[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.

  1. Offline

    Pasukaru

    CustomDifficulty
    The Plugin to adjust the difficulty in SMP
    Latest version: 4.5.0
    blank line
    [​IMG]
    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. :)

    Features:
    • 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'
    Note:
    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.
    Changelog:
    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:
    Code:
    global:
        mobLimit: 500 #= server Limit
    worlds:
        [worldname]:
            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:
    Code:
    global:
        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.

    To-do
    • 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.
  2. Offline

    Wakko

    Am I the only one getting a pop-up from file-upload.net while downloading this? :eek:
     
  3. Offline

    fatmarley

    What is this from?


    Code:
    2011-07-01 03:07:40 [SEVERE] Could not pass event CREATURE_SPAWN to CustomDifficulty
    java.lang.NullPointerException
    2011-07-01 03:07:40 [SEVERE] Could not pass event CREATURE_SPAWN to CustomDifficulty
    java.lang.NullPointerException
    2011-07-01 03:07:40 [SEVERE] Could not pass event CREATURE_SPAWN to CustomDifficulty
    java.lang.NullPointerException
    2011-07-01 03:07:40 [SEVERE] Could not pass event CREATURE_SPAWN to CustomDifficulty
    java.lang.NullPointerException
    2011-07-01 03:07:40 [SEVERE] Could not pass event CREATURE_SPAWN to CustomDifficulty
    java.lang.NullPointerException
    2011-07-01 03:07:40 [SEVERE] Could not pass event CREATURE_SPAWN to CustomDifficulty
    java.lang.NullPointerException
    2011-07-01 03:07:40 [SEVERE] Could not pass event CREATURE_SPAWN to CustomDifficulty
    java.lang.NullPointerException
    2011-07-01 03:07:46 [SEVERE] Could not pass event CREATURE_SPAWN to CustomDifficulty
    java.lang.NullPointerException
    2011-07-01 03:07:46 [SEVERE] Could not pass event CREATURE_SPAWN to CustomDifficulty
    java.lang.NullPointerException
    2011-07-01 03:07:46 [SEVERE] Could not pass event CREATURE_SPAWN to CustomDifficulty
    java.lang.NullPointerException
    Also, /difficulty reload or any other command only comes up with /difficulty [region] help.

    I have world-edit.

    Im also curious to know, if this would make my friendly-mobs attack

    Code:
    cow:
        isAggressive: true
        hp: 34
        damage: 2
    pig:
        isAggressive: true
        hp: 34
        damage: 2
    chicken:
        isAggressive: true
        hp: 34
        damage: 2
    sheep:
        isAggressive: true
        hp: 34
        damage: 2
    squid:
        isAggressive: true
        hp: 34
        damage: 2
    
    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  4. Offline

    Pasukaru

    @fatmarley
    What craftbukkit version are you using?

    And no - it wouldn't make friendly mobs attack, I'm limited to hostile mobs here because of how minecraft handles them. (I can set players as target for them, but they won't deal any damage and just follow the player)
     
  5. Offline

    fatmarley

    Crafbukkit 935 and I have a new issue. I want to do a clean install, but i cant get the .SCRIPT file to delete.
     
  6. Offline

    Pasukaru

    About the NullPointerException - I can't reproduce the error, and your log doesn't show anything that could help me spot the error.
    You have to shut down the server to delete the .script file, it's the database for regions and always opened while the plugin is active.
     
  7. Offline

    fonesic

    Same error here using CB 935
     
  8. Offline

    Pasukaru

    @fonesic
    Is this all you get:
    Code:
    2011-07-01 03:07:46 [SEVERE] Could not pass event CREATURE_SPAWN to CustomDifficulty
    java.lang.NullPointerException
    
    or are there some lines different than this?
    Because errors normally show the line where the error happened (in the source code). Without it it's going to be pretty hard to find a solution. :eek:

    Anyways - I'll add some more checks and upload version 3.3.0 in a few minutes. It will also have a new feature:
    Choose if mobs burn in sunlight. :)

    Updated to v3.3.0 ! :>
    You can now choose if mobs burn in sunlight. This is available for: Zombie, Skeleton, Spider, Creeper, Giant, Slime(each size has its own value) and "Monster".
    All you need to do is add the missing line (or delete the difficulties and let it generate new ones)
    Code:
    creeper:
        burnsInSunlight: false
        isAggressive: true
        hp: 20
        damage: 1.0
    
    for slimes it will look like this:
    Code:
    slime:
        huge:
            burnsInSunlight: false
            hp: 32
            damage: 4
        big:
            burnsInSunlight: false
            hp: 16
            damage: 4
        average:
            burnsInSunlight: false
            hp: 16
            damage: 2
        small:
            burnsInSunlight: false
            hp: 12
    
    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  9. Offline

    fonesic

    Nope that's all i get, exactly the same error

    Edit : it's worse with the new version xD

     
  10. Offline

    Pasukaru

    I just uploaded v3.3.0 - does it still happen with this build?
    Try a clean install (Stop server - delete CustomDifficulty folder and CustomDifficulty.jar)
    If it still happens, please post a list of your plugins and which operating system you are using (linux, xp, win7 etc)

    @fonesic
    For me its way better, now i have something to work with ;) I'll release a fix in a few minutes!

    @fonesic
    Oh, i think i might know where the error is...
    Does your world-name contain special characters or spaces?
    If so - this plugin won't work because YAML (the language of the configuration files) can't handle nodes with spaces. I'm not 100% sure about special characters, but you should avoid using them as well.

    And updated to 3.3.1 - that should avoid the NPE and silently fail if it can't handle the world's name.

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

    fonesic

    Nope my world name does not contain special characters or spaces..., i'll try 3.3.1 later :)

    Edit : Problem solved with 3.3.1 :)
     
  12. Offline

    Darcion

    i thougt i dont have to change my configs but if i dont do it i get this with your build 3.3.0 i will try 3.3.1

    Code:
    2011-07-02 10:06:16 [SEVERE] Exception in thread "AWT-EventQueue-0"
    2011-07-02 10:06:16 [SEVERE] java.util.ConcurrentModificationException
    2011-07-02 10:06:16 [SEVERE]     at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.util.AbstractList$Itr.next(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at org.bukkit.craftbukkit.CraftWorld.getLivingEntities(CraftWorld.java:541)
    2011-07-02 10:06:16 [SEVERE]     at Pasukaru.CustomDifficulty.util.BurnInSunlightChecker.actionPerformed(BurnInSunlightChecker.java:30)
    2011-07-02 10:06:16 [SEVERE]     at javax.swing.Timer.fireActionPerformed(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at javax.swing.Timer$DoPostEvent.run(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.event.InvocationEvent.dispatch(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.EventQueue.access$000(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.EventQueue$1.run(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.EventQueue$1.run(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.security.AccessController.doPrivileged(Native Method)
    2011-07-02 10:06:16 [SEVERE]     at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.EventQueue.dispatchEvent(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    2011-07-02 10:06:16 [SEVERE]     at java.awt.EventDispatchThread.run(Unknown Source)

    edit: i wrote all configs new, so lets see if all workig good
     
  13. Offline

    Nagato

    OMG! Ive been looking for something that i could alter my mobs damage/hp. AND ive been looking for some sort of mob difficulty progression the further you get away from the spawn point. Now the only thing it's missing is Iconomy/mobloots integration! imagine higher difficulty mobs dropping more items/money!

    This plugin is the best.
     
  14. Offline

    Darcion

    in combination with commandsings very cool, you can change dungeons if you created that area or you change the world difficult easily
     
  15. Offline

    Pasukaru

    @fonesic
    I'm glad it works for you now. :)

    @Darcion
    Yea, I've had some problems to check if monsters should burn in sunlight that usually don't (spider, etc). This error isn't related to your config files.
    It's still not perfect, but the error shouldn't print a message with v3.3.1. And you probably won't even notice it.

    @Nagato
    You can have some sort of difficulty progression if you set up regions accordingly :>
    iConomy support - I totally forgot about that and will add it the Todo-list :)
    About the loot, I should be able to implement a 'loot multiplier' for each region difficulty. If you want to change the loot items(the type, not the amount) there are other plugins for this purpose.
    It will, however, be up to you server admins to avoid exploits like luring mobs to a region with a higher droprate. (At least until I can think of a way to fix this)
     
  16. Offline

    Kevger

    Please 953 support ;)
     
  17. Offline

    Pasukaru

    @Kevger
    It should work with 953 without problems ;)
    If you experience any errors - let me know and I'll fix it.
     
  18. Offline

    Kytsune

    Having a bit of trouble here, was hoping you could help.

    I've got WorldEdit installed, and have been trying to set regions. The trouble is, I can select a region, define it, and it shows up when I do /difficulty region list all. However, when I reload the plugin, any regions I had defined no longer show up in the list, and don't function at all. It's as if they aren't actually being saved for some reason.

    Any idea what I'm doing wrong?
     
  19. Offline

    Pasukaru

    @Kytsune
    Make sure the "hsqldb.jar" is inside the following folder:
    root/lib/hsqldb.jar
    where root is the folder where your bukkit.jar is located
     
  20. Offline

    Kytsune

    The file's there. I made sure to put it in after I saw all the errors the server threw when it wasn't.
     
  21. Offline

    Pasukaru

    Hm okay.. are there any errors showing up in the console?
    I'll try to reproduce this error.
     
  22. Offline

    Kytsune

    Unfortunately not, no. If there were errors I'd probably have a better idea of what's going on, heh.

    The only thing I have to go off of is that whenever I reload the plugin, it says "[INFO] [CustomDifficulty] 0 regions loaded!"

    Thanks for your help, by the way, I appreciate it. =)
     
  23. Offline

    Pasukaru

    Okay - i just noticed that it doesn't work for me either - I'll try to fix this ASAP.

    Found and solved the error, I'll upload version 3.4.o in a few minutes.
    Version 3.4.0 will also contain two new features:
    • iConomy support (get rewards for killing a mob)
    • lootMultiplier for each mob and each difficulty.
    [Edit]
    V3.4.0 download link available

    Add this to your [difficulty].yml files if you want to use the iConomy and/or lootMultiplier features.
    Or - as always - delete them and fresh ones will be generated.
    Code:
    monstername:
        reward: 0.0
        lootMultiplier: 1.0
    
    For slimes:
    Code:
    slime:
        small/average/big/huge:
            reward: 0.0
            lootMultiplier: 1.0
    
    For wolves:
    Code:
    wolve:
        tamed/wild:
            reward: 0.0
            lootMultiplier: 1.0
    
    [Edit 2]
    For regions support of the new features, add this to your config.yml:
    Code:
    worlds:
        [worldname]:
            useRegions:
                reward: true
                lootMultiplier: true
    
    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  24. Offline

    Kytsune

    Thanks so much, I really appreciate it. =)
     
  25. Offline

    Pasukaru

    @Kytsune
    You're welcome!

    To everyone with version 3.3.0 - 3.4.0:
    Download 3.4.1 to fix the monster burn during night bug!

    [Edit]
    And another bug found, and fixed.
    Version 3.4.2 - I'm sorry for new versions coming up so fast by the way - but IMHO its better to upload a new version if it contains a bugfix asap. (At least if I'm not aware of any other bugs)
     
  26. Offline

    Nagato

    "[Edit]
    V3.4.0 download link available

    Add this to your [difficulty].yml files if you want to use the iConomy and/or lootMultiplier features.
    Or - as always - delete them and fresh ones will be generated."

    You are the god of all gods.
     
  27. Offline

    Dimochka

    A great mod which would benefit from integrating with WorldGuard regions through region flags. Currently I set up worldwide difficulty on ultraviolence level and banned aggressive mob spawning within village limits, works fine.
     
  28. Offline

    Pasukaru

    @Dimochka
    I tried to hook into WorldGuard and use its regions - but I wasn't able to get it working yet.

    [Edit]
    The next version will support WorldGuard regions.
     
    Dimochka likes this.
  29. Offline

    Dimochka

    Thank you!
    Also, any chance to see mob spawn rate control? If there's any hook into that behaviour in bukkit.
     
  30. Offline

    Pasukaru

    I can reduce the mob-spawning chance by adding some kind of success-rate. To increase it, I'd have to write my own spawning algorithm. I don't think I'm able to do such kind of stuff - yet. :>
     
  31. Offline

    Nagato

    [​IMG]

    Error ENTITY_DEATH? o.o i don't think its really doing anything but error messages scare me xD
     

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