[INACTIVE][MECH] Flaming Arrows v1.2.2 - Light Your Arrows with Flint & Steel [935]

Discussion in 'Inactive/Unsupported Plugins' started by Mixcoatl, May 1, 2011.

  1. Offline

    Mixcoatl

    [fire][fire][fire] Flaming Arrows - Light Your Arrows with Flint & Steel [fire][fire][fire]
    Version: v1.2.2
    Flaming Arrows! allows players to light their arrow flights. There are several plug-ins available that change the behavior of arrows or archery, but none of them seem to consider the effects of one-shot kills on game balance. [This is not necessarily a bad thing, it's just not what I was looking for for my own server.]
    Unlike these, Flaming Arrows! requires a player to use flint & steel to light their arrow flights, and allows the server operator to choose how many flint & steel "charges" are required per flaming arrow; the default is five.
    Features:
    • Fire flaming arrows at opponents to immolate them!
    • Players must use flint & steel to light their arrows.
    • Left-click with your bow to toggle whether you're using flaming arrows.
    • Server operators may configure...
      • ...how much flint & steel durability is used to light each arrow.
      • ...how many fire ticks to afflict upon player and non-player targets.
      • ...which item is used to toggle flaming arrows on and off.
      • ...which players can use flaming arrows.
      • ...the flaming arrows enabled and disabled messages sent to players.
    • If a piggie is struck by a flaming arrow and dies, any porkchops it drops are automatically converted into grilled porkchops. Any damage that sets the piggie's fire ticks will also trigger this effect.
    Downloads:
    Configuration (open)

    config.yml:
    The following is the default config.yml file. This file resides in your plugins/FlamingArrows directory and will be automatically created the first time the plug-in is loaded by your server.
    Code:
    flaming-arrows:
      charges-required:
        flint-and-steel: 5
      fire-ticks:
        non-player: 600
        player: 0
      messages:
        disabled: '*Flaming Arrows* You are now firing normal arrows.'
        enabled: '*Flaming Arrows* You are now firing flaming arrows.'
      wand: bow
      whitelist:
        - '*'
    Some things to remember:
    • The '*' entry in the whitelist matches all players.
    • Remove the '*' element from the whitelist if you want to control which players are allowed to using flaming arrows!
    • Player names must be played inside single quotes (e.g. 'mixcoatl77')

    Known Issues (open)

    Known Issues:
    • No permission support. I have no interest in adding permission support until Bukkit supports permissions natively. Please do not ask for this.

    In the Works (open)

    In the Works:
    • Allow the server operator to configure whether players must enable flaming arrows for each shot they fire (reduces the firing rate to simulate having to light each arrow.)
    • Flaming arrows as cave flares; ignite blocks struck by a flaming arrow.
    • Allow dispenser blocks to fire flaming arrows? [Bukkit doesn't seem to support the required events as of CB #740. Maybe later.]

    Changelog (open)

    Changelog:
    Version 1.2.2
    • Updated for CB #935.
    Version 1.2.1
    • Fixed: Added quotes around the default * element of the whitelist.
    Version 1.2.0
    • Added player whitelist.
    • Added flaming arrows toggle by left-clicking the configured item.
    • Added configurable enable and disable messages.
    • Split fire ticks into player and non-player settings.
    Version 1.1.1
    • Fixed: touching a pressure plate was causing arrows to fire due to the way player interaction events were being handled.
    Version 1.1.0
    • Restructured the source files a little bit.
    • Added configuration setting to select whether players are affected by flaming arrows.
    • Added configuration setting to select the number of fire ticks afflicted upon a target struck by a flaming arrow.
    Version 1.0.1
    • Fixed: removed event cancellation checking. These checks were preventing certain player interaction events from being detected by the plug-in. It's very annoying when other plug-ins cancel events they don't actually handle.
    • Fixed: some targets were not catching on fire when struck with a flaming arrow.
    Version 1.0.0
    • Initial plug-in release.
     
    Clucky, Phaedrus, placeboing and 3 others like this.
  2. Offline

    Mixcoatl

    I may be up to it. Please see below.
    I could add exploding arrows. I'm curious how this balances, though. TNT on its own is pretty over-powered, but not having to be present to set off a block of TNT makes it a very scary proposition.

    Here are some questions:
    • Should I charge multiple TNT blocks per exploding arrow?
    • Should I charge flint & steel charges when firing exploding arrows?
    • Can you think of any other reasonable ways to make exploding arrows less over-powered?
    • Perhaps giving TNT (and flint & steel maybe) a chance to go off prematurely would grant a greater sense of balance at the cost of higher personal risk. [I'm interesting in everyone's opinion on this idea.]
    I've seen it on the forums before but I've never used it, myself. After looking at it for a few minutes, it seems to have a lot of features I really have no interest in implementing. It also depends upon permissions. Should I go ahead with this, it will follow the model I've defined and will not implement other Spoderrows features. Is this a deal breaker for you?
    Wonderful! Glad your players are enjoying it!
     
  3. Offline

    SplenectomY

    Fantastic! Many people on my server prefer mortars to aerial assault.
    Yes. Yes. If possible, leave this open ended with a config file, ie: blastRadius=x,tntUsed=x,flintUsed=x,misfirechance=x.x.

    If not possible to leave open ended, significantly weaker than TNT (blast radius of 1 block), 1 tnt used and AN ENTIRE flint and steel used. Chance of self harm 5%.

    Not a deal breaker - a perk. I also didn't like a lot of sploderrows features and actually like your system a lot better. Not to bash that dev - it looks like a mighty fun mod. Just not quite balanced enough to our VERY finely balanced RPG server.
    Nothing quite beats deflecting a pirate attack with a sky full of flaming arrows. Or sniping a townsfolk from a mountain 300 blocks away, then in third person view watching him flail around while hiding behind a tree.

    Thanks a lot for even considering this. Coding scares me and I have a lot of respect for what you are all doing.

    EDIT: Last but not least, do you have a donation box?
     
  4. Offline

    skeletonofchaos

    First off I noticed that I fire two arrows for every flaming arrow shot is this just client-side? Or does it actually fire two arrows? And I say 5 uses of flint and steel and maybe a blast radius of two 1 tnt block per use.
     
  5. Offline

    Mixcoatl

    Sounds like a crazy lot you have there. ;)
    It will be fully configurable. The question was more one of what methods ought we be able to employ to balance it out. More specifically, what costs and which balancing measures would you want to employ?
    Well, that's a good thing then. I prefer for my plug-ins to be very simple.
    Sounds like fun to me :D
    It's not at all scary. It's what I do for a living. :p
    No, I do not. I do this in my spare time for fun. If I accepted money, it would be work, and then I would feel obligated, and then it would stop being fun. :'(
    I didn't see that behavior when I tested it. It could possibly be another plug-in that's not ignoring the event after Flaming Arrows! cancels it. I have something similar from one of the RPG plug-ins but I can't remember the name off the top of my head.
    This will be configurable when it's in so you'll be able to set it to whatever you please. Are there any other conditions or effects that you believe would better balance exploding arrows on your server?
     
  6. Offline

    skeletonofchaos

    Hmm.... not really just believe that we could all use more arrows :)
     
  7. Offline

    SplenectomY

    Well there is the possibility of a switch to allow the arrows to destroy blocks or just have a health damaging blast radius that affects players. (I would of course leave it so they damage blocks on my server :D)

    I would say 1 TNT and a FULL CHARGE (100%, but see the below on stipulations of making it cost less) of flint and steel, and if possible, make it cost more arrows, like 5.

    [On my server, folks can already build cannons and shoot (/blow) each other (up) via AimCannon. What we have then is the cost of a bow, arrows, TNT and flint and steel vs. the cost of a dispenser, 2 iron blocks, a button, 1 TNT and 1 Sulphur needed to fire the cannon. Other balancing factors are the mobility of the bow with the smaller blast radius vs. the power and range/speed of the cannon, which is stationary.]

    Ideally, I would want the arrow to destroy only the block it lands on with a health damaging radius of 1 block all around, but it might not be possible with coding. That's where you come in :D If it IS in fact possible to limit the block damage that much, I would say bring the cost of flint and steel down to 25%.

    Also, the chance of a misfire - I can see hilarity all around. Here's a few scenarios I can picture, in order of desirability:

    1. You have a 1% chance of firing and the arrow just falls to the ground at your feet. This would be particularly effective (and humorous) if the arrow has a delay before exploding (which I most definitely want - I would say 2 seconds after impact), making the shooter freak out and try to run from it. A message would appear on the screen, explaining what happened, aka "The weight of the TNT-laced arrow caused you to misfire!"
    2. You have a 1% chance of taking 2 hearts of damage instead of firing - "The bowstring snaps back! Ouch."
    3. You explode, taking whatever damage being next to the explosion would deal.
    In all scenarios, the materials needed to fire are still consumed, leading to a risky shot and undesired results.

    Really excited to see what you can come up with. Hope this helps.
     
  8. Offline

    Pawel

    How the hell this works ?? i have flint steel, arrows and bow and nothing, i have this message but it dont work
     
  9. Offline

    xDpPx_abno96

    This is so awesome! I have it on my server, but it goes through flint and steel really fast. But awesome job dude!
     
  10. Offline

    Mixcoatl

    Please read the original post, or ask a specific question I haven't already answered in this thread and I'll be more than happy to provide a specific answer or otherwise try to help.
    What message do you "have?" Is it a console message? Is it a message displayed to you in the chat window? What does the message say? Did you swing your bow by left-clicking to enable flaming arrows? You need to give me something to work with or I can't help you.
    Change the settings in your config.yml file in the plugins/FlamingArrows directory. ;) Send me a private message if you have difficulty getting the settings to work to your liking.

    Thanks for the details! I've begun looking at this. There are some technical challenges, but I will see if I can squeeze something out this week.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 14, 2016
  11. Offline

    Pawel

    everything it works, yes it is the "console message" i got message when i swing left-clicking and everything, but i dont see a difference when im shoot with this flaming arrow but it said that im using flaming arrow.. i have that flint and steel
     
  12. Offline

    Mixcoatl

    Since the 1.6.6 update there is a delay before the fire effect is applied to the arrow. If the arrow strikes a mobile does the mobile catch fire?
     
  13. Offline

    Pawel

    there is no fire mate No effects and no errors in log
     
  14. Offline

    Mixcoatl

    Do you have another plug-in that interacts with fire spreading or arrows?
     
  15. Offline

    zombiekiller485

    does this work for 953 also?
     
  16. Offline

    Mixcoatl

    It should, yes. Give it a try; if you have problems please let me know.
     
  17. Offline

    Linkage

    May I suggest adding a blacklist option?
     
  18. Offline

    xDpPx_abno96

    Thanks alot =) !
     
  19. Offline

    Mixcoatl

    There's already a whitelist. Is the whitelist not working correctly?
     
  20. Offline

    Linkage

    It is but for this kind of plugin a Blacklist would be more useful.
     
  21. Offline

    ShaDooM

    oh noes why is this inactive? :(
     
  22. Offline

    locutus

    I've got a version of your code that supports permissions and burns blocks as well as mobs and players. It turns out to be an impressive weapon against movecraft airships.

    I'd like to release it, but you haven't licensed that. May I release it with attribution?
     
  23. Offline

    Mixcoatl

    Absolutely. I would be honored.
     
  24. Offline

    locutus

    Thank you
     

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