[RPG/MECH] sRPG v0.6 Preview - completely customizable RPG and Combat system [1185]

Discussion in 'Inactive/Unsupported Plugins' started by zaph34r, May 30, 2011.

     
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    zaph34r

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    sRPG
    (yet )a(nother) very fully featured RPG plugin

    This plugin is now moved to devbukkit, i will leave this thread as is, and may also update it, but for now the devbukkit page contains the most recent information. Discussion may continue here or on devbukkit, i will check both.


    Version: v0.6 Preview

    Note: Only use the current version on a live server if you can handle bugs. While the most severe are probably dealt with, there are still lots of smaller ones. Content also is not yet in a finished and complete state. Configuration files and database tables may still change, so you may have to drop those for a new version, losing some data.

    Short Summary:
    This plugin seeks to combine a rich suite of RPG-like mechanics (xp, skills, active abilities, ...) with a complete rebalance of the combat system (changed monster hp, damage, weapon damage, new mechanics,...) and on top of that make the whole package completely configurable for server admins (and when i say completely, i mean it)

    DOWNLOAD v0.6 Preview


    Requirements: SQLite or MySQL

    Additional downloads:
    Changelog:


    Version 0.6 Preview
    • initial release of the job system rewrite
    • basically everything changed, refer to the devbukkit page for more information

    Version 0.5 alpha 3
    • giant and ghast added to advanced config, have correct hp now
    • arrow damage fixed
    • ability to override tool damage for use with some other plugin added to advanced config
    • creepers deal damage according to config (value set in config is maximum damage)
    • plugin disables itself if it cannot establish initial database connection
    • groundwork for future additions
    Version 0.5 alpha 2

    • integrated quickfixes by MG127
    • added customizable block xp groups, you are now not limited to "common, uncommon, rare" but can create any number of groups
    • added database update routine for future changes in the database structure
    • major changes in the advanced configuration as part of planned additions, delete yours and let the plugin recreate it, or adjust by hand (defaults are on github for reference)
    • slimes and wolves use correct hp/damage/xp values now depending on size (slimes) and taming status (wolves)
    Version 0.5 alpha 1

    • Initial alpha release
    And finally, some thanks to


    nossr50, for the inspiration to do this, and the source to mcMMO that really helped me getting started, not to mention that his plugin is great
    sk89q, whose source of WorldGuard also was very enlightening, if sometimes slightly over my head
    various other plugin authors that made their stuff available, really a boon for beginners when you can look at how other people did some things

    This post has been edited 5 times. It was last edited by zaph34r Oct 2, 2011.
    GardenGnomer likes this.
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    Razukie

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    Looks amazing, but I really wont be using it due to having to use MySQL. If you could use another free database program (assuming there is one) I'd love it
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    zaph34r

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    SQLite is available in the next version, so you don't need any database server.
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    Raycrash

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    I'm waiting mate :p

    I hope it won't unbalance the item flow like mcmmo .... that thing really dumped the glowstone value :S
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    zaph34r

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    all item drops that result from srpg are adjustable, so you can finetune the economic impact.

    In other news, the next stable release is almost feature-complete, most of whats left is loads of documentation/interface so that users actually have any idea whats going on

    This post has been edited 1 time. It was last edited by zaph34r Aug 21, 2011.
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    Raycrash

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    Nice to hear, what do you think how long will that take ?
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    zaph34r

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    unfortunately i can only say soon(tm), since there's all kinds of curveballs waiting just around the corner all the time :D i want to prioritize getting stuff right over getting it out asap, so that there are no big problems anymore with the released version, and i can focus on balancing and tuning content. That's why i will stick to testing internally until it feels finished enough to release it.
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    Haekon

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    Sweet...looking forward to it.
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    zaph34r

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    so, i've been working on the layout of the class/job tree, and i thought i'd share something to sweeten the waiting time. Only base jobs are listed with names, to not give away too much at once ;)
    Clicky clicky

    Every job has a default maximum level of 10 (which may of course take quite long, depending on the xp settings), and gains an array of passive and active skills spread over those levels. By mastering a job, some of those abilities will also be available for use with any other job. Jobs further down the tree inherit parts of the inherent abilities of the jobs before them.
    Admins can change the job tree as they see fit, customize existing jobs, create new jobs, as well as do the same for skills and active abilities.

    This post has been edited 5 times. It was last edited by zaph34r Aug 23, 2011.
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    Raycrash

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    But it will be possible to shut off some jobs if we dont like them ?
    We turned mcmmo off on our survival server because the glowstones dropping were just....well way too high.
    And 100% chance for double drops on lvl 1000 .... dont know this dumps the whole economy :S

    Also you got your skilltree fixed yet or are inspirations welcomed ? :D
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    zaph34r

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    you can disable any job you like, as well as just remove or change certain abilities if you don't like them. I do stand by my fully customizable design philosophy :) Nothing about the jobs or the skills is hardcoded, everything is accessible via .yml
    To create new skills from scratch is not trivial because of the wealth of options, but it's completely doable without any programming knowledge, and there will be extensive documentation for all of it (which i am already working on)

    EDIT: totally forgot the answer the other question :D
    the job tree is not fixed per-se, suggestions are welcome, even if chances are high that most are already included partially :) I also won't include anything that is too close to some already existing class, since i want every class to be as distinct from the others as possible. They would also need to fit in the tree, at the moment it's (after lots of tweaking) in a state where (i like to think) all dependencies make sense and the overall structure is uniform in the way that there are roughly the same amount of child jobs for every job in the tree, so no part is "deeper" than any other, which would make the "shallower" branches maybe less interesting in, since there is less to unlock.

    When it comes to the passive and active skills, there it is a lot more open, and i will take any requests or ideas under consideration, so fire away :) But i guess that will be more useful after i have disclosed the full scope of what can be done with the passive and active skills.

    This post has been edited 6 times. It was last edited by zaph34r Aug 23, 2011.
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    Raycrash

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    Wow man I hope it will turn out as great as it sounds!
    I'll make sure to help and find lotsa bugs for ya ;D

    Oh and I guess it only makes sense suggesting skills/spells/perks after we see the whole job/skill tree.


    One more question then I'll stop bugging so you can code (;)) do you plan to use spout for some features ?
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    zaph34r

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    I do, but i haven't started with spout yet. It is integral for some of the planned things though, hardly a way around it. If/when the clientside part gets mature enough i might even make it a hard dependency for all the stuff i can do with clientside access. But of course that will only be when everyone and his dog can use the clientside mod without losing things like higher res texture packs, and without much of a hassle. Until then at most the serverside will be required, and the clientside optional.
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    Raycrash

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    well hi-res-textures are auto included in spout ;)
    You should try it yourself. Oh man can't wait for it :D
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    zaph34r

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    are they? last time i looked they were explicitely excluded :eek:
    well, in that case i have less qualms of using the clientside features too :D
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    Haekon

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    Not to hassle, but any news? Got kinda quiet over here.
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    zaph34r

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    Well i had to take a small break because i had/have some home improvement to do at the moment, and because of bastion and deus ex, but no worries, progress in development is still being made :)

    This post has been edited 2 times. It was last edited by zaph34r Sep 4, 2011.
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    Haekon

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    Lol. Good to hear.
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    Raycrash

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    well maybe you should wait a little longer..... with the incoming 1.8 and rpg additions like parry hunger bar leveling and stuff
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    joudas

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    Just started using this yesterday (love it!), but we're running into a problem - despite having XP values configured (we have the default config for now), killing things doesn't grant XP. Users can still gain XP from breaking blocks, though - any idea what might be causing that?
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    zaph34r

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    unfortunately without any error log messages i have no idea, and as there are significant differences between the current dev build and the available public build, fixing it would not really be an option anyways. But at least i can guarantee that there is no similar error in the next build that will be released.
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    laerbn

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    I really have absolutely no idea what the problem is here. It connects to mySQL, the dbs are there, I can do '/srpg help' just fine but '/srpg status' gives me this. I believe there's an error upon connecting as well. Any ideas?

    [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'srpg' in plugin sRPG v0.5alpha3
    at org.bukkit.command.PluginCommand.execute(PluginCommand.java:37)
    at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:129)
    at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:352)
    at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:737)
    at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:701)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:694)
    at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:33)
    at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:89)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:454)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:363)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    Caused by: java.lang.NoClassDefFoundError: com/nijiko/permissions/PermissionHandler
    at com.behindthemirrors.minecraft.sRPG.CommandListener.onCommand(CommandListener.java:33)
    at org.bukkit.command.PluginCommand.execute(PluginCommand.java:35)
    ... 12 more
    Caused by: java.lang.ClassNotFoundException: com.nijiko.permissions.PermissionHandler
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:36)
    at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:24)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 14 more
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    zaph34r

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    that looks a bit like a permission error, since the old version still uses Permissions and not builtin permissions, but it should actually deactivate itself at startup if you don't have that installed. At least i am certain the error didn't carry through to the new version :)
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    laerbn

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    I actually just downloaded this plugin yesterday, along with the permissionsbukkit plugin, so I unfortunately don't have anything that's out of date. Maybe I added my permission nodes wrong?
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    zaph34r

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    yeah the version that is online requires Permissions (the plugin, not permissionsbukkit), since there wasn't a proper release since the internal bukkit permissions came out. You can play around with the unstable build, but i would not recommend that for a live server. It also has little to no documentation and/or help yet :)

    This post has been edited 2 times. It was last edited by zaph34r Sep 12, 2011.
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    Razukie

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    Once mySQL isnt needed it'l be great!
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    Raycrash

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    And how's it going mate? :D
    Do you use the built in experience orbs now or something ?
    Also overall status ? ;)
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    zaph34r

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    yeah i will definitely use the orbs, and the xp bar :) why waste a perfectly fine display if it doesn't do anything yet anyways ;)
    Status is me reading up on the API changes for 1.8 and thinking about how i can fix the critical hit model i had working before, now that critical hits are in by default and work totally different :D I would really like to use the builtin sprinting and critical hits, but i'm not sure that's possible with the kind of fine-grained control i would need over it :confused: same for the bow, although in that case it goes more in the direction i would have liked to hack in anyways :)

    EDIT: oh and i just saw that 1.9 is out already, so more stuff to plan ahead for :D

    This post has been edited 1 time. It was last edited by zaph34r Sep 23, 2011.
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    Raycrash

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    Well I guess notch turned up the development speed now a little...
    Well if you need control over these things it might be worth to check in with the spout guys (again ;) )
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    zaph34r

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    first forays into spout territory yielded this:
    [IMG]
    [IMG]

    the former for a job which you are leveling at the moment, the latter for a already maxed job (players start out with the adventurer job which has a max level of 1)

    As i very much like not being limited by a clunky chat window interface, i think i will make spoutcraft something between mandatory and highly recommended, because frankly it's a pain in the ass to display dense amounts of information via the chat :( i don't particularly like having the user scrolling through multiple pages via chat commands just to watch their stats and stuff. Not to mention various buffs and debuffs, which are difficult to display with chat only, apart from "you got cursed" and "the curse has faded" style messages

    This post has been edited 2 times. It was last edited by zaph34r Sep 24, 2011.
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    Kwenith

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    i was wondering if it were possible to limit the use of tools making it so that only a certain class can use an axe for wood if you werent the class the wood would just disapear is that possible or am i just having pipe dreams

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