[FUN/MECH] Rifts (Beta 1.09) - A fully featured MMO plugin (single or multi world support) [766]

Discussion in 'Inactive/Unsupported Plugins' started by lonelydime, May 2, 2011.

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    Rifts - An all in one MMO plugin
    Version: v1.09 Beta

    Upgrade note 1.05: You will need to delete your plugins/Rifts/database.db file to get the pvp world to work. To avoid this, open your database.db file in SQLite Database Browser and in the execute sql tab, enter DROP TABLE CAGES; and restart your server. This should recreate the table and generate new cages (the dark world one never generated, the lightworld one will be in the same place. No need to regenerate the map). I apologize for having to do this, but going forward the need to mess with the database should be minimal.

    Please note this plugin is very BETA. It needs testing and will have bugs. Report the bugs here and I'll work to fix them. It also needs class balancing so if you notice some balancing needed just let me know and I'll do what I can to work with you. Also, this is a beefy plugin. If you cannot run at least 2 worlds at once on your server, it won't work real well for you. Sorry, but I don't have any plans on making this work on a one world server (3 if you want the pvp world).

    A PvP based RPG plugin that contains everything you need all in one plugin!

    Rifts contains 2 factions, the light and the dark. Each faction has their own world isolated from each other. Each faction has 5 classes:

    Fighter – Front line soldier, utilizes strength to cut down their opponents.
    • Gains 1 str point per level
    • Can use diamond swords
    • Can wear iron armor
    • Cannot use bows
    Defender – A soldier more reliant on defense than offense, great for sieges.
    • Gains 1 def point per level
    • Can use iron swords
    • Can wear diamond armor
    • Cannot use bows
    Mage – A high powered character with little defensive abilities.
    • Gains 1 int point per level, to use magic must be holding a book
    • Can use stone swords
    • Can wear cloth armor
    • Cannot use bows
    Priest – A support unit able to heal themselves as well as their party members.
    • Gains 1 spr point per level, to use magic must be holding a stick
    • Can use stone swords
    • Can wear iron armor
    • Cannot use bows
    Archer – Able to attack from greater distances, uses mana to enhance their arrows.
    • Gains 1 agl point per level
    • Can use stone swords
    • Can wear cloth armor
    • Can use bows
    For every level a character gains, they get 7 stats points, 2 skill points as well as unlocking new skills to buy.

    Each player has 6 attributes they can add their stats to:

    Str (Strength) – How much damage you do with a physical attack (sword, axe, bow).
    Def (Defense) – How much damage is negated due to any type of damage (entity, falling, fire, etc).
    Int (Intelligence) – How strong magic spells are (fireball, heal, etc).
    Spr (Spirit) – How quickly your mana regenerates, your total mana and how often you land attacks (magical only).
    Agl (Agility) – How often you are able to dodge attacks.
    Dex (Dexterity) – How often you land attacks (physical only).

    As time goes on in the game, Rifts appear at a random time (0-5 in game days) for a duration of half an in-game day. They always appear above ground, but can be anywhere on any loaded chunk (including in the middle of an ocean). They will also only appear if both faction worlds have at least 1 chunk loaded (does not require players to be in the world). Rifts allow a faction to teleport to the opposing faction’s world and do whatever they want there. However, when someone dies in the opposing faction’s world, they will be teleported back to their own on respawn.

    The third world (pvpworld) has the nether environment. Both factions can access this world by creating a portal. To create a portal, make a standard obsidian portal rectangle and place a sign on any part of the active portal, if the portal is not 'lit' then it won't take. The first line of the sign should say @pvp (if you are in the pvpworld, a portal can be made back to your home world by typing @home as the first line). Once the portal is created, it will link to that faction’s “cage” inside of pvp. The cage is a room made completely of glass and is indestructible. If the opposing faction comes within 30 blocks of the cage, they will receive a warning. If they continue getting close they will instantly die. This is to prevent spawn camping. Experience is greater in pvp than in the normal worlds. Once altars are implemented they will also add incentive to go into pvp.

    Altars still need to be added into pvpworld and are still in design phases. What they will be is areas that can be taken over by a faction. The owning faction will gain a benefit by owning the altar. They will also be in charge of defending their alters from attack by the opposing factions. I may add in mobs that only target the opposing faction to help defend, but again, it’s in the design phase.

    A spawnblock is a temporary spawn location created by the player. Spawnblocks can be created by any user that has enough money to do so by placing a sign on an obsidian block with the first line reading @setspawn. The amount it costs to create one is configurable in the config.yml file. Spawnblocks can hold up to 4 player’s spawn locations, all a user has to do is right click the block to add themselves to it. By default they have a life span of 20 spawns before they are destroyed. Anyone can destroy a spawnblock by breaking the obsidian block that holds the sign. Only the creator of the block can destroy the sign, destroying the spawn block. There is a glowstone on top of the spawnblock that allows for easier detection by those who would want to destroy it. Players spawn on top of the glowstone so hiding it with blocks would create an unsafe spawn for those bound to it. The glowstone is also unbreakable as long as the spawn block is active.

    Show Spoiler

    /joinrifts {light/dark} {class name} – allows a player to join a faction as a class
    /level - shows a character his/her current level
    /class – shows a character his/her class. Can be used like /class {user} to find a user’s class.
    /party {player name} – creates a party or adds people to an existing party. Parties have a max size of 4.
    /party leader {player name} – when typed by the current party leader, switches the leader.
    /party invites {public/leader} – changes the invite type from private (leader only invites) to public (any party member can invite).
    /party loot {leader/random} – currently does not do anything.
    /leaveparty – lets a user leave a party they’re in.
    /disbandparty – allows the party leader to disband the party.
    /spawnblock: {uses, bound, leave} – lets a user see uses left on the spawnblock, if they are bound to one or not and finally, allows them to leave the block they are bound to.
    /exp – shows a player their current exp bar.
    /stats – shows a player their current stat levels as well as free stats.
    /stats add # {str/def/spr/int/agl/dex} – allows users to add to their stats using their free stats.
    /skill {add} {skillname} – used like /skill, it will show a user their available skills and mp costs. Used like /skill {skillname} will activate the skill for use (Can also be done by "skill scrolling"). Used like /skill add {skillname} it will add the skill to the user's list of available skills. /skill off turns the active skill off.
    /skills - shows the user the list of skills they can currently "buy" with skill points earned through leveling.
    /status – shows a player their class, level and current mana bar.
    /hide {exp/miss} – will hide the exp or miss notifications.
    /show {exp/miss} – will show the exp or miss notifications.
    /resetcharacter - will delete your character and allow you to rejoin the game as a different faction and class. It will delete all of your stats/levels/exp/etc.

    GM Commands
    /savechars – saves the current online player’s stats and information into the database.
    /setclass {player name} {class name} – allows GMs to switch a player’s class
    /fullheal – fully heals the GMs health and mana bar
    /setlevel: {player name} {level} – allows GMs to change a player’s level.
    /setstats {player name} {stats number} – allows GMs to change the free stats a player has.
    /setskills {player name} {skills number} - allows GMs to change the free skill points a player has.
    /toworld {world name} – teleports a GM between worlds using the world’s name.
    /createrift: - Allows a GM to manually create rifts, however they cannot choose where the rifts are created.

    How to install:
    • Download Rifts.jar
    • Download sqlitejdbc-v056.jar if you do not already have it.
    • Put Rifts.jar in your plugins/ directory.
    • Put sqlitejdbc-v056.jar into your craftbukkit directory.
    • [Optional] Edit plugins/Rifts/config.yml and change them how you'd like (an example can be found in this post if it's your first install, just make the file plugins/Rifts/config.yml).
    • [Optional] If you're using Permissions or GroupManager, use rifts.gm for GMs and spawnblock.create for those that can create spawnblocks.
    • Restart your server.
    • On your first install, it may take some time to generate the pvp cages. Please let it finish or you will need to start over from scratch.
    • If you are upgrading, please read the upgrade notes at the top of the post if there are any!
    Installation Notes:
    • This plugin conflicts heavily with mcmmo, it is not recommended you use both.
    Config Walkthrough:
    Show Spoiler

    spawnblock-iconomy-cost: 0 // How much it costs to create a spawn-block
    spawnblock-uses: 20 // How many times a spawn block can be 'used' before it expires. 1 use per respawn.
    force-autojoin: false // setting this to true will force users to join when they connect to your server. They will be assigned to the faction that has a lower number of members.
    use-pvpmap: true // setting this to false will disable the pvp world. Portals will not connect to it, but rifts will still form. If you're having trouble running all 3 maps, turning this off may help
    use-factions: true // setting this to false will disable lightworld and darkworld. You will only be using the class/standard RPG functions of this plugin. No rifts.
    //These are the seeds your worlds will be created from if you have a seed in mind. Please keep in mind that lightworld and darkworld are created as NORMAL worlds, pvpworld is NETHER.
    //Changes the name of the world names. It will create a new map with that folder.
    must-rift-to-play: false

    #Experience - These are a multipliers: 5 is normal, 10 is double exp, etc.
    #Players is for pvp kills, Mobs is for monsters and Blocks is for breaking blocks.
    players: 5
    mobs: 5
    blocks: 5

    #Gold received - This are a multipliers: 5 is normal, 10 is double exp, etc.
    #Gold is only given when mobs or players are killed.gold-received: 5

    Current TODO list - Please read before posting addition suggestions:
    Show Spoiler

    In Progress
    • Examine (not implement) dual class idea - level 60 allows you to continue as another class
    • Balance damage (main focus)
    • Start guild support
    Future Release
    • Create guild support/cities
    • Add unique weapons as rare mob drops to gain better stats/skills in those
    • Add crafting skills that are levelable
    • Add in GM/Guild leader quest signs.
    • Add the class summoner and rogue/assassin.
    • Add altars to pvp.
    • Possible addition of chainmail armor for archer’s use.
    • Implement a PvP ranking system.

    FAQ - Please read this before requesting a change (not a bug):
    Show Spoiler

    Q: Can this be made to only run on one world instead of two/three?
    A: Yes!

    Q: I miss mobs a lot/do no damage. Why?
    A: As you level, mobs also level. If you're not keeping up with your dexterity and strength stats, you'll quickly notice that you won't be doing much to kill them. Always maintain your dexterity and strength (spirit if you're a priest or mage). If you've used the /changelevel gm command, this will also cause this unless you also balance your stats.

    Q: I feel my stats are fine, but I'm still missing too much or not doing enough damage. Can't anything be done?
    A: Post your level and stats. That way I can better balance the game. I know balancing needs to be done, but I can't do that unless I know how you're using stats and what needs to be adjusted.


    Version Beta 1.09
    • Added option to disallow unregistered users from building/destroying.
    • Added check for blockbreak, if it's cancelled via another plugin don't add exp.
    • Fixed glowing redstone gives no exp
    • Fixed Portals not loading on server restart
    • Fixed obsidian experience
    • Fixed joinrifts message showing factions when usefactions = false
    • Self skill now heals 1 if spr is too low and reduces mana
    • Readded skill list when /skill is typed with no parameters
    • Added riftportal.create (permissions/groupmanager) for portal creation
    • increase TNT Arrow damage
    • Lowered priest healing skills by 5 mana.
    • Changed healing spells to use Spirit instead of Int
    Show Spoiler

    Version Beta 1.08
    • Minimized the config file by using multipliers instead of individual instance experience values
    • Fixed aggressive mobs not dying in the sunlight.
    • Better balanced mob damage.
    • Fixed impale for archers.
    • Removed weapon/armor restrictions on non-rift worlds.
    • Removed the warning when a player is near.
    • Started guild code, more to come.
    Version Beta 1.07
    • Fixed meteor to not be resource heavy. Moves faster, does more damage.
    • Added warnings if the opposing faction is nearby (unless they're in sneak mode)
    • Fixed Fall (all natural) damage using defense to lessen the damage.
    • Made self and taunt a repeatable spell that can be accessed through cycle
    • Added damage to entity hit with blast
    • Made armor more effective in decreasing damage based on level
    • Made weapons more effective in increasing damage based on level
    • Changed Mages to use books to prevent griefers, Priests still use sticks.
    • Fixed cycling through mutliple skills to the highest level skill only.
    • Turned off friendly fire for single server Rifts
    • Allowed GMs to use /toworld without being killed for spawn camping.
    • Fixed rift creation algorithm
    Version Beta 1.06
    • Added support for single world servers
    Version Beta 1.05
    • Fixed armor type restrictions
    • Fixed mana going negative
    • Fixed database locking issue again, now works as one connection
    • Fixed cage generation for pvp maps (the player_move error)
    • Increases exp reqs - 34 million for level 60. Wowzers!
    Version Beta 1.04
    • Seperate skill level from the name
    • Find/fix database lock issue.
    • Fixed left clicking with nothing in your hand throwing a null pointer error.
    • Fixed a display problem with /savechars
    • Fixed level 2&3 skills showing in /skills if you already have it.
    • Fixed being able to add level 3 skills multiple times
    • Fixed skill names having to be case sensitive.
    • Made rifts spawn at least 60 blocks away from the world's spawn to stop spawn camping kills
    • Fixed entangle to destroy webs after 10 seconds, made them unbreakable
    Version Beta 1.03
    • Renamed cloth armor to leather armor.
    • Made eating food heal your mana.
    • Add mana per level
    • Converted all character integers to more appropriate data types.
    • Added /statshelp as part of the tutorial.
    • Added a basic tutorial once you join rifts.
    • Created the level cap 60
    • Fixed damages from mobs, added more damage to mobs.
    Version Beta 1.02
    • Made world names customizable (change folder names).
    • Added some tutorial lines for commands when the commands become relavent.
    • Cleaned up /status, /skills, /skilllist, skill cycle displays. Add more info to /status.
    • Fixed pvpworld insta-kill on enter
    • Re-add drops to mobs killed by setHealth()
    • Fixed heal overhealing
    • Fixed Whirl not being able to be used because it reports mana is too low.
    • Updated iConomy support to iConomy 5
    • Fixed /resetcharacter printing out the command when entered.
    • Turned friendly fire back off
    • Fixed joining rifts if auto-join is true.
    • Changed changelevel/changeclass to setlevel/setclass
    • Fixed /joinrifts teleport teleporting you into blocks and respawn into blocks and /toworld into blocks.
    • Fixed miss and experience notifications being off by default.
    • Lowered the chances of attacks missing/being dodged
    • Remove rifts on disable.
    Version Beta 1.01
    • Fixed rift/portal teleporting to get around minecraft's fly/kick feature.
    • Fixed PvP cage glowstone being able to be destroyed.
    • Added "scrolling" through skills by left/right clicking with your weapon in hand. (If you are a fighter, right click air with a sword, defender use an axe. Mage LEFT click air with a stick, priest do the same, archer use a bow).
    Version Beta 1.0
    • Public beta release.
    Fallen_Advent, Jabbic, Juze and 5 others like this.
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    there was a command called "/toworld (world)" if you were a gm I think. Other than that I haven't a clue >_<
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    I dont believe there is a way yet. I use the Home mods so I can teleport out. But not in this mod.
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    Lots of reports for me to look at, thanks!

    As some of you know, I often won't do any coding over the weekend because that's my time to spend with family and house. Lots of stuff going on!

    @nozoki You have to bring obsidian with you to get out currently, on the portal sign right @home as the first line and it'll take you back. I forgot to put that in the first post, sorry!
    If you guys want I can make a portal appear inside a cage.

    I've made a list of the bugs reported since my last post and I'll look into them today.
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    an portal back to the real world might be nice, but I'm thinking of using the Stargate instead for the portals.

    I would also like some permissions nodes on who can make portals.
    btw, is there a way to disable ghast's in the nether?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 14, 2016
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    I think there's a plugin called crowdcontrol or something similar that will disable certain mobs from spawning.
    I can add in permissions for portals

    Fixed some bugs reported over the weekend, check the changelog.

    The change to note is instead of Priest healing using Int, it now uses Spr. Int is only used for offensive magic. I even changed it in the first post this time!

    A note for the bugs reported that did not get fixed:

    Pvp world does not run properly without use-factions being set to true. This is because pvpworld creates faction cages, without factions the pvp world doesn't really serve much purpose other than experience. I'll add in a world creation for it in another version, but not this one. I did however, make it stop creating/loading pvpworld if use-factions is false.

    The entagle spell worked fine for me on my test server (granted my texture pack doesn't have webs because it's old). The webs slow down the targets, they cannot be destroyed and they disappear after the time alotted expires.

    The weaken spell only works against registered rift players right now, it does use mana.

    I cannot test the group experience without a server to test it on with another player since my testing is usually solo, if someone wants to make sure that's working that'd be great. The current formula for group experience is:

    averageLevel = the average level of all members of the party.
    minimumLevel = the lowest level person
    maximumLevel = the highest level person.

    If minimumLevel - maximumLevel is greater than or equal to 10, no experience is given - prevents power leveling.
    The averageLevel with the experience given (depends on the block or mob killed) is multiplied by 2.
    It is then divided by the total number in the party
    Then each member of the party gets the same experience.

    I've been working on a wiki for the plugin to answer some questions about how things work. When it's more complete I'll post a link :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 14, 2016
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    @lonely dime, I was just curious on what you had in mind for the Summoner class?

    Also, how would you feel about making gold armor available to all classes, since its basically just better looking leather armor anyways?
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    I hadn't given it much thought since it seems more people wanted guilds before summoner class, basically just being able to summon creators and be able to set their targets.

    I'll have to check that out, I thought gold armor was an iron armor but with less durability. I guess now it doesn't matter since I hijacked it's damage reduction.
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    You dont have to stop at just creatures! That could be a way to implement Chainmail armor. Summoners can summon fire into their inventory. Or lava, water, food, specific blocks ect.. If you do end up making the summoner, I would take the Meteor skill from mages and add it to them, since it is in all reality, just 'summoning' a meteor.

    And also, how do you feel about the compass idea? There have been alot of complaints about people not being able to find rifts. IF you made the compass point to it, that could solve that. But that might make it too easy for them, which I know was your original idea. That is, to not have people always in each others worlds.
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    Well what's great about having input from a great community like Bukkit's, they evolve my original ideas into workable greatness :)
    The compass idea is a really good idea, I want to implement it into a certain class' skills. I'm just trying to decide what class gets the skill. I'm thinking priest since it's mainly a support class and has access to magic. I don't like the idea of a solo class getting the skill since I want rifts to be more of a party adventure than a solo hunting mission.
    Sage9234 likes this.
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    :) The priest is a good choice actually haha. Makes perfect sense. That's something else you might wanna figure out... In my worlds, i have teleporters that help me get to my old creations and such. But I dont want people to use them to get from world to world, which they can do. I also dont want my players to be able to stay in the other world permanentally. They'd just set up a basecamp and play from there. Is there a way you can keep players from teleporting from world to world in any other way than the rifts?
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    Permissions is world based, so maybe you can limit the players options in other's world?
    I atleast plan on not letting people build warpgates in the enemies world, but that's easy for me, since only a small amount of players have access to that anyway.
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    Not really sure what this error code is for haha, but its for rifts. So here ya go! :D
    17:50:51 [INFO] 267 | 256
    17:50:51 [SEVERE] java.lang.ArrayIndexOutOfBoundsException: 261
    17:50:51 [SEVERE]      at com.lonelydime.Rifts.Rifts.createRifts(Rifts.java:121
    17:50:51 [SEVERE]      at com.lonelydime.Rifts.Rifts$1.run(Rifts.java:1182)
    17:50:51 [SEVERE]      at org.bukkit.craftbukkit.scheduler.CraftWorker.run(Craf
    17:50:51 [SEVERE]      at java.lang.Thread.run(Unknown Source)
    I want everyone to have access to the teleporters, so its easier to get around, I just dont want them in the other world..

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 14, 2016
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    Could you add permision nodes for classes and the abbility to config classes?
    also, for a sugestion, I think it would be cool if archers were sorta hunter type things that have the ability to have pets like wolfs, creepers, zombies and then other classes could have like pet pigs that follow them around but dont do any damage. Dont know if thats possible but it would be awesome.
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    The portals don't work on my server any idea why?
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    He's planning on making a Summoner class, which is basically Control creatures and such.

    Hmm... The teleport skill seems to not work. How am I supposed to use it? Like, how did you mean it to work?>

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

    Can it be possible to make players join a side when they right click a sign?
    [Sign1] [Sign2]
    Light Dark
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    It works. /toworld worldname
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    A mage's teleport skill is used as follows:
    Level 1: You can teleport 1 party member to your location using /skill teleport <player name>
    Level 2: You can teleport your entire party to your location using /skill teleport.
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    So, how does it work on signle world?
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    It only uses the class/skill functions of the plugin. You can still pvp and have the nether experience boost, but the plugin won't do rifts, portals, factions or pvp cages.
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    No no haha. The mages Skill, Teleport.

    Thanks! Ill try this out today :) Does it give the other players the option of whether to teleport or not?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 14, 2016
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    Nope, it's pretty much a forced teleport.
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    Ok. One last thing to bug you with :p Some of my players want to know what you have planned for the next update. They really wont leave me alone about it, so I just thought Id go ahead and ask.
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    The big reason I haven't gotten guild stuff out yet is because bugs keep popping up that need to be squashed asap.
    I've got some stuff written for it now, so if there aren't many bugs that need to be fixed I'll have some prelim guild stuff out and more balancing.
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    If you're looking for a server to test on, I'd be happy to offer mine. I planned on implementing this plugin when the guild/city support is available, so it's not installed yet. We've usually got 20-50 concurrent people on throughout the day, so I could allow a subset of them to join.

    It's a dedicated box, so I've got shell access and what not.
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    Saul R.W

    What I mentioned before about rifts not working for me was wrong. Apparently I was trying to use one the rifts the plugin didn't remove after the time passed. I actually found a newly made rift and used it to travel and did so successfully.

    Now every time I see rift I go test it out and when it doesn't work delete it so there are no mistakes.

    What plans do you have concerning:

    Mana/HP potions
    • For the mana and hp potions you could use dye ingredients as materials to craft different types of potions: poisons, hp, mana, temporary speed, temp invicibility, etc.
    • Would be better for texture packs that have this dye items in crystal bottles.
    Adding durability to sticks and books.
    • I dont know if it already is in. Selling books and sticks in a server would be profitable.

    More classes: I noticed the Summoner post, do you plan on adding others? One obvious choice I would suggest would be a (to be blunt and generic)
    • Karateka: bare handed with leather.
    • Perhaps side specific classes?

    Axe: Is it already as useful as a weapon as swords? Could it be used by defenders as main type of weapon?

    Classes or semi classes involving non pvp(Mining, Woodcutting, Crafting, herbalism, etc)
    • Mining: Would be like mcmmo, nothing new to it.
    • Woodcutting, exactly as above.
    • Crafting: like the blacksmith job in many rpgs. It repairs and crafts good quality weapons.
    • Herbalism or Agriculture: finding herbs and plants and farming too.
    • Potion making or something else: The higher it is the better you are at making powerful and longer lasting poitons.
    • Armor smith: same as blacksmith but for armor.

    Chainmail: If it was possible they could use chainmail or the priest would use chainmail. I dont think servers even use it.

    /clearrifts - clears all rift portals in the game. would be used for when a portal doesn't disappear.

    Also, crazy idea here, what if there was a way for players to hold a rift in place for an extended period of time? Like in the movie Jumper, the crazy killers used somestuff to hold open a "jumphole" and go through it.

    Connecting redstone to both sides of a rift, at the end of the red stone would be 2 obsidian blocks(or diamond or gold, something hard to get) on top of each other(like a pole). on the top block on each side there would be a lever and touching both levers activate or de-activates the rifts.

    To balance it and not have hundreds of this things: The longer a rift is held open the more chance it has to blow up, cause a magical explosion, that depending how long it was open, it has a stronger force and longer radius. Since it magical it could be like a huge TNT explosion with Terrain dmg off(except the portal would disappear).
    Zuriel likes this.
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    I second the suggestion of Axes as defender's primary weapons.
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    I may need to for the guild stuff, the only concern I've had with it is once it's implemented into the database, the features for guilds becomes locked unless I have to rewrite the table/database and it has to be cleared. I'm trying to avoid having people clear the database.db file as much as possible.

    Lots of great ideas here! I love the idea of adding durability to books/sticks. Granted sticks won't have much value either way, but at least they will be held to the same standards as melee members.

    As for the defender/axe suggestion, it's already part of the game. Defenders get a skill that adds damage to axe attacks and some of their skills only work with an axe in hand.

    Different potions and what not would require a client side mod since those would be new items, unless you're talking about making the dyes themselves the potions. That would be a pretty good idea as well!

    I'm holding off on classes until I can get the main stuff implemented into the plugin, like guilds and what not. I like the idea of the non-melee classes, but that would be in the far future.

    I'm not sure why rifts that have expired are still sitting on your server, that will be something that I have to check out. Those are definitely not supposed to stay.

    I'm not sure how I feel about rifts being able to stay open, but if I do add some mechanism for that I'll definitely make them explode after a time if not deactivated. That would be a good way of balancing :)
  30. Offline

    Saul R.W

    Yeah ignore my axe comment, recently got the Axe increase damage skill.

    For the dye-to-potion part yes that is what I was mentioning. Just like how Minecart Mania uses some blocks to better the minecarts without actually adding new items and how worldedit uses a woodaxe for selection.

    Sometimes I can see a few Rifts around the server and when I go to them and cross the threshold nothing happens. So I figure since I see so many they aren't being removed.

    But they work because when I find the one that was created I can enter the other world. Or exit it.

    Next I have a view with a few of them I'll post it. I'll keep checking for weird stuff to help remove the bugs.
    Need to try the new /skill command to check if it works.
  31. Offline


    Just a suggestion: If you're implementing a land protection system and taxes/upkeep for the guilds, if possible, please include a per claim upkeep. For example, I own 100 blocks of land and upkeep is 10 per block, so total upkeep is 1000. A configurable sliding scale would be cool too. Like the first 100 blocks is 10 per block, 100-1000 is 20 per block, and 1000+ is 50 per block.

    Currently Towny only includes the ability to charge one level of upkeep making it very hard to balance against small towns vs huge nations.

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