[INACTIVE][MECH] DwarfCraft V1.01 - Skills, Training, and Progression [527]

Discussion in 'Inactive/Unsupported Plugins' started by smartaleq, Feb 21, 2011.

  1. Offline

    smartaleq

    DwarfCraft - Player progression plugin with skills that are improved by training(not xp):
    Current Version: v1.01
    Authors: smartaleq, LexManos and RCarretta

    Introduction:
    DwarfCraft is a plugin for minecraft (via Bukkit) that allows players to improve their characters skills and capabilities. Players can pay trainers to improve their skills, which provides benefits such as increased weapon damage, decreased tool wear, increased drops from blocks or mobs, etc. Because of the training system, DwarfCraft can provide an interesting and fun RPG base for Survival MP servers that will remain relevant and interesting for casual and intense players alike.

    Features:
    • Players may choose to play as Dwarves or Elves. Switching resets all skills. The race names are entirely configurable.
    • Elves play very similar to vanilla Minecraft with slight nerfs for balance (to farming mostly)
    • Dwarves have 40+ skills that progress from level 0 (worse that normal) to level 30 (extremely proficient). Each skill has several effects. Most effects reach par at skill level 5. New supported skills will be released.
    • Skills are improved by paying a training cost to a trainer. Server admins may place trainers and customized messaging NPC. Skill costs increased with level and balanced to encourage specialization.
      • Example: To train"Pickaxe Use" from 0 to 1 cost 16 cobblestone. To train from 15 to 16 cost 640. At level 0 pickaxes degrade 20% faster than normal, at level 20 they degrade about 45% slower.
    • Skills and Effect details are easily found through in-game commands. A general summary of skills is in the post below, along with design goals discussion.
    Players - Getting Started:

    Show Spoiler

    Welcome, Dwarf <whateveryournameis>!
    To get started in a DwarfCraft world, you should know what it is, exactly, that is different.

    Your mining sucks. You get less coal, iron, cobblestone, and gold. Your sword does pitiful damage. Animals don't drop things when you punch them. Falling hurts. A lot. Burning too. Zombies rearrange your face. Dirt doesn't pile up quite like it used to. For some reason when you craft planks you make less. Three sticks too. And less fences and stairs. Also, raw pork isn't very filling. And farming seems totally worthless.

    Guess what? You're a level 0 Dwarf.
    I know it seems awful now, being the brunt of jokes and suffering all that punishment, but I have good news, friend. At least you're not an elf! See, the elves gloat now, with their 1.0 stone drop rate and their filling porkchops, but after you spend the time to level your bowman skill to master and turn their day to night with a hail of 3.5 damage per shot arrows... well, then they'll be sorry!

    The road to mastery may be hard, Dwarf, but the payoff is well worth it- Diamonds dropping by the handful, creepers leaving 5 gunpowder behind with their corpse, your sword dealing double damage to monsters, and cliff falls leaving nary a scratch. Along the way, you may find your calling as a crafter as well. Just as you depend on your friends for supplies, they may depend on your specialties. Craft 4 times as many brickblocks as your neighbor? That's a marketable skill, my friend!

    So off with you, Dwarf, into the wilds of your world (and one day to the Nether, perhaps)! Start by discussing the terms of your advancement with the local trainers. When you've gathered their material demands, sock it to 'em, and see your diligence rewarded with an ever-improving arsenal of advantages.

    Players - Getting the most out of DwarfCraft:
    Show Spoiler

    You'll benefit the most from DwarfCraft by doing two things:
    1) Get your skill levels in the necessities up to a reasonable level. No matter what your playstyle is, you probably want most of the stone and wood skills to 5 (the cost is small and the payoff large). The same is true of climbing and sword skills, or you may find yourself dead much more often than you're used to.
    2) Pick a few activities you love to do and train train train! If you're only marginally better than someone else, they won't have much use in trading with you. Try and get 1 or 2 skills to 20 that you can leverage to gather other valuable materials. If you're a master sailor, don't spend all day mining cobblestone, go sailing on the lookout for pumpkins, mushrooms, and clay. If you're a monster hunter with a bow, 5 minutes out at night is worth far more than the hundred cobblestone you could collect.

    I'm not saying to stop doing things you find fun! Instead, train up the things you find fun so you can do it better and get rewarded for doing it.

    I'll use myself as an example. I far prefer chopping trees to mining for diamonds, and love to chase animals and explore. To support this, I trained these skills above level 5: woodchopping, axe use, woodcrafting, swordsman, animal hunting, and climbing. To shore up some weaknesses, I traded several stacks of logs for several stacks of cobblestone, because I have poor cobblestone mining skill and my friend has poor lumberjack skills. I used the stone to train up the Excavator and Quarry Worker skills to 5, so that I can manage to get cobblestone when i need it, without suffering the very low drop rates at level 0. When I want cobblestone for constructions, its often very easy to find someone in need of wood. I also do woodcrafting (1 log -> 6 planks) in exchange for fee or a cut. When I find a diamond vein while digging, I usually leave it, and sell the location information to a better diamond miner.

    Sometimes, my mining friend(RCarretta) and I will go on adventures exploring underground caves. I'll take the point through natural caves, with sword and bow at the ready, while he harvests the ores we find. When we reach a dead end, we dig in different directions, and take the first new path together. We're able to survive very long times underground with very little additional supplies because I carry extra leather for armor and can handle most creature situations, and his tools last quite a while. High level gravel digging keeps me supplied with flint and decent monster hunter skill pulls a sizable amount of feathers from zombies, which combine to keep my quiver topped off.

    Admins - How to install DwarfCraft
    DwarfCraftV1.04.zip contains updated jar and sqlite file. Do not mix with pre-V1.03 config files.
    DwarfCraftV1.01.zip. Unzip the archive to your CraftBukkit root directory. Use this if looking for a stable build.
    Show Spoiler

    Archive Contents:
    /plugins/DwarfCraft.jar
    /plugins/DwarfCraft/DwarfCraft.config - General server config variables including race names and file locations
    /plugins/DwarfCraft/Messages.config - Configurable plugin messages, such as welcome, info, rules, etc.
    /plugins/DwarfCraft/GreeterMessages.config - Flatfile storage of NPC greeter messages. For version 1.0, greeter messages must be manually added before the NPC is created. Dynamic message insertion is on the roadmap for future versions.
    /plugins/DwarfCraft/skills.config and effects.config - Supported skills and effects. Any change to these may result in unexpected errors. If you would like help in customizing balance for your server, contact smartaleq via PM.
    /plugins/DwarfCraft/dwarfcraft.db - A sqlite database, pre-created empty for you. If you want to reset your players completely, delete this and create a new file of the same name.
    /lib/sqlite.jar - A required library for SQLite to operate

    DwarfCraft has no plugin dependencies, and should play well with others. Some notes:
    • [Econ] Econ plugins are recommended with DwarfCraft. Training for "currency" will not be supported (ever!), so trade, auction, or shop plugins will likely help your players get their hands on those oh-so-valuable pumpkins early.
    • [Mech] Transmutation plugins may conflict, crafting plugins may conflict. Using DwarfCraft with McMMO, Skills, LevelCraft, etc. will likely screw everything up. Other Mech plugins may or may not work. Generally, the more they affect player actions, the more likely they are to cause problems.
    • [Chat] [Fun] [TP] and [Info] plugins should all work without any issues.
    • [Admin] [Sec] and [Gen] plugins will probably work.
    *Warning* Installing DwarfCraft on an existing world where players have large stockpiles of materials may completely screw up the balance of the mod. New or young worlds should be used if at all possible. If your players have every skill at 20 and think that the game is too easy, stockpiles were your problem. You've been warned.


    NO PERMISSIONS WILL BE SUPPORTED UNTIL BUKKIT INTEGRATION. Requests for permissions plugin integration will be ignored (and possibly ridiculed).

    Admins - Getting Started
    Show Spoiler

    First run instructions:
    After you have the DwarfCraft files installed, the first thing you'll need to do for your players to benefit from DwarfCraft is to create trainers.
    Join your server, go somewhere and type: /createtrainer Test1 TestTrainerDummy 1 30
    This will create a new trainer at your location(facing and look-direction) with name TestTrainerDummy, that trains skill #1 (pickaxe use) and can train to maximum level of 30(the max).
    Left click on him to verify skills are loaded.
    Give yourself 16 cobblestone.
    Right click on him to verify training is working.
    Type /skillsheet to verify that your skill increased to level 1.
    /save-all and restart the server. Verify that he is still there.
    type /removetrainer Test1 and verify that he has been removed.
    If you have any problems through this point: pm smartaleq

    Admins - Creating a playable DwarfCraft server
    Show Spoiler

    For your server to have a thriving community of dwarves, you will need to provide trainers for all the skills you want, in enough places to be convenient. You will also need rules that encourage either co-operation or competition for resources. If every player goes after the same skills, the plugin doesn't provide much benefit at all.
    As an example of a working community, the author's server has rules that require all trainers to be in an "appropriate" location, and not a room full of trainers. Most trainers created in the world are given a maximum training level of 15-20, based on where they are created. Only a few level 30 trainers are created. This gives our players an incentive to build impressive things, justifying the placement of "master" trainers. Using remote trainer creation, it is possible for an admin to create trainers without any hassles. As our baseline, each Towny town will eventually have one of every trainer the mayor desires.
    Read the Players sections for more thoughts on what your community may need.

    Admins - Support
    Show Spoiler

    Source Code is available at github.com/RCarretta/DwarfCraft
    Please do not post bugs or feature requests in this thread! Discussion and simple questions are perfect to put in the forum thread. Issues should go in the issue tracker on github- after you've searched to see if it's already there. Please report installation issues via PM to smartaleq

    Changelog:
    Show Spoiler

    Version 1.04
    • Changed applicable sqlite driver.
    Version 1.03 Experimental
    • Added support for multiple races. Add race names to skills.config at the end of each line you want the race to inherit the skill.
    • Skillsheet and other skill commands will have spotty performance until integration is complete.
    Version 1.01
    • Removed player matching debug output.
    • Edited commands in plugin.yml to fix command not found errors
    • Set default debug level to 10, eliminating console spam. If you have reproducible problems, please set debug level to -10 and send in the appropriate sections of your log.
    Version 1.0
    • First published version


    Donations

    Skill descriptions below. Categories are only for convenience, many skills cross categories or defy categorization completely.

    Tool Use Skills: These skills impact how quickly your tools will degrade. High levels will enable you to get as much as three times as many uses out of shovels, axes, and picks. See also Plowman and Swordsman skills.
    Show Spoiler

    [1] Pickaxe Use - Pickaxes
    [2] Shovel Use - Shovels
    [3] Axe Durability - Axes

    Harvesting Skills: There are many skills that effect the rate at which you gather materials from blocks such as stone, ores, dirt, sand, gravel, and logs. Higher skill levels will drop several of the desired block, and will increase the chance that you instantly break what you are digging or chopping.
    Show Spoiler

    [11] Excavator - Cobblestone instant-break
    [12] Quarry Worker - Cobblestone quantity
    [13] Ore Miner - Coal and Iron quantity
    [14] Gem Miner - Gold, Diamond, and Redstone quantity
    [21] Sand Digger - Sand quantity and instant-break
    [22] Gravel Digger - Gravel and Flint quantity and instant-break
    [23] Dirt Digger - Dirt quantity and Dirt/Grass instant-break
    [31] Woodcutting - Log quantity and instant-break

    Farming Skills: Several skill handle how effective you are at farming wheat or gathering other plant materials. The Plowman skill also affects the durability of plows. Note that in DwarfCraft it is much harder to gather both seeds and wheat, so level 0 farmers will not be able to provide an endless supply of bread.
    Show Spoiler

    [4] Plowman - Plow durability and Seed Quantity from hoeing grass.
    [41] Wheat Farmer - Quantity of Wheat and Seeds from reaping grown Crops
    [42] Exotics Farmer - Cane(Reed) and Cactus Quantity
    [74] Florist - Flowers and Pumpkins Quantity

    Crafting Skills: The crafting skills affect how many of an item you craft when using the normal recipe at a crafting bench. Many crafting skills have additional effects.
    Show Spoiler

    [32] Woodsplitter - Planks and Sticks
    [51] Mason - Cobblestone Tiles and Steps and Smooth Stone Tiles
    [53] Woodcrafter - Ladders, Fences, Doors, Signs, and Wood Tiles and Steps
    [61] Bookmaker - Books
    [62] Brickmaker - Brick Blocks
    [63] Demolitionist - TNT and damage from explosions.
    [65] Railworker - Rail sections
    [66] Cook - Bread, and health from cake and cooked pork
    [67] Fletcher - Arrows

    Damage Reduction Skills: In addition to Demolitionist reducing damage from explosions, there are skills that effect fire, falling, suffocation, and lava damage. There are also skills that affect the durability and crafting count of armor.
    Show Spoiler

    (Repeat) [63] Demolitionist - Damage from explosions
    [64] Firestarter - Damage from fire, durability of Flint and Tinder
    [72] Climbing - Damage from falls, short fall forgiveness
    [86] Exotic Armor - Damage from lava, drowning. Gold armor durability.
    [83] Scout - Leather armor durability, amount crafted, projectile damage reduction.
    [84] Soldier - Iron armor durability, amount crafted

    Combat Skills: The Swordsman and Bowman skills affect the damage you do with those weapons. The swordsman skill also has a durability effect.
    Show Spoiler
    [85] Archer - Arrow Damage and Enemy Feather/Arrow Drops
    [87] Swordsman - Sword Damage and Durability

    Hunting Skills: These skills allow a player to gather more resources for killing enemies with sword or bow. Note that this mod completely removes drops from creatures killed in any other way, to prevent "automated mob farming"
    Show Spoiler

    [81] Animal Hunter - Pig, Cow, Sheep, Chicken
    [82] Monster Hunter - Creeper, Skeleton, Spider
    (Repeat)[85] Archer - Zombie

    Exploration Skills: These skills benefit activities related to exploring, travel, and adventure. The effects vary widely, but should result in more successful forays into the wilderness, and more valuable materials brought home.
    Show Spoiler

    [71] Sailor - Boat Travel Speed and Boat break results (sailor>15 allows recoverable boats)
    [73] Survivalist - Health gained from uncooked pork, fish, and mushroom stew
    [75] Dungeon Delver - Monster Spawners can drop Iron, Gold, Diamond, and Lapis blocks

    Other Skills: See details -
    Show Spoiler

    [8] Smelter - Effects the duration of smelter fuel, especially lava buckets. Not implemented.
    [91] Citizen - (With Towny) contributes to the resident's town max size.
    [92] Leader - (With Towny) affects the maximum town size, for town mayors.
    [99] Noble - Dwarf Fortress nobles are useless. DwarfCraft nobles mine obsidian better, and it costs 100s of eggs to train. Any player that collects 100s of eggs and spends all day mining obsidian is just like a Dwarf Fortress noble.

    Proposed Skills: These skills are ideas brought up in the thread or elsewhere, and are candidates for future implementation. None of these will be worked on before v1.0 is bug-free and widely used. -
    Show Spoiler

    [?] Repair Skill
    [?] Dyer or Wool/Cloth skill - produces more dye or more colored cloth per dye - costs dyes or colored wool to train
    [?] Running, Travel, or other movement speed related skill
    [?] Sandstone crafting skill
    [?] Fishing
    [?] Skills that unlock crafting recipes
    [?] Fertilizer skill affecting bonemeal and crops/saplings/pumpkins?.

    Training Item List
    Show Spoiler

    1 Pickaxe Use Cobblestone
    2 Shovel Use Dirt
    3 Axe Durability Log
    4 Plowman Wheat, Seeds
    8 Smelter Lava Buckets
    11 Excavator Cobblestone
    12 Quarry Worker Cobblestone
    13 Ore Miner Coal/Iron Ingot
    14 Gem Miner Gold Ingot/Diamond/Redstone
    21 Sand Digger Sand
    22 Gravel Digger Gravel
    23 Dirt Digger Dirt
    31 Lumberjack Log
    32 Woodsplitter Log
    41 Wheat Farmer Wheat, Seeds
    42 Plantation Farmer Reed, Cactus
    51 Mason Half-steps
    52 Glassworker Glass
    53 Woodcrafter Plank/Stick
    61 Bookmaker Paper/Books
    62 Brickmaker Bricks/Brickblock
    63 Demolitionist Gunpower/TNT
    64 Firestarter Fint + Tinder
    65 Railworker powered cart
    66 Cook Cake Block
    67 Fletcher Arrows
    71 Sailor Clay "ore"
    72 Climber Pumpkin
    73 Survivalist Mushrooms
    74 Florist Flower
    75 Dungeon Delver Saddles
    81 Animal Hunter Pork Leather Wool
    82 Monster Hunter String/Gunpowder
    83 Scout Leather Breastplates
    84 Soldier Iron Breasplates
    85 Archer Feather/Flint
    86 Exotic Armor gold hat/diamond shoes
    87 Swordsman Leather/String
    91 Citizen Bread
    92 Leader Cake
    99 Noble EGGGGS


    Obviously, this plugin was partially inspired by Dwarf Fortress. If you haven't played it yet, I highly recommend you play and donate: Dwarf Fortress & donate

    The goals of this plugin were to enable some sort of character progression in Minecraft with a focus on specialization and distinction between player capabilities.Because all players are equally adept at every task, making someone an "expert" miner costs 3 diamond and nothing more. We wanted to foster a community and world where players could distinguish themselves by becoming the go-to person for certain tasks.

    The first conceptualized skill was "Precious Stone Miner", which allows a skilled dwarf to gain more diamond, gold, or redstone from their ores. The thinking is that, by making it expensive to train the skill, each Town (or sub-group, or group of friends, etc.) would want to "invest" their resources in training up only a few individuals in that skill. If a non-skilled player found a large diamond vein or two, it would be beneficial for him to request the aid of the skilled player. The diamond player might only be passable at woodcutting, and would go to someone else for more efficient tree-cutting and plank crafting.

    Even with players becoming specialized, we didn't want anyone to feel 'gimped' and unable to compete. The skills were balanced so that at a moderate level (5 in most cases) a player was as good as a vanilla Minecraft player at the associated tasks. Next, we addressed how training should work so that it would be easy to get to level 5, but require significant teamwork to get above 20.

    For training, we wanted to use as wide an assortment of materials as possible while keeping the costs aligned with the benefits. Additionally, in vanilla Minecraft some materials are gathered in huge quantities and are rarely used because they are "ugly" such as dirt, gravel. Others are used sparingly because they have limited direct usefulness or are quickly out-classed such as flint, eggs, gold, string, even leather. We tried to make training use up the rarely used items in large amounts, while keeping often used items available for both training and use. The table below lists which items used are used to train which skills. Quantities are balanced so that level 0-5 should take less than 15 minutes, and never more than an hour.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 9, 2016
    skmaster, Dangazzm, Goliathe and 4 others like this.
  2. Without doubt one of the best plugins I have seen, will be using this on the server straight away, can I ask a few questions though, where abouts is the pumpkin farming skill as Exotics Farming does not exist and is only the description of the Smelting skill broken or is the skill not implemented yet? Also there seems to be an issue with the NPC's randomly dieing untill rebooting the server (its probably already known) but do you know if its plugin or server related problems?

    :Edit:

    Demolitionist does not seem to increase crafted TNT
     
  3. Offline

    Grimmkrieg

    I'm getting:

    2011-03-14 09:10:32 [SEVERE] org.sqlite.RS.isClosed()Z loading DwarfCraft v1.0 (Is it up to date?)

    When booting the server, and then while attempting to execute any DC commands it tells me an internal error occurred and the console gives null errors.

    I've never run sqlite or anything using it on the server before and know nothing about it - is there something I'm missing that I would need to do other than put the lib folder in the root of my server's directory?

    Edit: Fixed it, I think the sqlite.jar got corrupted slightly when in transit to the VPS. I recopied it and it worked. Who knows. Everything is working great, though I'm getting console spam too.
     
  4. Offline

    Mr_Mellow

    So if i requested another 2 races and supplied names and everything would there be a chance of it getting added? im trying to create oposing sides that have differences. I just liked the way this skill system worked with trainers.
     
  5. Offline

    smartaleq

    Next update will be ~12 hours from now. If you want to avoid console debug spam, when you start the server type /debug 10
     
  6. Offline

    Grimmkrieg

    Thanks for the heads-up!

    Two minor bugs to report so far:
    1) When mining out dirt, I'll sometimes have individual dirt blocks with a health bar placed into my inventory, quickly filling up all the slots. They stack if I manually go in to stack them, so not a huge deal, but still deserves report.
    2) The florist trainer is holding a TNT block.
     
  7. Offline

    SweetCraft Girl

    Craftbukkit [531]
    Ubuntu Server 10.10

    12:27:55 [SEVERE] Could not pass event CHUNK_UNLOADED to DwarfCraft
    java.lang.NullPointerException
    at com.smartaleq.bukkit.dwarfcraft.DCWorldListener.onChunkUnloaded(DCWor
    ldListener.java:17)
    at org.bukkit.plugin.java.JavaPluginLoader$35.execute(JavaPluginLoader.j
    ava:339)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:255)
    at net.minecraft.server.ChunkProviderServer.a(ChunkProviderServer.java:2
    16)
    at net.minecraft.server.World.g(World.java:1416)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:348)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
     
  8. Is it normal aswell that the climbing trainer holds a ladder but requires pumpkins?
     
  9. Offline

    smartaleq

    Thanks Grimm and everyone for the bug reports, I am working them, even if I don't respond specifically to your post.

    1) There is a known issue with durability values being generated for normally damage-free items, I'm still sorting how to handle them nicely. It happens because some effects relate to items with data values(such as crafting cobblestone steps and wood steps) and some effects do not.

    2) This was reported last week, and I haven't fixed it because it makes me laugh every time I see it in game [​IMG].
    if you want to fix it on your end, open skills.config and replace the last number in the florist line with the item value of what you want him to hold. (37 or 38 for flowers)
     
  10. Offline

    Grimmkrieg

    Another quick one to report - "/skillinfo woodcutting" is outputting the description for the woodcrafting skill.

    Is there another place we should be reporting bugs like this, like PMs, or would you prefer them in this thread? Expect plenty more from me, (provided there are bugs to be found.)
     
  11. Offline

    smartaleq

    This is fine, the github is preferred.
    as for that bug, i know exactly what the problem is: the parser checks the first 5 characters, and I made the silly mistake of not having those first 5 be unique in the skill list.

    And there are plenty plenty more bugs, the issue tracker is hardly exhaustive at this point.

    I appreciate all of the bug reports and input!
     
  12. Offline

    Grimmkrieg

    Incidentally, the Woodcutting skill is listed in /ss as "Lumberjack" so presumably it just needs to be changed to reflect that in skillinfo/documentation?

    We appreciate the mod!
     
  13. Offline

    Lock

    Would there be any conflicts between spells/wands and DwarfCraft? Love to see the elves get use of the spells while the dwarfs have their skill leveling.
     
  14. Offline

    MonsterTV

    Are you thinking of adding iConomy support? I'd love to be able to charge a currency to players to train, as it keeps them motivated to take part in an economy to earn enough to level up.

    Edit: Out of curiosity, do you have an ETA for a completed version?
     
  15. Offline

    sithoius

    I get errors like this: 2011-03-15 06:27:02 [SEVERE] Could not pass event CHUNK_UNLOADED to DwarfCraft
    java.lang.NullPointerException
    at com.smartaleq.bukkit.dwarfcraft.DCWorldListener.onChunkUnloaded(DCWorldListener.java:17)
    at org.bukkit.plugin.java.JavaPluginLoader$35.execute(JavaPluginLoader.java:339)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:255)
    at net.minecraft.server.ChunkProviderServer.a(ChunkProviderServer.java:216)
    at net.minecraft.server.World.g(World.java:1416)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:348)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)

    and other similar ones when I try to do anything else xD
     
  16. Offline

    Grimmkrieg

    Try re-downloading/re-copying to VPS (or wherever) the sqlite.jar that came with DwarfCraft. I was having those issues yesterday, and ended up fixing it by replacing the sqlite.jar, might be worth a shot.
     
  17. Offline

    zwarmapapa

    I don't like the idea of using trainers to get higher levels, can you make an ingame command wich does the same as rightclicking a trainer?
     
  18. Offline

    smartaleq

    No, there is no plans to allow training for anything but material. In the rant in the second post I explained why. If you're suggesting an additional cost to train, I might be willing to implement something like that.

    I'm currently working on changing the way trainers are created/destroyed from an admin-only command to a command available to players based on their skill level. Haven't figured out what system would be the most fun/logical.
     
  19. Offline

    Evan Melvin

    So is there any documentation for this? I can find like all of 3 commands.
     
  20. Offline

    smartaleq

    In short:
    /createtrainer <uniqueID> <Name> <Skill> <MaxLevel> (this will be modified soon)
    /skillsheet or /ss optionally /ss -f for full list
    /skill <Skill name or ID#> or /skill <playername> <skillname/id>
    /effect <playername> <effect ID#>
    /removetrainer <uniqueID> (this will be replaced soon)

    also, for admin purposes: /setskill <player> <skill> <level>
     
  21. Offline

    Evan Melvin

    Thanks. It doesn't seem to be limiting my abilities by my skill though - I can still craft 4 blocks of wood from 1 log at a skill of 0, same with sticks.

    Also, no fishing skill?
     
  22. The /debug 10 doesn't seem to work for me, I'm still spammed with the messages in console... :S

    No errors or anything like that whatsoever - build 531
     
  23. Offline

    Daveyo

    big conflicts with stats anyone else?
     
  24. Offline

    smartaleq

    Please describe the conflict, so I can work on resolving it.
     
  25. Offline

    Daveyo

    sorry for being short. I just updated the server to 531 and i must be having major problems with sqlite. Before I changed to the sqlite that was specifically in your dwarfcraft download i was getting major errors with dwarfcraft "the chunk unload" I changed to your sqlite and now it seems to be semi working. I'm getting many many errors and spammed like crazy with finding player: name looked at dwarf. My console is just loaded with dwarf craft things which tells me I must be doing something very wrong or the way I updated isnt working right. What is the difference between the 2 sqlites?? Ones 1.5 meg and your sis 2.5 megs. Same name
     
  26. Offline

    inphinitii

    Using CB527 and I just installed Dwarfcraft, but whenever I attempt to use a command (For example: /Skillsheet) I get this error:

    "An Internal Error Has Occured While Attempting To Perform This Command"

    I'm using GroupManager and I've never had any conflicts previous to this. If anybody could assist me, I'd appreciate it.

    Thanks.
     
  27. Please tell me how to turn off the debugging messages in the console, they really mess up the server.log :S
    The "/debug 10" doesn't stop it, neither does setting debug to 10 in the config file :(
     
  28. Offline

    Lock

    Would like to cease debugging as well. Maybe written to a log, saved in plugins/DwarfCraft ?
     
  29. Offline

    smartaleq

    1.01 update out, removing most debug messages.
     
  30. Offline

    inphinitii

    I resolved my problem above, but now I get no response when using commands.
    It shows it running upon start up, with the message "Welcome, Dwarf Inphinitii" but when using any command nothing appears.
     
  31. Offline

    smartaleq

    will take a look. bukkit consistently confounds me with commands
     

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