Author Topic: Mob Catcher  (Read 1643 times)

Rowen2003

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Mob Catcher
« on: August 22, 2012, 04:18:11 PM »
Saw this on Bukkit Plugins:
MobCatcher
Essentially, it lets you click mobs with an item and capture them.

Features!
Capturing configurable mob types - you can configure which mobs are capturable
Saves mob data to specific spawn eggs (color, age, tamed, etc.)
Respects Towny regions
Getting spawn eggs without creative mode
Makes spawn eggs throwable - configurable boolean
Configurable capture item, including projectiles
Configurable costs for every mob type (vault usage, charge money/items for attempts to capture a mob!)
Sign-based mob protection
Vault Economy support!
Percent Chance for captures
Eggs are used up after spawning a mob
Dispensers can shoot spawn eggs at higher speeds - configurable
Doesn't interfere with players in Creative Mode


This could make it really great to have some traps that spawn skeletons, creepers, spiders, cave spiders, etc. Also trading or transporting mobs for farms.

Configuration options would allow you to charge an item for an attempted use (catching doesn't have to be 100% chance)
chance to catch config can be mob specific, or group specific (hostile or passive)
item for catching can be mob or group specific
cost for catching can be mob or group specific

can't use group configs and specific mob-level configs at the same time.

example:
could charge a diamond for aggressive mob capture at 100,000 per try at 20% chance
could charge a diamond block for passive mob capture at 1,000,000 per try at 20% chance

Exciting right? Imagine having a cave spider dispenser for a trap in your base? = D Or being able to spend some extra cash and transport passive mobs with super ease!

iancj

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Re: Mob Catcher
« Reply #1 on: August 22, 2012, 10:07:56 PM »
From looking over this, it looks awesome, but what do you mean capture at "1000000 per try" at 20% chance. One million what? Also, the page didn't go into detail of what sign-based mob protection was. Do you know?

Rowen2003

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Re: Mob Catcher
« Reply #2 on: August 23, 2012, 10:32:26 AM »
Damit, I typed up a reply to this last night. I must have forgotten to hit post.

Anyway,

"1000000" dollars or w/e the fuck you call our currency for iconomy.
So for example:
If mooshrooms require diamond blocks to capture and have a 20% chance to capture, and cost 1,000,000 (dollars, gold, or whatever you want to call our currency)
then when you try to use a diamond block on a mooshroom, it charges you 1,000,000 dollars and then has a 20% to succeed. on average it will cost people 5,000,000 to catch a mooshroom, 10,000,000 for a pair. (not to mention the price of diamond blocks)
ooh! you can even require that the mob be killed to capture it = D

Sign protection:
protects your mobs from being captured (not killed)

Make a sign
Line 1: mobcatcher
Line 2: whatever you want to name the area
Line 3: radius (only if PlayerSet is enabled, otherwise leave blank. if left blank the default radius is used from the config)
Line 4: Blank
« Last Edit: August 23, 2012, 03:42:22 PM by Rowen2003 »

iancj

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Re: Mob Catcher
« Reply #3 on: August 23, 2012, 05:59:56 PM »
Oh. So one diamond block would be sufficient for infinite mooshrooms, but your money would be used up. I thought the diamond block would be used up for each try. What is the point of protection if it doesn't prevent killing?

Rowen2003

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Re: Mob Catcher
« Reply #4 on: August 23, 2012, 07:04:36 PM »
The item to capture the mooshroom can be configured to be used up or not. depends on what Tibs thinks is fair; though we can make suggestions.

Other plugins can be used to protect animals. That kind of functionality is outside the scope of this plugin.

FightingIrishND

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Re: Mob Catcher
« Reply #5 on: August 24, 2012, 12:18:35 AM »
So worth it for villagers
Notre Dame!