[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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    I noticed aggressive mobs not dying, I'm working on balancing attack/defense some more for the next update.

    No rifts will generate in single world mode as noted in a previous post. Only multi-world Rifts servers will generate them. The whole points of rifts is to take you to a place where you normally would not be able to go, single world defeats that.

    Add dexterity to increase your hit rate.

    I'm glad you're enjoying it :D

    Originally I was going to do that, but when an arrow/snowball lands is does not trigger an event like it does when it hits a mob. Eventually I'd like to do something like that, but at the moment it's not in the scope of the project. Maybe once things calm down a bit :)

    I'm looking into balancing, it should be in the next update.

    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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    Would it be possible to recode it a bit so intead of a multiworld, it's just a random .mcr file it creates the rift upon?

    Thanks for the advance btw, its at great plugin.
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    What .mcr file? Rifts are only stored in server memory and they teleport between worlds. On a single world why would rifts need to be around, someone could just walk to where ever it would be instead since it's a random location and only on loaded chunks. I'm not sure that they'd serve any kind of purpose on single world servers.

    Side note, I'm writing up a first draft on guilds and how they should work. I'll share it here to get input since you guys seem to be great at ideas
    Show Spoiler

    Guilds - Ranks
    Officer - limit 5

    Guild Chests - chests only officers/leaders can access
    Guild Quests - officers can great quests for members, gives out guild gold (quest can only be accepted if guild has the required amount of money). Will be handled via signs, no commands

    Guild chat - # [message] shows only to guild members much like @ [message] for party chat.
    Example: typing in #hello guild would show hello guild to all guild members only.

    Guild commands
    /guild rank - shows top 10 guilds based on guild contribution points to be earned in pvp (may be turned into a sign instead)

    Guild Member commands
    /guild invite - invites someone to join (officer/leader only)
    /guild bank - shows current guild bank balance
    /guild bank deposit #### - allows players to put money into guild bank, takes from personal iconomy account
    /guild bank withdraw #### - allows officers/leader to take money out of guild bank into personal iconomy account
    /guild change <player name> <position> - changes a player's rank in the guild (pledge, member, officer, leader [only leader can change leader/officer, officers can change pledge/member])
    /guild create <guild name> creates a guild, will cost customizable iconomy amount
    /guild disband - leader command, disbands guild
    /guild kick <player name> - kicks a member from the guild, officer/leader only
    /guild leave - allows you to leave your current guild.

    Guild GM commands
    /guild name <guild name> - changes name of guild
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    I have both the light and dark world set on a border of 600. range from -600 to 600 on each map. when i join the darkworld, and my friend is in the light world, i get spammed with "playerX is close to you!".... ridiculous amount of spam. We are in different worlds, he is in light, im in dark. Any suggestions/solutions? Very annoying, and it's spamming everyone the same stuff.

    Is there a way I just just disable this? Also, is there some way I can set the "spawn point" in the light and dark worlds?

    Also! I'm going to just run server with factions=false. I'm wondering, can you make it so users that have not typed /joinrifts <class> unable to break/place blocks? Preferably also make it so they cannot pickup items! I see that they cannot attack players or mobs, but they can still screwup plenty by being able to break/place blocks. Thanks!
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    I have to say, this plugin looks AWESOME! I'm very interested in running it on my server but I have question regarding the configuration.

    Do the class limits only limit on the selected worlds? For example, can I select 3 worlds for rift and still have a creative world with no limits?
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    Spell idea:
    Torch Light: Fires a torch at the targeted area. Lasts for 5 seconds.
    Torch should be indestructable.
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    Im getting nervous waiting for the next update, the greatest pluggin i've installed. Now im getting strange error and i dont know how to manage that, there's: cannot find a valid spot for dark rift (too close to spawn) i think it's strange because i set spawn area to 1.
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    Hmm, maybe it's just me not getting what these rifts are. Thought it was like in the game RIFT.
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    I'll work on a way to get rid of that message, it's causing more problems than I think it helped. Right now I think I'll wait for Notch's 1.6 maps and see if bukkit integrates with them. Then I'll use those to warn people of impending pvp attack.
    There is no way to set the spawn in this plugin though there are other plugins that can accomplish this. If the demand is high enough I can add it to this one, though I don't like overkill on certain functions.
    I can add some config to not allow unregistered users to do things.

    Currently if someone is registered with rifts (/joinrifts) the are bound to its class rules. If they are not registered, they will not be effected by this plugin other than the on player join message to join rifts. I'll add it in to remove the armor/weapon restrictions if not in pvpworld, lightworld or darkworld. The config is getting an overhaul in the next update :)

    I'll add that to new skill considerations when I expand the classes :)

    That game came out while I was making this plugin unfortunately (at least I learned of it while making it). These "rifts" are based on Aion's rift system, allowing people to go to worlds they normally would have no interaction with. That way they can cause havoc, pvp, destroy, what have you. I never read up about the actual MMO Rift so I'm not sure how similar these are, I can just say my inspirations for this plugin were Aion and Shaiya.
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    Kyle Johsnon

    How much exp is needed to gain the first level? I keep gaining exp but I haven't seemed to level yet :/
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    Long story short on that one.

    Each world (light/dark) has spawn protection, if a light faction member gets too close to dark world spawn (50 blocks), it kills them after warning them to retreat. It's to prevent spawn camping. It was brought to my attention people were getting spawn camp insta-killed when walking through a rift. I made it so rifts cannot form close to spawn so that people entering don't pop out in the other world dead.

    Instead of keeping the create a rift thread open forever, I let it try to create a rift 1000 times. If each time it tries to create a rift too close to spawn, it means the other map's loaded chunks are not far enough away from spawn to generate a rift for safe travel. The error you're seeing is when the create a rift thread cannot safely place a rift so it ends. It'll try again in 0-100000 server ticks (random number).
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    I have a question. If you set yourself to a higher level (50-60) and then lowered yourself back to level 1 do monsters also go down? The monsters in our server are incredibly powerful. From my experience as an archer it takes almost half a stack of arrows to kill anything, and leather armor is practically paper. My friends with iron armor don't live much longer, if at all; and monsters are still hard as hell to kill.

    While I'm thinking of archers, how do you cast archer abilities? I switch with a bow, but attacking like I would as a mage just fires a regular arrow. Nothing extra seems to happen.
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    Type in either /status or /exp to show how much exp you need for the next level and how much you currently have.

    Monsters defense and attack is based on your current level. I'm fine tuning the defense/attack mobs have since I seem to have made them far too powerful. I think I need to make archers more powerful as well.

    Archer skills are activated by /skill <skill name> or by cycling through your available skills (left click AIR with a bow in your hand). To use them, hit a mob with an arrow. Skills don't work if they don't hit a mob.

    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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    So they do scale back down then?

    Impale doesn't seem to do much then. Hitting mobs with an arrow with impale chosen just hits them with an arrow with no additional (at least visually) effects. It doesn't take my mana either. Just doesn't seem to be working at all.
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    Rifts in RIFT was basicly public quest areas where a bunch a people got the quest on instant when they entered and then had to work together to defeat the obstactle. I thought it was a light vs. dark pvp area thing, and not a portal to different worlds.
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    They do scale back down, they work off current levels. From all of the reports I just assume it's very unbalanced.

    Unfortunately DoTs do not show the mobs getting hurt, but when I tested them when they were implemented it was working. It not removing mana seems fishy, I'll verify it's working for the next release which should be later tonight or early tomorrow morning (with much needed mob balancing).

    Rifts are world to world, Portals link you to the pvp world if you have that enabled on your server. Same basic nether gate, but they are user created and not created by the server. The pvp world is the light vs dark voluntary pvp area. Rifts add that involuntary aspect to pvp lol
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    15:19:39 [INFO] 1070 | 635
    15:19:39 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'crea
    terift' in plugin Rifts v1.07
            at org.bukkit.command.PluginCommand.execute(PluginCommand.java:37)
            at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:85
            at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:2
            at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.
            at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:640)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:634)
            at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:32)
            at net.minecraft.server.NetworkManager.a(NetworkManager.java:195)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:370)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    Caused by: java.lang.ArrayIndexOutOfBoundsException: 770
            at com.lonelydime.Rifts.Rifts.createRifts(Rifts.java:1207)
            at com.lonelydime.Rifts.Commands.sendCommand(Commands.java:242)
            at com.lonelydime.Rifts.Rifts.onCommand(Rifts.java:424)
            at org.bukkit.command.PluginCommand.execute(PluginCommand.java:35)
            ... 12 more
    Error report when I try to "/createrift"
  19. Offline


    Hi again, you definatly need to make archers more powerfull, im lvl 61 , i got 4 lvl two tnt arrows on a zombie and it was still alive before it killed me, all the mobs seem to be insta-kill my friend is a defender with full diamond armour and they still one-shot him
    Stats are str:140 def 10: spr:50 int: 20 dex: 85 agl: 61 mana: 350
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    New version 1.08. Balanced mobs better (level 30 mage with no armor / 0 damage, skeleton hit me for 3.5 hearts). Still needs some balancing, but at least now you can play.

    I'll look into balancing their attack better, thanks for the report!

    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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    Wow, you added the multiworld functionality already?! You're quick!
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    I'm unsure if this has been answered before, but if you're a defender/fighter/archer, what affects your skill damage? The first skill for a defender is the axe special attack, and I'd figure str would increase the damage. When I looked at the stats description though, it says int affects "How strong magic spells are", while str says "How much damage you do to an entity".

    With that wording, I'm inclined to believe that int would increase my damage for defender/fighter/archer skills, and not just the priest/mage.

    I'd like some clarity on this, and if you chose int to affect defender/fighter/archer skills, why? Why not str for fighter/defender, and maybe half str half dex for archer?

  23. Offline

    Saul R.W

    Placing blocks and taking them again gives exp.
    When I level I only receive 5 stat points instead of 7(the leveling msg says 7 stat points).

    /light-dark list/who = Shows all registered players for that particular side:
    Total Players: 27
    Online: Guy1, Guy2, Guy12, Guy6, Guy83, Guy76, etc
    Offline: Guy3, Guy7, Guy17, etc

    /Skill - Would it be possible to let it show all the skills you would get as the selected class? This is so we can see what skills we will have and check them out before hand, plan out our build, etc. They would still require a certain level to unlock first.

    I haven't checked yet but make the axe a weapon. Let players use it as weapon like the mcMmo plugin.

    Terribly sorry if this has all been reported before but having to read 9 pages of posts to check certain stuff is hard.
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    Lonely ! i found my plugin strange error that i post before that said that "Could not load 'plugins/sqlitejdbc-v056.jar' jar does not contain plugin.yml.

    Its on your first post, on the section "How to install". What does this pluggin? and why it doesnt work? (if its not your pluggin only tell me)

    Can you made some command to give some food the characteristics that you regen x2 mana, or x1'5?

    Checked: i still dont gaining exp from mobs if i kill them with fireball
    Recheck: Ok now i gained exp. I think i dont gain exp only when the effect of fire kills the mob
    Rerecheck: Ok that's so freaking, now im not winning exp aggain with fireball, something strange in rifts's world :D

    Damage on mages with full leather armor it's great now. I think u dont have to change it more but the armor breaks with 5-10 hits, i think its too low, because farm leather is harder than farm iron.
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    Doenload http://dl.dropbox.com/u/19136385/sqlitejdbc-v056.jar and put it in the root folder where the server.properties file is.
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    My friends and I recently had to remove the mod, because mobs still seem way too strong, and it was making combat almost impossible.

    Before the patch, a zombie could hit us, no matter the armor, and def stat seemed to do nothing to lower the damage. Anyways, the zombie would hit for ~ half our health, archers were just as bad, but ranged. Spiders were a nightmare.

    After we updated, mobs seemed to do less damage, and it seemed bearable. I was a defender, just wearing iron armor, but stacking most of my points into def, and when a zombie hit me, it would hit for a heart or so, much better than before. My friend who was a fighter in iron armor (def stat has some points, but not stacked) was killed by 4 arrows of a skeleton archer, and it was 4 or 5 for me as well. That wouldn't be too much of a problem if it didn't take forever to kill them.

    There was still the problem of mobs being too tough. It took 8+ hits just to kill anything (pigs, zombies, skeletons) from a fighter using a diamond sword, stats 90% stacked into str, with their slice skill.

    Maybe we bugged the world, since we all leveled ourselves to 50 at a point and time to see the spells. But we all reset to level 1, so it should have went back down.
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    Strange, with armor (leather) i take 1'5 heart damage from arrow. And i kill with 3-4 hits, have you downloaded the new version? 1.08 beta?
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    Yea that doesn't read clearly does it, I must have been tired when writing it lol. Str effects physical attacks (sword, punch, axe, bow/arrow) and Int effects magical attacks (fireball, bolt, heal, holy). If you're an archer, leveling Str would do you a lot more good than int.

    The sqlite file is not a plugin, it's a database. It's how all your data is saved when your server is off or when someone quits. If you want to know more about it, http://www.sqlite.org/

    Food regens mana when eaten, the total mana it gives depends on how much total mana you have. It gives back percentages, not total values.

    I noticed leather armor degrades quite...quickly, but that's one value I haven't messed with and that should just be minecraft's degradation of armor.

    When I was testing the damage at level 2 mage, a skeleton did 1 heart damage each time. Defense does things, every 40 points it will remove 1 tick of damage (half-heart). I'll most likely end up adjusting that level. I was able to kill a skeleton with 3 bolts or so, but I still need to do some balancing. The last patch was so that people could play with less extreme fear of being 1-hit. The /setlevel command seems to be used more than anything which is why I've tried to stress the level of the mobs will increase with your own. I suppose I need to make people stronger though, which is easy enough to do. More balancing to come with 1.09!

    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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    Once guilds/cities is in, this will be a perfect all in one RPG plugin! As much as I love Towny, I can't wait to ditch it for this.
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    Will you implement NPC's at some point? I know thats a huge thing and probably really difficult. But it'd go great with the factions idea.

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