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494 lines
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ReStructuredText
494 lines
20 KiB
ReStructuredText
################
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Setting up waves
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################
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**On this page:** \* `About
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Modules <./Setting-up-the-waves#wiki-about-modules>`__ \* `Wave
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Branches <./Setting-up-the-waves#wiki-wave-branches>`__ \* `Common
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Nodes <./Setting-up-the-waves#wiki-common-nodes>`__ \*
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```recurrent`` <./Setting-up-the-waves#wiki-recurrent-waves>`__ \*
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```single`` <./Setting-up-the-waves#wiki-single-waves>`__ \* `Wave
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Types <./Setting-up-the-waves#wiki-wave-types>`__ \*
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```default`` <./Setting-up-the-waves#wiki-default-waves>`__ \*
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```special`` <./Setting-up-the-waves#wiki-special-waves>`__ \*
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```swarm`` <./Setting-up-the-waves#wiki-swarm-waves>`__ \*
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```supply`` <./Setting-up-the-waves#wiki-supply-waves>`__ \*
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```upgrade`` <./Setting-up-the-waves#wiki-upgrade-waves>`__ \*
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```boss`` <./Setting-up-the-waves#wiki-boss-waves>`__ \* `A Sample
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Setup <./Setting-up-the-waves#wiki-sample-config-file-setup>`__
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**Note: If you are impatient, go to the bottom of this page for an
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example config-file setup to see what the waves could look like. Modify
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them as you please, but make sure to read this page before asking any
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questions!**
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Make sure to check out `Agnate's MobArena Bosses and Waves
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Thread <http://forums.bukkit.org/threads/mobarena-boss-and-wave-thread.31797/>`__
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if you need inspiration for adding some cool bosses to your arenas!
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About Modules
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-------------
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The new MobArena waves-system is extremely modular, meaning every time
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you plug in a new wave, you only have to provide the nodes required by
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the specific modules you are using. The modules can be broken into *wave
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branches* and *wave types*. The structure of the waves-section in
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config-file is the following:
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::
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waves:
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recurrent: <-- Wave branch
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<wave name>:
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type: <wave type> <-- Wave type
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frequency: #
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priority: #
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single: <-- Wave branch
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<wave name>:
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type: <wave type> <-- Wave type
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wave: #
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Wave Branches
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-------------
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The waves are split into two branches, ``recurrent`` and ``single``.
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*Recurrent waves* (may) occur more than once (as in, they repeat), given
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a frequency (how often they occur) and a priority (how "important" they
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are, i.e. which wave should spawn if two recurrent waves clash). *Single
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waves* occur just once, on the given wave (and always occur over
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recurrent waves, should they clash).
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Common Nodes
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~~~~~~~~~~~~
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As you can see, the two branches have one thing in common, the
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``type``-node. Other than that, their other nodes differ. However, there
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are two additional nodes that can be used regardless of branch and type
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(doesn't work for boss waves, though):
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``amount-multiplier: <decimal value>`` (optional) minimum value of 0.1,
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this multiplier helps determine how many monsters spawn per wave
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(minimum 1). If 8 mobs are supposed to spawn, and the value is ``0.5``,
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only 4 mobs will spawn. If the value is ``3``, 24 will spawn.
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``health-multiplier: <decimal value>`` (optional) minimum value of 0.1,
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this multiplier helps determine the health for each monster in a wave.
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If a zombie spawns with the default of 20 health points and the value is
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``0.5``, the zombie will have 10 health points. If the value is ``4``,
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it will be 80 health points.
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These two common nodes can be used to greatly customize the difficulty
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of the monsters in each wave. If you want more monsters, just set the
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amount-multiplier higher than 1, and maybe adjust the health with the
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health-multiplier accordingly. If you want the monsters to be tougher to
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kill, just up the health-multiplier.
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An additional node can be used to help determine where enemies will
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spawn:
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``spawnpoints: <semi-colon separated list of spawnpoints>``
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For example, we can make a swarm wave spawn monsters only on spawns
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``5,53,198``, ``-16,54,185``, and ``-7,53,179`` if players are in range:
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::
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swarm3:
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type: swarm
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wave: 11
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monster: zombie_pigman
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spawnpoints: 5,53,198; -16,54,185; -7,53,179
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Note that these spawnpoints must exist in the ``spawnpoints``-list of
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the ``coords``-section to work.
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Recurrent Waves
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~~~~~~~~~~~~~~~
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``type: [default|special|swarm|supply|upgrade|boss]`` (required)
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determines the wave type. Read the **Wave types** section further down
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for more details.
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``frequency: #`` (required) determines how often the wave will/can
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spawn. With a frequency of 1, the wave can potentially spawn on every
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single wave number. The implicit default waves in MobArena have a
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frequency of 1, and the implicit special waves have a frequency of 4,
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which means the default waves (can) spawn every wave, and the special
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waves (can) spawn every 4th wave.
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``priority: #`` (required) determines how "important" the wave is. If
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two recurrent waves clash, the wave with the highest priority will
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spawn. The implicit default waves in MobArena have a priority of 1, and
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the implicit special waves have a priority of 2, which means if the
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default and special waves clash, the special waves will spawn because
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their priority is higher.
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``wave: #`` (optional) determines the first wave number on which this
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wave can/will spawn. This is useful for offsetting waves with similar
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frequencies. Note that if no wave is specified, it will default to the
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value of the (required) frequency-node. The implicit default waves in
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MobArena have wave value of 1, and the implicit special waves have a
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wave value of 4 (same as the frequency), which means the default waves
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may begin spawning from wave 1, and the special waves may begin spawning
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from wave 4.
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Single Waves
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~~~~~~~~~~~~
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``type: [default|special|swarm|supply|upgrade|boss]`` (required)
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determines the wave type. Read the **Wave types** section further down
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for more details.
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``wave: #`` (required) determines the wave on which this wave *will*
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spawn. No matter what priority a recurrent wave have, if it clashes with
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a single wave, the single wave will always spawn instead of the
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recurrent waves. Single waves are good for extraordinary waves like
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"swarm" waves, "boss" waves or even normal waves with specific monster
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types, for instance.
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Wave Types
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----------
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All MobArena waves must specify a *wave type*, which must be either
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``default``, ``special``, ``swarm``, ``supply``, ``upgrade`` or
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``boss``. These different wave type modules introduce some new required
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and optional nodes. Note that no matter what the wave type is, any wave
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*must* adhere to the requirements of the wave branch (read above).
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Default Waves
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~~~~~~~~~~~~~
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Default waves are waves that spawn an amount of monsters picked
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semi-randomly from an optional list of monsters. The amount of monsters
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grow at a configurable (but optional) rate. If no growth or monster-list
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is specified, default waves will consist of 5 different monster types
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(zombie, skeleton, spider, creeper, wolf), all equally likely to spawn,
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spawned at the "old" growth rate (player count + wave number). Nodes:
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``growth: [old|slow|medium|fast|psycho]`` (optional) determines how fast
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the monster count grows with every wave. ``old`` means (player count +
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wave number), but the other four use a mathematical function to
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determine the monster count, also based on player count and wave number.
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See [[Formulas]] for more info.
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``monsters: <list of <monster>: <probability>>`` (optional) determines
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[[monster types]], and their individual probabilities of spawning on
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each wave. Note that the probabilities are just that, probabilities.
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They do not specify exact amounts, but only chance of spawning. The
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following sample will statistically spawn twice as many zombies as
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skeletons:
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::
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monsters:
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zombies: 10
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skeletons: 5
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``fixed: [true|false]`` (optional) the probability values in the
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monsters list becomes amount values instead, such that the above wave
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will spawn exactly 10 zombies and 5 skeletons, regardless of player
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count and wave number.
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Special Waves
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~~~~~~~~~~~~~
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Special waves are waves that spawn *one type* of monster, and always a
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fixed amount. Unlike with *default waves*, the (optional) monster list
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with probabilities determines which monster out of the entire list
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should spawn. The monsters-node's notation is identical to that of
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*default waves*.
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``monsters: <list of <monster>: <probability>>`` (optional) determines
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[[monster types]], and their probabilities of spawning on each wave. The
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following sample will statistically spawn powered-creepers twice as
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often as slimes:
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::
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monsters:
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powered-creepers: 4
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slimes: 2
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Swarm Waves
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~~~~~~~~~~~
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Like *special waves*, swarm waves spawn just *one type* of monster, but
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in a configurable (but optional) amount. The swarm wave monsters only
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have *1 health point*, meaning they will die with just one blow from
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anything. Their numbers are vast compared to default and special waves,
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however, so they may be a bit hard on some servers. Use with caution!
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``monster: <monster>`` (required) which [[monster types]] the swarm
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consists of. Note that this is different from special waves, in that
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only one type is specified, and no probability value.
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``amount: [low|medium|high|psycho]`` (optional) how many monsters should
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spawn. Defaults to low (which is still a lot). See [[Formulas]] for more
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info.
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Supply Waves
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~~~~~~~~~~~~
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These waves spawn one monster per player, and will drop a random item
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from a customized drop list (same notation as the class items). The
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monster list notation is identical to that of default and special waves.
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::
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drops: grilled_pork, cooked_chicken, cooked_beef, cooked_fish:2
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Upgrade Waves
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~~~~~~~~~~~~~
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These waves don't spawn any monsters, but will give or upgrade items.
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The class names are optional (you don't have to give items to all
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classes), and it is possible to use the ``all`` identifier to specify
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items that will be given to all players regardless of class. The
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``give-all-items`` flag determines if all items in the list should be
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given, or just a random item off the list (like with rewards and supply
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waves).
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**Legacy setup**: In the following example, all players get a healing
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potion, and on top of that, all Archers get 64 arrows, and all Oddjobs
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get either 2 TNT or a Netherrack:
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::
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upgrades:
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all: potion:8197:1
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Archer: arrow:64
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Oddjob: tnt:2, netherrack
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give-all-items: false
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**Advanced setup**: Since MobArena v0.95, the Upgrade Waves can be set
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up to upgrade/replace certain weapons and armor, as well as add/remove
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permissions. The setup follows the setup of the classes-section. In the
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following example, the Knight class gets its diamond sword enchanted and
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its iron chestplate replaced with a diamond chestplate. The Archer just
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gets some more arrows (legacy setup) while the Wizard class gets the
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permission to cast the Forcepush spell from MagicSpells:
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::
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classes:
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Knight:
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armor: iron_helmet, iron_chestplate, iron_leggings, iron_boots
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items: diamond_sword
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...
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arenas:
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...
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waves:
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...
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upgrades:
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Archer: arrow:64
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Knight:
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armor: diamond_chestplate
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items: diamond_sword 16:2
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Wizard:
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permissions:
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- magicspells.cast.forcepush
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give-all-items: true
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Explanation: Items listed in the ``armor`` node will be considered
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armor, and (if valid) will replace any item currently in the armor slots
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of the players. Items in the ``items`` node will be checked if they are
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weapons or not; if they are weapons, then MobArena will search through
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the players' inventories for weapons with the same ID, and then replace
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the first weapon that matches it (automatic upgrades). If no weapon is
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found, it will default to a generic item, which will just be added to
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the inventory.
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Boss Waves
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~~~~~~~~~~
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Boss waves consist of *one monster* with a configurable (but optional)
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amount of health, and a configurable (but optional) list of special
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abilities. The health of a boss monster is significantly higher than
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that of normal monsters, and thus take much longer to kill. The special
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abilities help increase the difficulty (and fun!) of a boss wave.
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``monster: <monster>`` (required) the boss [[monster types]]. Note that
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only one monster will spawn.
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``name: <name>`` (optional) the name of the boss. Shows the given name
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in a name tag above the boss' head.
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``health: <amount>|[verylow|low|medium|high|veryhigh|psycho]``
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(optional) how much health the boss has. Can be either a flat value,
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e.g. 40 or 800, or one of the scaling values. Defaults to the scaling
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value medium. See [[Formulas]] for more info about the scaling values.
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``reward: <item>`` (optional) a reward for getting the killing blow on
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the boss. This reward will only be given to one player (the killer, if
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any).
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``drops: <item list>`` (optional) a comma-separated list of items
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dropped by the boss when killed. The boss will drop exactly the items
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listed. This could be used to have the boss drop a "key" to advance in
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the arena, or to gain access to a shed full of weapon chests or
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something wonderful like that. The item syntax is the same as the one
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for Supply Waves.
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``potions: <potion list>`` (optional) a comma-separated list of potion
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effects that will be applied to the boss when it spawns. Use this to
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slow down or speed up bosses that don't move at quite the speed you
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want, or perhaps to give a boss the wither effect to limit the amount of
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time it will stay alive. The potion syntax is
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``<effect>:<amplifier>:<seconds>``. The amplifier and duration are
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optional, and will default to 0 (level 1) and pseudo-infinity,
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respectively. Note that ``slow``, ``slow:0``, and ``slow:0:600`` are
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identical, except the last one will only last 10 minutes (600 seconds).
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Check the sample config-file at the bottom for more examples.
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``abilities: <comma-separated list of boss abilities>`` (optional)
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determines which (if any) boss abilities this boss has. The boss can
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have several abilities; just separate each ability with a comma (e.g.
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``arrows, fire-aura, throw-target``). Note that the abilities happen in
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a cycle every few seconds, so the more abilities, the longer it takes
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before each ability is used again. Here is an overview of the different
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abilities bosses can have:
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::
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NAME DESCRIPTION
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arrows Shoots arrows
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fireballs Hurls fireballs
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fire-aura Burns all nearby (5 blocks radius) players
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lightning-aura Strikes lightning 4 places around itself (3-block radius)
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living-bomb A random player is set on fire, and explodes after 3 seconds
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obsidian-bomb Spawns an Obsidian block which explodes after 4 seconds
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chain-lightning Lightning strikes the target and jumps to a nearby player
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disorient-target Spins the target around 45-315 degrees
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disorient-nearby Spins all nearby (5 blocks radius) players
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disorient-distant Spins all distant (8+ blocks) players
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root-target Locks the target in place for a couple of seconds
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warp-to-player Picks a random player in the arena to warp to
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shuffle-positions Swaps everyone's (including the boss) positions around
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flood Places a water block on a random player's location
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throw-target Throws the target backwards (if in distance)
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throw-nearby Throws all nearby (5 blocks radius) players
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throw-distant Throws all distant (8+ blocks) players
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pull-target Pulls the target towards the boss' location
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pull-nearby Pulls all nearby (5 blocks radius) players towards the boss' location
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pull-distant Pulls all distant (8+ blocks) players towards the boss' location
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fetch-target Warps the target to the boss' location
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fetch-nearby Warps all nearby (5 blocks radius) players to the boss' location
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fetch-distant Warps all distant (8+ blocks) players to the boss' location
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``ability-announce: [true|false]`` (optional) should boss abilities be
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announced to arena players? Defaults to true.
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``ability-interval: <seconds>`` (optional) time between each ability.
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Defaults to 3.
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Sample config-file setup
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------------------------
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If you want to try a sample setup, here's one that you can use. Simply
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copy this block of text, and paste it into your own config-file,
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replacing the waves-section.
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::
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waves:
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recurrent:
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def1:
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type: default
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priority: 1
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frequency: 1
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monsters:
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zombies: 10
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skeletons: 4
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exploding_sheep: 5
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def2:
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type: default
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priority: 2
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frequency: 1
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wave: 5
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monsters:
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zombies: 10
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skeletons: 6
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creepers: 4
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spec1:
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type: special
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priority: 5
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frequency: 4
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wave: 4
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monsters:
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powered_creepers: 10
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angry_wolves: 10
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zombie_pigmen: 10
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upgrade1:
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type: upgrade
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priority: 7
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frequency: 10
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wave: 10
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upgrades:
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all: potion:8197:2
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Archer: arrow:64
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Oddjob: tnt:2, netherrack
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give-all-items: true
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single:
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swarm1:
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type: swarm
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wave: 7
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monster: slimes
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amount: medium
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boss1:
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type: boss
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wave: 9
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monster: spider
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health: medium
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abilities: fire-aura, disorient-target, fireballs, throw-nearby
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potions: speed:3:20, wither, increase_damage:1
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ability-interval: 5
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boss2:
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type: boss
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wave: 13
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monster: zombie_pigman
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health: high
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abilities: root-target, arrows, fetch-distant, fire-aura
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drops: lever, stone_button
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upgrade2:
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type: upgrade
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wave: 14
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upgrades:
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all: potion:8197:2
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Knight:
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armor: diamond_helmet
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items: diamond_sword 16:2;19:1
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Tank:
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items: iron_sword 19:3
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Oddjob:
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armor: iron_chestplate, iron_leggings
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Wizard:
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permissions:
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- magicspells.cast.ChainLightning
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give-all-items: true
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boss3:
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type: boss
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wave: 16
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monster: wolf
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health: psycho
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abilities: warp-to-player, fire-aura, throw-nearby, fireballs, fetch-target, arrows
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potions: slow:1
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ability-interval: 1
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reward: diamond_chestplate
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supply1:
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type: supply
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wave: 19
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monsters:
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cows: 10
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pigs: 5
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drops: grilled_pork, cooked_chicken, cooked_beef, cooked_fish:2
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boss4:
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type: boss
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wave: 20
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monster: blaze
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health: low
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abilities: fire-aura, throw-nearby
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potions: speed
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reward: diamond_helmet
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