Pokemon Server Archive

PvP Server => Plugins => Topic started by: Paradox on May 20, 2012, 05:17:14 pm

Title: MobsInGrass!
Post by: Paradox on May 20, 2012, 05:17:14 pm

Mobs In Grass!

Walk into some Tall Grass and possibly encounter a mob!
(5% chance of seeing a mob)

You can battle a zombie,skeleton,creeper, cave spider, iron golem, endemran, and Giant!

/repel: If you hold 10 redstone and type /repel, you will have a .05% chance of encountering mobs for 15 ticks
/attract: IF you hold 10 glowstone and type /attract, you will have a 10% chance of encountering mos for 15 ticks.
Title: Re: MobsInGrass!
Post by: Okieskinny on May 20, 2012, 05:38:19 pm
Sounds fun, but what happens if you encounter a giant in an enclosed area?
Title: Re: MobsInGrass!
Post by: Paradox on May 20, 2012, 05:56:05 pm
Good question, I guess we'll see :P
Title: Re: MobsInGrass!
Post by: Warmonger_2 on May 20, 2012, 06:09:22 pm
Can I test in Unova or no?
Title: Re: MobsInGrass!
Post by: Ichikunjii on May 20, 2012, 06:12:22 pm
So did you make this on your own or did you continue from Cal's work because was he not going to do this?
Title: Re: MobsInGrass!
Post by: Rigby on May 20, 2012, 06:13:22 pm
He made it from scratch.
Title: Re: MobsInGrass!
Post by: mitzr on May 20, 2012, 06:38:03 pm
When the endermen and iron golem appear are they agrressive towards you?
Title: Re: MobsInGrass!
Post by: Paradox on May 20, 2012, 07:01:01 pm
Can I test in Unova or no?


Hm, I don't see why it wouldn't work in Unova.


When the endermen and iron golem appear are they agrressive towards you?
 


That's the thing, most of the mobs, when spawned, will not be aggressive. So it's giving you the extra edge on being able to attack first or flee from the battle, similar to pokemon. If needed I can make them aggressive I believe, but I don't think that will create the pokemon-realism that I'd strive for.


SO, I worked a bit more on the plugin, and I got it so if you hold 10 redstone and type /repel, it'll activate the repel and the same with glowstone for attract. But I need to make it so it'll decrease/increase your chances. Once I get that, I'll upload it to the server and then we can set permissions if we only want to give it to donators.
Title: Re: MobsInGrass!
Post by: MasterAssassin82 on May 20, 2012, 07:18:15 pm
I can't wait!
Title: Re: MobsInGrass!
Post by: Paradox on May 20, 2012, 08:04:42 pm
repel and attract are now on the server for everyone to use for now... look the OP for uses.
Title: Re: MobsInGrass!
Post by: MasterAssassin82 on May 21, 2012, 02:07:55 am
Might wanna disable creepers because they explode instantly
Title: Re: MobsInGrass!
Post by: 1cec0ld on May 21, 2012, 02:42:57 am
Can I test in Unova or no?


Hm, I don't see why it wouldn't work in Unova.

Probably because No mobs spawn in any world except World.

Might wanna disable creepers because they explode instantly

Para, the Umbreon guy who helped you the first day suggested changing the location to a few blocks ahead of the player to avoid this, and give the player time to react, even if just a split second to flee.

repel and attract are now on the server for everyone to use for now... look the OP for uses.

Ideas: Higher grades of repel for longer duration, and simply check the held Item to be a higher grade and/or quantity. (btw there are 20 'ticks' in a second, so I believe the first post's wording needs rethinking)
Title: Re: MobsInGrass!
Post by: Paradox on May 27, 2012, 03:26:27 pm
I might do higher repels/attracts in the near future, it'd be really easy.


BTW: as most noticed, giants, endermen and iron golems never did spawn. I fixed that and uploaded the correct version, so have fun!
Title: Re: MobsInGrass!
Post by: Nightroado on May 28, 2012, 10:31:20 pm
This is a cool idea, but I am buttfrustrated I have to choose between bald grass or mobs spawning in my home.  If there was a way to make it a flag in world edit, I would love this forever.
Title: Re: MobsInGrass!
Post by: Paradox on May 28, 2012, 10:43:06 pm
No, you can't. First thing I learned about world guard and world edit in plugin development is you can't make custom flags. Kind of sucks. You can always just use glowstone and use attract which gives you a 10% chance of getting mobs, which gives instant results very quickly. And you get different mobs that spawn, some more dangerous than others...
Title: Re: MobsInGrass!
Post by: Nightroado on May 28, 2012, 10:50:10 pm
Ok. Then I hate this plugin.
Title: Re: MobsInGrass!
Post by: 1cec0ld on May 28, 2012, 11:13:49 pm
Mob-spawning deny?
Title: Re: MobsInGrass!
Post by: Ichikunjii on May 29, 2012, 12:22:02 am
What I hate when I run around National Park...

/attract!

500 wild mobs spawn

VillagerGolem has appeared!

FUUUUUUUUUU
Title: Re: MobsInGrass!
Post by: Warmonger_2 on May 29, 2012, 11:58:03 am
Golems, Creepers, and Giants = Fun but annoying/glitchy
Title: Re: MobsInGrass!
Post by: Nightroado on May 29, 2012, 06:48:13 pm
Sounds like it needs more testing or simply remove golems.
Title: Re: MobsInGrass!
Post by: Paradox on May 29, 2012, 08:47:46 pm
Golems were added due to popular demand. I think people just don't know what they want. Originally it was just zombies, creepers, skeletons and spiders.
Title: Re: MobsInGrass!
Post by: mitzr on May 29, 2012, 08:57:48 pm
When the giants spawn they hurt you and take out a lot of your health, it seems if you have no amour on and they spawn and you have low health you will die due to the damage the giant puts on you.
Title: Re: MobsInGrass!
Post by: Paradox on May 29, 2012, 09:03:25 pm
It's suppose to be difficult. I can change the spawn rates but so you know, when I made them, I was in TS with a good 10-15 people agreeing on them. Mostly the very active-veteran people.
Title: Re: MobsInGrass!
Post by: mitzr on May 29, 2012, 09:10:24 pm
I guess if you didn't want to deal with the giants you just wouldn't train in open spaces, instead in forests.
Title: Re: MobsInGrass!
Post by: 1cec0ld on May 30, 2012, 02:34:18 am
Quote from: 1cec0ld
Might wanna disable creepers because they explode instantly (and giants auto-crush you)

Para, the Umbreon guy who helped you the first day suggested changing the location to a few blocks ahead of the player to avoid this, and give the player time to react, even if just a split second to flee.

reread/read for first time.
Title: Re: MobsInGrass!
Post by: Paradox on May 30, 2012, 02:16:27 pm
I thought about making them spawn a few blocks away but then this becomes a really easy mob trap. If you do that, you just build a 2x2 platofrm of grass and run around, and then when they spawn, they'll fall to their death because you're on a floating platform. But if they spawn right on you, they can't. If you don't mind having that ability to abuse, then fine.
Title: Re: MobsInGrass!
Post by: liquidfired on June 01, 2012, 09:51:28 am
I just don't like the Golems cause they take your mobs from you. You also don't get any iron, nor any exp or anything. Just a waste of time to kill.
Title: Re: MobsInGrass!
Post by: Ichikunjii on June 01, 2012, 06:58:21 pm
Liquid only problem is because of ecoCreature being dumb.

Man, I hate when I gather up liek 20 Zombies and Skellies, then a stupid golem spawns and it's like  :banana: -trolololol-
Title: Re: MobsInGrass!
Post by: Tenebrae on June 01, 2012, 10:14:51 pm
Liquid only problem is because of ecoCreature being dumb.

Man, I hate when I gather up liek 20 Zombies and Skellies, then a stupid golem spawns and it's like  :banana: -trolololol-


Or a steps on you. Buts its fun like that.
Title: Re: MobsInGrass!
Post by: Nightroado on June 02, 2012, 03:47:41 am
I now love this plugin. Why? Because you can /vanish and run circles around people to given them a bad day because I have a small penis.
Title: Re: MobsInGrass!
Post by: MasterAssassin82 on June 02, 2012, 03:58:55 am
I have a small penis.

Lol nightroado
Title: Re: MobsInGrass!
Post by: Ichikunjii on June 02, 2012, 04:00:24 am
Night, just made my day, it isn't that bad means I don't have to constantly hold 10 random glowstone in my fucking inventory. :P
Title: Re: MobsInGrass!
Post by: Paradox on June 02, 2012, 05:40:53 pm
So, I fixed the glowstone and redstone infinite glitch as well as decreased the chance of giants and iron golems to spawn, it's really low now.
Title: Re: MobsInGrass!
Post by: Tenebrae on June 03, 2012, 03:43:34 am
So, I fixed the glowstone and redstone infinite glitch as well as decreased the chance of giants and iron golems to spawn, it's really low now.


So the glowstone/redstone was meant to be used up? And I thought the spawn rate was fine :P
Title: Re: MobsInGrass!
Post by: Paradox on June 03, 2012, 12:07:03 pm
Yeah, of course. It was a bug but it's fixed now.
Title: Re: MobsInGrass!
Post by: jassassin11 on June 05, 2012, 10:12:22 pm
i like this plugin except when im battling an iron golem and no iron comes when i kill him and when i have full health and iron armor and a giant spawns ... you know the rest
Title: Re: MobsInGrass!
Post by: 1cec0ld on June 06, 2012, 05:13:01 am
when im battling an iron golem and no iron comes when i kill him

Addressed and fixed today, as well as the monetary reward.
Title: Re: MobsInGrass!
Post by: Tenebrae on June 06, 2012, 07:57:56 am
when im battling an iron golem and no iron comes when i kill him

Addressed and fixed today, as well as the monetary reward.


Hooray. Now iron will become an inexpensive item...
Title: Re: MobsInGrass!
Post by: Warmonger_2 on June 06, 2012, 02:51:53 pm
As long as its only like 1 iron ingot each time it shouldnt be a big problem
Title: Re: MobsInGrass!
Post by: Anonymouslyanon on June 06, 2012, 09:36:30 pm
Except it isn't. It's like, 9 ingots or something.
Title: Re: MobsInGrass!
Post by: MasterAssassin82 on June 07, 2012, 12:10:36 am
Except it isn't. It's like, 9 ingots or something.

 :D
Title: Re: MobsInGrass!
Post by: vance101 on June 07, 2012, 02:16:00 am
ultimate iron ingot farm XD
http://www.youtube.com/watch?v=Sz5Ksb69MMA&feature=related (http://www.youtube.com/watch?v=Sz5Ksb69MMA&feature=related)
Title: Re: MobsInGrass!
Post by: 1cec0ld on June 07, 2012, 03:15:02 am
ultimate iron ingot farm XD
[url]http://www.youtube.com/watch?v=Sz5Ksb69MMA&feature=related[/url] ([url]http://www.youtube.com/watch?v=Sz5Ksb69MMA&feature=related[/url])


First I was iffy about villager eggs. Now I'm 100% against.

:trollface:
Title: Re: MobsInGrass!
Post by: zombiedood on June 07, 2012, 04:52:48 am
ultimate iron ingot farm XD
[url]http://www.youtube.com/watch?v=Sz5Ksb69MMA&feature=related[/url] ([url]http://www.youtube.com/watch?v=Sz5Ksb69MMA&feature=related[/url])



1 Fuck you
2 Fuck that
3 Guess whos gona make this lol
Title: Re: MobsInGrass!
Post by: ArchieSalt on June 07, 2012, 07:00:20 am
It only works in 1.2.1 lol
EDIT: Nevermind im a derp
Title: Re: MobsInGrass!
Post by: jassassin11 on June 07, 2012, 11:39:12 am
Except it isn't. It's like, 9 ingots or something.
wahooo i no longer have to mine XD
Title: Re: MobsInGrass!
Post by: Mariofighter3 on June 07, 2012, 12:34:51 pm
ultimate iron ingot farm XD
[url]http://www.youtube.com/watch?v=Sz5Ksb69MMA&feature=related[/url] ([url]http://www.youtube.com/watch?v=Sz5Ksb69MMA&feature=related[/url])


First I was iffy about villager eggs. Now I'm 100% against.

:trollface:


1ce, first off:
The player can add buildings to a NPC Village to cause more Villagers to spawn there. The requirements for a building are as follows:
 Must have a door.
 Must have a solid roof of any kind of solid block aside from blocks such as iron bars or glass panes(Tested on 1.2.5, works in over 20 different cases in a designated area)
 Buildings may be constructed out of most kinds of blocks provided that they were placed there by the player.
 Must have a 3X3 space inside to be counted as a house. I.e, the building itself must be 5X5 including walls.
 To properly register each door as a house, a villager must be within a radius of 16 blocks horizontally and 3 to 4 blocks vertically of it. Houses may unregister as houses if     there are no villagers within range for a period of time.
 Each door successfully registered as a house counts as 35% of a villager, meaning that every 3 registered doors produces a villager and every 20 registered doors is an  additional villager. 21 doors will make 8 villagers.

Second, look at the rates for trading. http://i.imgur.com/0oitJ.png
Title: Re: MobsInGrass!
Post by: Anonymouslyanon on June 07, 2012, 06:42:47 pm
Except it isn't. It's like, 9 ingots or something.
wahooo i no longer have to mine XD

 
Except they don't spawn as much as they used to.
Title: Re: MobsInGrass!
Post by: Ichikunjii on June 07, 2012, 06:47:00 pm
Also 1ce, to support the fact you can't really abuse villagers. What you saw there was an example of a mob grinder if you catch anyone using it as a grinder they can be banned correct?

However, what if people used it but LEGITIMATELY killed them as in with bow arrow fist etc would that be legal/fair?
Title: Re: MobsInGrass!
Post by: Anonymouslyanon on June 07, 2012, 07:00:08 pm
Not really fair unless they can attack you.
Title: Re: MobsInGrass!
Post by: 1cec0ld on June 07, 2012, 08:28:17 pm
Also 1ce, to support the fact you can't really abuse villagers. What you saw there was an example of a mob grinder if you catch anyone using it as a grinder they can be banned correct?

However, what if people used it but LEGITIMATELY killed them as in with bow arrow fist etc would that be legal/fair?


Item grinders have been legal since day 1. It's just mcmmo and money that we dislike being abused, which is exactly what would happen if people did it by hand instead of lava. So your idea is worse.

ultimate iron ingot farm XD
[url]http://www.youtube.com/watch?v=Sz5Ksb69MMA&feature=related[/url] ([url]http://www.youtube.com/watch?v=Sz5Ksb69MMA&feature=related[/url])


First I was iffy about villager eggs. Now I'm 100% against.

:trollface:


1ce, first off:
The player can add buildings to a NPC Village to cause more Villagers to spawn there. The requirements for a building are as follows:
 Must have a door.
 Must have a solid roof of any kind of solid block aside from blocks such as iron bars or glass panes(Tested on 1.2.5, works in over 20 different cases in a designated area)
 Buildings may be constructed out of most kinds of blocks provided that they were placed there by the player.
 Must have a 3X3 space inside to be counted as a house. I.e, the building itself must be 5X5 including walls.
 To properly register each door as a house, a villager must be within a radius of 16 blocks horizontally and 3 to 4 blocks vertically of it. Houses may unregister as houses if     there are no villagers within range for a period of time.
 Each door successfully registered as a house counts as 35% of a villager, meaning that every 3 registered doors produces a villager and every 20 registered doors is an  additional villager. 21 doors will make 8 villagers.

Second, look at the rates for trading. [url]http://i.imgur.com/0oitJ.png[/url]


What youre telling me is, its already easy to make villagers, so why would I make it easier?

Not really fair unless they can attack you.


True, otherwise its known as a  Arceus -grinder
Title: Re: MobsInGrass!
Post by: Ichikunjii on June 07, 2012, 08:56:11 pm
Ugh, 1ce just shit on me as always.

Hopefully you can figure out something because I don't want a feature like villager trading to go. Maybe you can find a plugin to maybe tweak the trading with villagers so it is not OP?
Title: Re: MobsInGrass!
Post by: Anonymouslyanon on June 07, 2012, 09:03:29 pm
There are a few ways to do this whole villager trading thing.
-Give an egg away during an event.
-People who find the admin shops may buy one villager egg, and only one.
-Ace or Master Donators are automatically given one villager egg.
No one can have more than one villager. People found with more than one villager will have all of their villagers killed and may not recieve another one.
not really the best suggestions but whatever
Title: Re: MobsInGrass!
Post by: Ichikunjii on June 07, 2012, 09:18:03 pm
Event is fair,

Admin Shop and one egg only, seems a BIT FAIR, but they might have to sell it manually in order to do that.
Ace/Master I think it should be 1 villager per person so it wouldn't really matter if they bought it.

Title: Re: MobsInGrass!
Post by: ArchieSalt on June 08, 2012, 11:54:25 am
Also 1ce, to support the fact you can't really abuse villagers. What you saw there was an example of a mob grinder if you catch anyone using it as a grinder they can be banned correct?

However, what if people used it but LEGITIMATELY killed them as in with bow arrow fist etc would that be legal/fair?

Item grinders have been legal since day 1. It's just mcmmo and money that we dislike being abused, which is exactly what would happen if people did it by hand instead of lava. So your idea is worse. Wrong
Its not worse. Its better because the person killing them can still take damage if they're using Axes/Swords/Fists its essentially like hollowing out a giant room and killing mobs there

Title: Re: MobsInGrass!
Post by: Anonymouslyanon on June 08, 2012, 01:39:00 pm
Also 1ce, to support the fact you can't really abuse villagers. What you saw there was an example of a mob grinder if you catch anyone using it as a grinder they can be banned correct?

However, what if people used it but LEGITIMATELY killed them as in with bow arrow fist etc would that be legal/fair?

Item grinders have been legal since day 1. It's just mcmmo and money that we dislike being abused, which is exactly what would happen if people did it by hand instead of lava. So your idea is worse. Wrong
Its not worse. Its better because the person killing them can still take damage if they're using Axes/Swords/Fists its essentially like hollowing out a giant room and killing mobs there



 
Not really. It's possible to make it so you can hit them, and that they cannot.
Title: Re: MobsInGrass!
Post by: ArchieSalt on June 08, 2012, 03:43:26 pm
Yes but then its a pseudo  Arceus  grinder. But if you dont do that, there shouldnt be anything wrong with it
Title: Re: MobsInGrass!
Post by: 1cec0ld on June 08, 2012, 04:12:11 pm
Also 1ce, to support the fact you can't really abuse villagers. What you saw there was an example of a mob grinder if you catch anyone using it as a grinder they can be banned correct?

However, what if people used it but LEGITIMATELY killed them as in with bow arrow fist etc would that be legal/fair?

Item grinders have been legal since day 1. It's just mcmmo and money that we dislike being abused, which is exactly what would happen if people did it by hand instead of lava. So your idea is worse. Wrong
Its not worse. Its better because the person killing them can still take damage if they're using Axes/Swords/Fists its essentially like hollowing out a giant room and killing mobs there

Hehe. Better than what?
Better than a simple item grinder that has no mcmmo possibilities and no money abuse possibilities?
Are you saying that creating a grinder for items, and then applying it by killing the mobs with your own power, and gaining MORE than just items with it, is better than an item grinder that is completely automated? Think first, "wrong" second.
Title: Re: MobsInGrass!
Post by: CalDaBeast on June 28, 2012, 09:16:14 pm
Paradox, 15 ticks is less than a second (20ticks per second). How is that of any use? :P
Title: Re: MobsInGrass!
Post by: Paradox on June 28, 2012, 09:43:20 pm
Paradox, 15 ticks is less than a second (20ticks per second). How is that of any use? :P


Not 15 ticks in minecraft.
Title: Re: MobsInGrass!
Post by: CalDaBeast on June 28, 2012, 09:54:41 pm
So did you make this on your own or did you continue from Cal's work because was he not going to do this?

I actually DID code this mod, but @Rigby was to lazy to test it with me >.<
I also coded a Nurse Joy plugin :P

Paradox, 15 ticks is less than a second (20ticks per second). How is that of any use? :P
Not 15 ticks in minecraft.

What type of tick then?
Title: Re: MobsInGrass!
Post by: Paradox on June 28, 2012, 09:57:26 pm
http://docs.oracle.com/javase/1.4.2/docs/api/java/lang/Runnable.html (http://docs.oracle.com/javase/1.4.2/docs/api/java/lang/Runnable.html)


Ticks is the incorrect term to use in coding terms but I use it for simplicity so that people do not question me so much.
Title: Re: MobsInGrass!
Post by: CalDaBeast on June 28, 2012, 10:00:43 pm
Oh  Arceus  why Paradox. Are you telling me you didn't use Bukkit's inherent Scheduler system for the timing and delays??  :eek: :eek: :eek: :eek:
Title: Re: MobsInGrass!
Post by: Paradox on June 28, 2012, 10:02:42 pm
I did... the schedulars take a runnable as one of their arguments...


t
scheduleAsyncDelayedTask (http://jd.bukkit.org/apidocs/org/bukkit/scheduler/BukkitScheduler.html#scheduleAsyncDelayedTask(org.bukkit.plugin.Plugin, java.lang.Runnable))[/b](Plugin (http://jd.bukkit.org/apidocs/org/bukkit/plugin/Plugin.html) plugin, Runnable (http://java.sun.com/j2se/1.5.0/docs/api/java/lang/Runnable.html?is-external=true) task)[/size]
Schedules a once off task to occur as soon as possible This task will be executed by a thread managed by the scheduler
[/font]
int
scheduleAsyncDelayedTask (http://jd.bukkit.org/apidocs/org/bukkit/scheduler/BukkitScheduler.html#scheduleAsyncDelayedTask(org.bukkit.plugin.Plugin, java.lang.Runnable, long))[/b](Plugin (http://jd.bukkit.org/apidocs/org/bukkit/plugin/Plugin.html) plugin, Runnable (http://java.sun.com/j2se/1.5.0/docs/api/java/lang/Runnable.html?is-external=true) task, long delay)[/size]
Schedules a once off task to occur after a delay This task will be executed by a thread managed by the scheduler
[/font]
int
scheduleAsyncRepeatingTask (http://jd.bukkit.org/apidocs/org/bukkit/scheduler/BukkitScheduler.html#scheduleAsyncRepeatingTask(org.bukkit.plugin.Plugin, java.lang.Runnable, long, long))[/b](Plugin (http://jd.bukkit.org/apidocs/org/bukkit/plugin/Plugin.html) plugin, Runnable (http://java.sun.com/j2se/1.5.0/docs/api/java/lang/Runnable.html?is-external=true) task, long delay, long period)[/size]
Schedules a repeating task This task will be executed by a thread managed by the scheduler
[/font]
int
scheduleSyncDelayedTask (http://jd.bukkit.org/apidocs/org/bukkit/scheduler/BukkitScheduler.html#scheduleSyncDelayedTask(org.bukkit.plugin.Plugin, java.lang.Runnable))[/b](Plugin (http://jd.bukkit.org/apidocs/org/bukkit/plugin/Plugin.html) plugin, Runnable (http://java.sun.com/j2se/1.5.0/docs/api/java/lang/Runnable.html?is-external=true) task)[/size]
Schedules a once off task to occur as soon as possible This task will be executed by the main server thread
[/font]
int
scheduleSyncDelayedTask (http://jd.bukkit.org/apidocs/org/bukkit/scheduler/BukkitScheduler.html#scheduleSyncDelayedTask(org.bukkit.plugin.Plugin, java.lang.Runnable, long))[/b](Plugin (http://jd.bukkit.org/apidocs/org/bukkit/plugin/Plugin.html) plugin, Runnable (http://java.sun.com/j2se/1.5.0/docs/api/java/lang/Runnable.html?is-external=true) task, long delay)[/size]
Schedules a once off task to occur after a delay This task will be executed by the main server thread
[/font]
int
scheduleSyncRepeatingTask (http://jd.bukkit.org/apidocs/org/bukkit/scheduler/BukkitScheduler.html#scheduleSyncRepeatingTask(org.bukkit.plugin.Plugin, java.lang.Runnable, long, long))[/b](Plugin (http://jd.bukkit.org/apidocs/org/bukkit/plugin/Plugin.html) plugin, Runnable (http://java.sun.com/j2se/1.5.0/docs/api/java/lang/Runnable.html?is-external=true) task, long delay, long period)[/size]
Schedules a repeating task This task will be executed by the main server thread
[/font]
Title: Re: MobsInGrass!
Post by: CalDaBeast on June 28, 2012, 10:06:56 pm
 :p
Title: Re: MobsInGrass!
Post by: Paradox on June 28, 2012, 10:07:56 pm
:P We should program together or something. It's lonely here.
Title: Re: MobsInGrass!
Post by: CalDaBeast on June 28, 2012, 10:11:18 pm
We shouldddddd! I want a coding buddy!!!!
Do you have a Skype? I prefer it over TS, and I can't on TS right now. I wanna have some 1331 c0d3r sp34|<
Title: Re: MobsInGrass!
Post by: Paradox on June 28, 2012, 10:24:33 pm
Haha, I can get skype, I use to have one but I haven't used it in forever. I love TS, always in it.
Title: Re: MobsInGrass!
Post by: CalDaBeast on June 28, 2012, 10:34:54 pm
Dooo it!
Sendme a contact request when you do.
My user is calstephens98
Title: Re: MobsInGrass!
Post by: Paradox on June 29, 2012, 03:09:18 pm
Sent a request. I'm paradox1123
Title: Re: MobsInGrass!
Post by: supernoise on June 29, 2012, 04:38:12 pm
need spiders to appear and either more attracts or more than a 5% chance for things to appear