstertype] - The ability for the player to change a monster spawner to [monstertype] using an egg. (The player will need the node monsterbox.eggset permission as well in order to set the spawner)
    • monsterbox.dropegg.* - The ability for the player to receive an egg drop of any spawner's mob type when breaking the spawner.
    • monsterbox.dropegg.[monstertype] - The ability for the player to receive an egg drop of [monstertype] when breaking those spawners.
    Download MonsterBox v0.6
    Download MonsterBox v0.5
    Download MonsterBox v0.4
    Download MonsterBox v0.3 (bukkit versions 1060 and below)
    Source Code

    ToDo:
    • Right click a monster spawner to get what type of mob it spawns (commandless).
    • Noteblock like monster spawners
    List of Mobs that are verified to spawn (others might, I just haven't tested):
    • Ghast
    • PigZombie
    • Wolf
    • Pig
    • Skeleton
    • Creeper
    • Zombie
    • Sheep (at least in 1.7, not sure about 1.6.6)
    • Cow (1.7+)
    • Chicken (1.7+)
    • Cave Spider (1.8+)
    • Enderman (1.8+)
    • Silverfish (1.8+)
    • Giant (1.8+)
    • Ender Dragon (1.0.1)
    • Mushroom Cow (1.0.1)
    • Villager (1.0.1)
    • Blaze (1.0.1)
    Plugin Not working correctly?
    For me to diagnose the issue properly please provide me with the following information:
    Code:
    Description of issue and how to reproduce:
    Version of Craftbukkit:
    Version of java:
    OS:
    Other plugins installed:
    Output of console (If there are any error messages):
    MonsterBox configuration file:
    
    Changelog:
    Version 0.6
    • Added ability for mob spawners to drop an egg for the corresponding type of mob that they are. (Replaces old mob_spawner types method)
    • Added ability for mob spawners to be set by right clicking with an egg. One time use in survival, unlimited use in creative mode. (also to replace the old way for trading set mob spawners.)
    • Removed the message "You are now holding a pig spawner" whenever you flip over a mob spawner in your inventory
    • Updated event handling.
    Version 0.5
    • Added new mobs
    • Made it so that I don't have to do as much updating every time new mobs are added to Minecraft. Should auto sense the new mobs and allow you to change the mob spawner to them without me having to release a new version.
    • Mob Spawners with mobs not added will drop a pig spawner instead of erroring out now.
    • Tweaked Spout GUI slightly.
    Version 0.4
    • Added an option where you can set each mob to have a different price via the prices.ini file.
    • Changed all internal damage IDs to reflect default bukkit still keeping backward compatibility with spawners still in inventory.
    • Added a new OPTIONAL Spout GUI. (I spent several hours tracking down and resolving any and all bugs that presented themselves when running it without Spout, and I can guarantee that it WILL run without it.)
    • New COMMANDLESS options via SPOUT: Hit the monster spawner with a gold sword (configurable) to open up the gui.
    • Added alternate way to open the GUI via command: /mbox set.
    • When the client and/or server does not have spout installed /mbox set now shows a list of all the possible mob types.
    Version 0.3
    • Added new mob types (cave spiders, enderman, silverfish)
    • Added Bukkit SuperPerms support
    • Now supports all economy plugins via the Register plugin!
    • Added a little fix for bug in craftbukkit build 1240
    • Doing the /mbox command by itself now lists out all the possible mob types you can choose from. (Auto generated from your version of bukkit)
    Version 0.2
    • Added permission nodes for each animal spawn type
    • Monster Spawners can now drop spawners (permissions support)
    • You can now view a monster spawner's current mob either in inventory by selecting it, or on the ground via command.
    • Dropped Monster Spawners retain their mob type.
    • Restrict Monster Spawner placing via permissions.
    Version 0.1
    • First release
     
    ACStache and BlackDeath like this.
  2. Offline

    Proxus

    Is there anyway for you to configure the cost type on a per-mob basis? That way we can charge people more for different mobs (ie spawning ducks vs skellies)

    Good work though! :)
     
    Tux2 likes this.
  3. Offline

    Tux2

    Added to ToDo list!
     
  4. Offline

    Proxus

    Ta! :)
     
  5. Offline

    Asphodan

    @Tux2

    Code:
        donor:
            options:
                rank: '400'
            inheritance:
            - member
            prefix: '&a'
            permissions:
            - votebans.canNotBeBanned
            - cenotaph.sign
            - cenotaph.large
            - mcmmo.ability.*
            - monsterbox.place
            - OwnBlocksX.use
            - OwnBlocksX.add
            - OwnBlocksX.info
            - easy.farm
            - modifyworld.*
            - bColoredChat.signColor
        superdonor:
            options:
                rank: '300'
            inheritance:
            - donor
            prefix: '&2'
            permissions:
            - monsterbox.spawn.pigzombie
            - monsterbox.spawn.zombie
            - monsterbox.spawn.spider
            - monsterbox.spawn.skeleton
            - monsterbox.spawn.creeper
            - SimpleAlias.*
            - bColoredChat.chatColor
            default: false
    
    This is my PEX file. Donors are forbidden from placing their spawners, any idea why?
     
  6. Offline

    Tux2

    Hmm.... I don't see anything wrong with that file. I'll do some testing with PEX though. (Only really tested against Permissions 2.7.x) In the mean time would you mind giving me the following:
    Version of Craftbukkit:
    Version of java:
    OS:
    Other plugins installed:
    Output of console (If there are any error messages):
    MonsterBox configuration file:
     
  7. Offline

    Asphodan

    CraftBukkit 1000.
    Java: I have no idea.
    OS: Ubuntu 10.04.
    Other plugins installed: http://pastie.org/2271863
    No error messages.
    MB Config: http://pastie.org/2271870

    @Tux2
     
  8. Offline

    chickenmove

    more mobs would be nice
     
  9. Offline

    Asphodan

    Any word, @Tux2 ?
     
  10. Offline

    bbhang

    why have not zombie ar !!
     
  11. Offline

    Vas

    Can you add a manual spawn too? like /mbox spawn thismob, which would spawn thismob at the area you are pointing within visual distance. I'd like to be able to spawn things that can't be put in mob spawners, like giants.
     
  12. Offline

    citricube

    Awesome can't wait to use this but I can't figure out how to configure the permissions can someone help me out with this I'd love to use this on my server I'm new to bukkit. If you know how get back to me or email me asap at [email protected]
     
  13. Offline

    darkaura12

    is there a way u can add spider jockeys?
     
  14. Offline

    Musketeer925

    Can you add a /mbox destroy command? This would be nice, as they take so long to kill.
     
  15. Offline

    Tux2

    I can certainly do so, although in the meantime you can use the super pickaxe in World Edit, or another plugin.
     
  16. Offline

    fatmarley

    @Tux2 still using this, without issues in 1185. But, wanted to make sure you are still maintaining it.
     
  17. Offline

    Tux2

    Yes, still maintaining it. This was actually the next plugin in the list to get bukkit superperms added to it. (Plus all the new mobs in 1.8.1)
     
  18. Offline

    Celtic Minstrel

    @Tux2 – You may want to check out some of the latest discussion in the CreatureBox thread, since recent changes (build 1222 and up or something) will most break and partially obsolete your drops feature. As a quick summary, CraftBukkit handles the placement of the spawners now, but when making the spawner drop itself you have to make sure you set the correct data value on the item, which likely is not the data values you're currently setting.
     
  19. Offline

    Tux2

    Thanks for the heads up! I will definitely check it out..
     
  20. Offline

    Noyes84

    Is it possible for you to make it so you can change the distance that the mobs spawn in relative to you from mob spawners? If i'm not mistaken spawners only spawn if you are within 16 blocks of them (Thats what i read somewhere, i havent tested it myself). I can only make small mob traps because of this.

    Thanks :)
    [cake] to so someone who gives me a solution. :)
     
  21. Offline

    Themosey

    I am the admin/owner of the server (multi-player)

    It does not let me change monster spawner type. I am told I do not have permission.
    I have tried
    admin:
    - monsterbox.*

    and
    - monsterbox.set

    I have removed it entirely too.

    the rest of my admin permissions work fine.
     
  22. Offline

    Tux2

    If you are using bukkit permissions the new version that I am working on should fix that. Also, it would be helpful if you are still using the other permissions system to post the informtion I ask for in the opening post...

    Hey, just wanted to let you know that I didn't have to change any of the data values I was currently setting as I was doing it an entirely different way than creaturebox. Although there was a bug in the new bukkit build which DID break setting the spawner type on place which I had to get around. This plugin is now up to date and backwards compatible with the previous craftbukkit builds.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  23. Offline

    Celtic Minstrel

    Judging by your source code, you were doing it in the exact same way as CreatureBox, which is to say assigning each mob its own ID from 0 up to whatever number (17 so far). I'd argue that it would be easier to switch to using CraftBukkit's internal IDs since it would save you the trouble of having to set the spawner type when it's placed, and it'll make it compatible with CreatureBox (in case someone wanted to switch from this to CreatureBox or from CreatureBox to this) and other plugins that allow getting spawner items (such as General and OtherDrops); however, the scheduler method is a valid workaround.
     
  24. Offline

    Tux2

    I will probably start to move in that direction I just wanted to get a build out that was still backwards compatible as quickly as possible. I will probably start implementing code in a few days that will make the transition from the old method seamless to the user and allow the use of mob spawners from both the old and new ID systems in the inventory to work as expected.
     
  25. Offline

    Celtic Minstrel

    Fair enough. That's quite a reasonable move. :)
     
  26. Offline

    Tux2

    As of right now it doesn't have that option. I do plan on adding it, it's just low on the priority list as it adds overhead. In the meantime you might want to check out CreatureBox.

    @Proxus Feature request has been fulfilled! You can now set the price on a per mob basis. Enjoy!
     
  27. Offline

    Luegenbold

    heyo i got 1240 and the plugin works, just the ingame setting tool doesnt, do i have to do anything to activate this.
    I really like the idea of just clicking and switching the monsters as it is more easy for a lot of spawners
     
  28. Offline

    Tux2

    To enable the GUI you have to have spout installed on the server, and either use the spoutcraft client, or mod your jar file yourself to get the functionality in the client. Also, please note that your players don't have to play with a modded jar, they just won't see the fancy GUI.
     
  29. Offline

    daan4ever

    Hello!!!
    I have one question.
    Can you please change the limit to let the mobs spawn.
    Becouse you need to be 16 blocks or less away from it.
    Tyvm for reading this!
    daan4ever..
     
  30. Offline

    Tux2

    Changing 16 block limit = managed spawner.... maybe you missed my post on the last page but this is of a low priority to me right now as it adds overhead. In the meantime you can use:
    http://forums.bukkit.org/threads/fi...7-8b-mob-spawners-become-tradable-1240.20854/
     
  31. Offline

    Quackstar

    When I setup everything with permissions etc. it only works when people are op.. when they are not they are still not allowed to do anything with it even tho I made the right nodes.

    My BukkitPermissions config.yml: http://pastebin.com/cE7CYYcb

    EDIT: nvm its working
     

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