What I'm looking for is a way to have monsters drop coin (iConomy based) when killed. Even better if we could set up a loot table with items and assign % chances to drop when the mob is killed. I'm setting up a new server and am looking for alternate methods to build up an economy than just having everyone start digging and selling their shinies. Monster Hunt looked promising, but unfortunately it's more of a high score game, winner takes all, rather than giving everyone loot for killing monsters. Anyone interested in something like this, or anyone up to making it?
If I have time, I may do something like this. What exactly would the percentage control? Whether it is a high value of coin, or whether coin drops at all? By the way - if you're looking for simply item drops on monster death, check out a plugin called BlockDrops.
The percentage would dictate a chance something other than just coin drops. For instance I kill a creeper and the server has it set so all creepers drop 10 coin, but also there might be a 1% chance the creeper drops a diamond. Maybe the config would be something like... mob: creeper coin: 10 item: 264 percent: 1 item: 89 percent: 30mob: spider coin: 30 item: 35 percent: 50 item: 275 percent: 10 This would say everytime someone kills a creeper, it gives them 10 coin (iConomy), plus they have a 1% chance of getting a diamond (264), and a 30% chance of getting a glowstone (89). If they kill a spider it gives them 30 coin, plus they have a 50% chance of getting wool (35), and a 10% chance of getting a stone axe (275). Just looking for an incentive for people to kill monsters, and not hide in their houses at night, plus it gives them money and goods to use or sell.
Sounds cool . I'm sold. But, I can't work on this until tomorrow, so you may have to wait one or two days.
Something I also just thought of, perhaps a limiting variable that will limit how much loot a mob can drop regardless of percentage. I only suggest this, because I could see people adding 10, 20, 30 items to a loot table for a particular monster, and I think it would be silly if you killed a monster and it dropped 5 things. I'm not sure if you're familiar with MMOs, but that's kind of what I'm thinking of here. When you kill a mob, you loot it and get some coin and maybe a piece of loot. Only in this case I'd imagine it would just automatically go into your inventory/iConomy account. --- merged: Feb 9, 2011 2:05 PM --- You're awesome. Any server that has an economy system going is going to want this!
All the more reason to make it XD. Popularity isn't my objective though , more just coding fun plugins, and having fun while doing it. I see your point with the item drop needing a limiter. However, say it limited items to 5. Would the most valuable items be left out, or the least?
Hmmm, that's a good question. It seems this may be more complicated than first thought. Perhaps if a mob has a loot table with 5 items assigned to it, all of with different drop percentages, and the RNG pulls two items or more by chance, the limiter will award only the rarest item. Obviously the more items assigned to a loot table, the more often a collision is going to happen. If you set the limiter to two pieces of loot and there was a three way collision, than it would take the 2 rarest items, and so on. Not sure if that makes sense, lol. --- merged: Feb 9, 2011 5:47 PM --- Ok maybe I am putting too much thought into this. Maybe rather than starting with the loot first, you start with the percentage first. Like... mob: creeper coin: 10percent: 10limiter: 1item: 1:64item: 92item: 49item: 306percent: 1limiter: 1item: 264item: 276In this example above we would have the creeper dropping 10 coin, and there would be a 10 percent change he would drop either 1 stack of stone, 1 cake, 1 obsidian block, or 1 iron helmet. Notice the limiter within the percent group, this way it would dictate only 1 possible item dropping with a 10% drop rate. However in addition to that, they have a 1% chance of also getting either a diamond, or a diamond sword. I think putting a limiter on a percent group, rather than just the mob would be the easier way to do it. Besides if your percentages are low enough, the chances of multiple loot dropping is pretty low, and if by some stroke of chance someone were to get both a 10% and a 1% item off the same mob, they deserve it, for being a lucky bastard Idk, just some ideas.
Thanks fullwall, this will be my first Bukkit plugin, but i have been a java developer for about 13 years now, so hopefully it all turns out well, Bukkit however has some shortcomings to overcome --- merged: Feb 10, 2011 5:47 PM --- iMonster for iConomy Beta version 1.0 - should be fully functionl now Thanks for the great ideas.