Author Topic: MobsInGrass!  (Read 16303 times)

Paradox

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MobsInGrass!
« 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.
« Last Edit: June 02, 2012, 05:40:23 pm by Paradox »

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Okieskinny

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Re: MobsInGrass!
« Reply #1 on: May 20, 2012, 05:38:19 pm »
Sounds fun, but what happens if you encounter a giant in an enclosed area?

Paradox

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Re: MobsInGrass!
« Reply #2 on: May 20, 2012, 05:56:05 pm »
Good question, I guess we'll see :P

Warmonger_2

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Re: MobsInGrass!
« Reply #3 on: May 20, 2012, 06:09:22 pm »
Can I test in Unova or no?
THE builder of Unova!!!

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Ichikunjii

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Re: MobsInGrass!
« Reply #4 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?
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Rigby

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Re: MobsInGrass!
« Reply #5 on: May 20, 2012, 06:13:22 pm »
He made it from scratch.

mitzr

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Re: MobsInGrass!
« Reply #6 on: May 20, 2012, 06:38:03 pm »
When the endermen and iron golem appear are they agrressive towards you?

Paradox

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Re: MobsInGrass!
« Reply #7 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.

MasterAssassin82

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Re: MobsInGrass!
« Reply #8 on: May 20, 2012, 07:18:15 pm »
I can't wait!

Paradox

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Re: MobsInGrass!
« Reply #9 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.

MasterAssassin82

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Re: MobsInGrass!
« Reply #10 on: May 21, 2012, 02:07:55 am »
Might wanna disable creepers because they explode instantly

1cec0ld

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Re: MobsInGrass!
« Reply #11 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)
« Last Edit: May 21, 2012, 02:44:43 am by 1cec0ld »

Paradox

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Re: MobsInGrass!
« Reply #12 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!

Nightroado

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Re: MobsInGrass!
« Reply #13 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.
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Paradox

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Re: MobsInGrass!
« Reply #14 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...
« Last Edit: May 28, 2012, 10:46:17 pm by Paradox »