EmilHernvall / tregmine

The tregmine plugins
http://tregmine.info/
BSD 4-Clause "Original" or "Old" License
8 stars 10 forks source link

Rare drop update #260

Closed sabersamus closed 10 years ago

lDiverse commented 10 years ago

In my personal opinion; You should either:

  1. Remove Zombie, Skeleton, Spider, Cave Spider, Blaze (Any monster able to spawn from a spawner)
  2. Listen to a CreatureSpawnEvent if spawn reason = Spawner then give the entity a meta data value. Then when you do the kill listener - check if it has that meta data and then cancel it.

Reason behind this is - People are just going to sit infront of a grinder for an hour and have every sword, every armour piece removing all sense of fun from it.

So make it so you can't get the pieces of mobs that are able to spawn from spawners (as an easy way out) or go through the route of setting meta and checking it (for a much better way out)

just my opinion.

Looks great though, well done.

EmilHernvall commented 10 years ago

Other options to prevent excessive grinding (I think we should probably address that before deploying):

  1. Require a certain time between drops.
  2. Have a daily max of two or three drops.

This looks really good, Rob. :)

sabersamus commented 10 years ago

I'll take care of it :)

sabersamus commented 10 years ago

@lDiverse as much as I would love to be able to do this, (the metadata bit) I can not for the life of me figure out how to use the Metadata api. It's frustrating. I will however remove some of the, easier, mobs to find.

lDiverse commented 10 years ago

If the MetaData API is too frustrating, Make a list and onCreatureSpawn insert the UUID of the mob (if spawned using spawner) and then on kill see if it contains that UUID, if it does then remove the UUID but don't give the drop.

Tonne easier.

sabersamus commented 10 years ago

Yes but that could be massive, because if the entity is spawned by a spawner, but isn't killed, it will stay in the list till the server stops

lDiverse commented 10 years ago

People use spawners to kill them and get rid of them. So they will usually be removed from the list pretty soon, if they leave the spawner - they will despawn (which you should listen to, and remove appropriately).

On 22 Jan 2014, at 19:58, Sabersamus notifications@github.com wrote:

Yes but that could be massive, because if the entity is spawned by a spawner, but isn't killed, it will stay in the list till the server stops

— Reply to this email directly or view it on GitHub.

sabersamus commented 10 years ago

I've come up with a much better solution :D

lDiverse commented 10 years ago

You added back the mobs you removed earlier? (The ones that can actually spawn from mob spawners)

sabersamus commented 10 years ago

I believe this to be working properly. The last, and only, bug I have encountered has been dealt with

sabersamus commented 10 years ago

+1 :D

Thanks @EmilHernvall