MythicMobs Functionality for Player Islands #2316
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Status: Done
This issue has been completed or answered. This pull request has been merged.
Type: Enhancement
Improvement or modification which is usually a new feature.
Is your feature request related to a problem?
Yes. Right now although you can capture mobs spawned on the island blueprint that have been created using MythicMobs, their data does not carry over to the island world (so for example if I create mob 1 in MythicMobs, save it in the blueprint, only some information like the mob type and their display name would carry over to players' islands. The mob would not be a registered mythicmob)
Describe the solution you'd like.
A proper integration between MythicMobs & BentoBox should do the trick, and it should be simple enough given MythicMobs' API. All BentoBox would have to do is read the data stored with the mob & replicate it in the blueprint storage, and therefore when an island is created.
This should be all the more valuable given the possibilities offered by MythicMobs - think integrated automated NPCs, mobs, bosses & models all in a default BentoBox Island by simply supporting the plugin.
Describe alternatives you've considered.
Naturally, I tried to see if the integration worked out of the box. Doesn't seem to be the case, so there's no other way for me to test things out & see if they work properly in other manners. For what is worth, if the mob is spawned after the island is created, everything works just fine. Problem is, there is no way to predict the coordinates of all islands to try and write code that would trigger the spawning of those mobs after the island is created. Therefore, no solution besides built-in integration between the two plugins. Given the type of plugin BentoBox is, the integration would have to be on this side.
Agreements
Other
No response
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