Mobs Powers icon

Mobs Powers -----

Modify Mob's Stats, Hostile mobs are power-boosted, but also give you buffs for killing them




First bugfixes that origin from yesterday's update:

  • fixed a bug where a message "SpawnReason: ..." was constantly appearing in chat.
  • fixed a bug where 'disablePowers: true' would also disable the 'drops: false' and custom 'expDrops: x' options
  • fixed a bug where when set 'disablePowers: true' the flying speed would still sometimes be slower.
  • fixed a bug where EnderDragon's 'ability: false' didn't work
----------, Aug 27, 2023

Hey all. A bit bigger update this time with many new features, so there will be a bit of reading.
I'll explain everything here, but everything is also explained in comments in the config.yml file, so you'll just need to read them.
Here I just added some more of my own commentary to a couple of things.

Let's start with the biggest change.

Added 3 new options for all mobs:
  • drops: true/false - you can disable the standard loot form monsters
  • expDrops: -1 - you can freely customize the amount of xp the mob drops. -1 means it's the mob's default (unchanged) value
  • spawnRate: 100 - this is something new. You can customize the chance of mob spawn passing successfully. 100 is 100%. It can unfortunately work only one way, which means you can only decrease the chance, so if you would like to somehow increase it, you can try to lower the chances for mobs in the same area, so that this mob can have more 'room' to occupy. It's only this way, since to increase the amount of mob's spawning I would need to try a whole new approach, that might not even work, or be just too complicated for simplicity sake.
eq1.PNG

Also, some mobs have 2 more options:
  • customDrop: true/false - as you may know in MobsPowers some mobs have custom drops, like eg. Phantoms drop Elytras. With this you can simply turn it off.
  • ability: true/false - this is made specifically to be able to turn off creeper's and dragon's power. I have heard some comments about the gunpowder explosion ability being problematic, so I added the option to disable it. Ender Dragon on the other hand gives you ability to fly (like in creative) while you have equipped elytra. But this feature can cause problems if you have some other plugins that allow flight in survival. Up till now the only way to fix it was to set 'disablePowers' to true, but well... this disabled ALL powers. So to solve this I also added the option to disable only the dragon's power.
eq2.PNG eq3.PNG

Additionally, I added some more enchantment options to the previously enchantable weapons.

Now to the smaller stuff:

  • Fixed a bug where editing Elder Guardian's stats inside config.yml didn't change anything. (turns out I missed couple lines of code back then and it went unnoticed untill today)
  • Set Prismarine Shard as an activation item to Elder Guardian's Thorns power. (through my own gameplay I found that permament thorns are a bit problematic if you want to do something around hostile mobs without killing them)
  • Added 'DMG' stat to creeper (this only affects the damage done to entities, the explosion power (radius) itself is unchanged.
  • Added a 'tridPrec' option for drowneds (with this you can customize the % of drowneds that spawn with a trident. '-1' means default (unchanged) value)
eq4.PNG

For future, I plan to possibly add another config file, like world.yml and in it you would be able to customize each mob's stat depending
on the world they spawned in (nether, end).

And as always, remember to delete your previous config.yml file if you want the new one with new options to be generated automatically.
If not, the only other way is to manually add the options you need under the correct section.

As a goodbye comment, I'd like to mention. Since this update is rather big (if you look at the previous version file size and compare to this, you can guess how much raw text-coding was added) it's possible for some kind of new bugs to appear. Even though I did some testing and didn't find anything, it's always possible that I overlooked something or simply forgot to add, so if you find anything strange, or just a straight up bug, feel free to report it to me.
I worked today on this for 9 hours straight just to finish it all, so I'd even be surprised if there was nothing wrong. That's just my workstyle, For most time I think and try to figure out the solutions and possibilities, and then when I have the 'work mood' I try to do as much as possible in one go.

Hm, yes. I think that's all. Byo!
----------, Aug 26, 2023

  • Added an option to Creeper section to change it being charged/not charged inside the config.yml
Yea, just this because of a request. Honestly I don't know why I didn't add it earlier, I guess I just didn't think about it. charged.PNG
----------, Jul 16, 2023

Hi guys, today I come with an important bugfix. If you played this plugin during a normal survival gameplay you might have
noticed that certain mobs felt weaker then you'd imagined. That's because they were. And the reason behind it:

  • Fixed a bug where mobs spawned automaticaly with structures didn't have custom stats applied.

What does that mean is simply that mobs that do not "spawn" like normal mobs do, but are exclusive only to certain structures
(like Brutes in Bastions or Elder Guardians in Monuments) had their normal stats.
It came as a surprise to me, since I then later learned
that these specific mobs do not trigger "EntitySpawnEvent" which I was using to modify every mob stats the moment they spawn until now.
For that category of mobs i'm using "EntitiesLoadEvent" to basically check if certain mobs stats are exactly what I set them to be
every time they render, or 'load'. So if you are also a fellow plugin coder, remember about this detail, since I couldn't find any
info about this problem online and needed to figure it out myself.

That being said, here is a list of what mobs/structures were affected:
  • Monuments - Elder Guardians
  • Bastions - Brutes, Piglins
  • Ocean Ruins - Drowned
  • Mansion - Evoker, Vindicator
  • Pillager Outpost - Iron Golem
  • Witch Hut - Witch
  • End City - Shulkers

If there are any other mobs that spawn WITH the structure that I forgot about and don't have their stats changed, Please let me know
and I'll try to fix it as soon as possible.


Oh and also, here is another small bugfix:
  • Fixed a bug where even if at the second level of Axolotl's power, the power of only the first level was activated.
----------, Jul 16, 2023

This update is rather small that's why I felt like naming it 1.3.1 would fit more. Anyways, here's what's added:

New config.yml options:
  • Added an option to disable the Welcome message for new players.
  • Added an option to disable new players receiving the infoBook upon joining.
obraz_2023-06-04_114002704.png
----------, Jun 4, 2023

So in 1.3 version I added mob's statistics to config.yml file, and now you can freely change them to your liking.
It looks simply like this:

Mob:
HP: 20.0 #Additional info
DMG: 2.0
SPEED: 0.2
(Additional options)​

Everything is further described within the config file, so read the comments.
Also, I've briefly tested my plugin with Paper and it seems it should be working with it aswell without any problems/errors.

Note: If you were using previous versions, please remember to delete your previous config.yml,
so that the new updated version can appear.
----------, May 3, 2023

  • Fixed many minor bugs (bugs that didn't break the plugin's functionality, but displayed Errors in console anyway).
  • Changed the structure of config.yml to make it simpler.
  • Moved deathReset to playerdata.yml.
  • Added 2 new options to config.yml:
    • countSpawnerMob - If set to 'false' players won't get scores from killing mobs spawned by Mob Spawners.
    • disablePowers - If set to 'true' disable the power-up effects you get from killing mobs, as well as disable getting scores.
  • Changed the math formula for deathResetVal, so that no matter the percentage, scores will always decrease by at least 1.
Note: If you were using older versions, Please delete your previous config.yml file, so that the new updated version of it can appear.
----------, Apr 8, 2023

  • fixed a bug, where /deathReset didn't load it's previously set settings properly after server restart.
  • fixed a bug, where warden kills score didn't load it's value after server restart.
  • added playerdata.yml
  • moved player's scores values save destination from config.yml to playerdata.yml
  • added deathResetVal to config.yml, which you can use to change by how much the scores will decrease on death (in %).
----------, Apr 3, 2023

Resource Information
Author:
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Total Downloads: 2,637
First Release: Apr 2, 2023
Last Update: Aug 27, 2023
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All-Time Rating:
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