[I][HATE][TAGS] Rifts (Beta 1.10) - A fully featured MMO plugin (UNDER REMODELING) [860]

Discussion in 'WIP and Development Status' started by OBudista, Jun 12, 2011.

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

    -----------=====[ NOTICE ]=====------------
    The plugin is currently under full remodeling. The following description explains the previous version of the plugin. The following posts will explain what is happening and why. More information will be delivered as soon as it is available.​

    -----------=====[ NOTICE ]=====------------

    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.
  2. Anybody else tried the mages meteor skill? Does it crash your server aswell?
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    So far the only bug I've come across is that spawnblocks and pvp portals don't seem to be working. I'm guessing the problem has something to do with the signs not being read properly. Thanks for your work on this!
    Aramillio likes this.
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    Obu, could you check the code for the force auto join? i set it to true and all my players were assigned to the Light faction. Also, could you split the gold gained by killing monsters and the gold gained by killing players into two seperate modifiers? also, pvp seems to be acting up again. I got an error from my console but ill have to post that tomorrow when i can get to my server logs
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    As soon as I finish a test version of this functionality I'm doing right now (shouldn't take long) I'll also release a fix with all the reported bugs.

    New features will be considerated but no promises.
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    Sweet! I asked on the old post about this, and got no reply, but maybe you could look at it?

    I'm wanting to add this as the main plugin for an rpg server, but i would like to set up the rifts manually... like being able to set 2 points to where it will be. Almost every time i see the rift opening message i have to search long and hard for it even while flying. Which means the regulars who don't fly, it would be a painstaking process to go out and search for it... any thoughts/ideas?
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    could you join the first posts (if you want to), since I will sticky that for the whole thread.

    And is the remodelling done or should I wait with releasing?
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    Release is still not done, please don't release it yet.

    The posts right now are only a gathering of the information regarding the remodeling that the plugin is in. I'll organize both the current and the future information when the release is done.
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    just as im testing this out couple things im noticing :)

    is there a reason as to why the portal always spawns like 10 blocks in the air?
    also, doesnt seem to teleport me to the other world.

    Just as a heads up :)
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    You using RiftsPortals.jar?
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    yep! Goes in the same place as the rifts.jar right?
  12. The rifts still stay in the same place even when it says its disappeared. Craftbukkit 680.
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    Is there any way to get someone to do a nice Youtube tutorial on setup of a fresh server? I can't seem to get the rest of the plugins it needs like iconomy to work right. People need cash. I would prefer to use Essentials to handle the money but I understand that would probibly take more coding. I like MCMyAdmin, Essentials, WorldEdit, and Simplereserve. All seem nessissary to run a good server. If Essentials has to go to use Iconomy thats fine but try to include the rest of the plugins in the setup as its nessissary to make this work. Oh and if you do remove Essentials make sure you replace it with the Permissions 3.x so it works. Thanks

    Hope someone finds a second to do this. I don't see any Rifts videos on there?!?!

    BTW The Plugin is an AWESOME idea.

    I only have 1 request for the future. When there arn't alot of playes on have the portals spawn creatures to fight. First 5 then 10 then 20. Or something like that. It would help give small server something more to do.

    Thanks again

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    Indeed it goes, however after checking more closely, your problems are with the rift's portal functionality, which is still in the main Jar. I hope to finish a beta version of the classes/skill module soon. After that I'll be able to fix all those bugs in the main Jar. (which is currently mid remodeling making it impossible to release a version right now).

    @Claw22000, I will add support to the most popular economy plugins, as long as people request them. When it comes to that phase I'll be sure to include as much variety in terms of support as possible.

    I'm also currently coding on Rifts. Feel free to join and provide comment/suggestions:

    People some skills will have to be changed and/or adjusted. Here is the overview of how the DEFAULT classes will be:

    - REVIVE!

    Please check the draft on the skill set:

        - Impale [mana=30, skill=4, minlevel=1]: Cause bleed to target for X seconds.
        - Speed [mana=20, skill=3, minlevel=2]: Increase X agility. (+ DODGE)
        - Fire Arrow [mana=30, skill=6, minlevel=3]: Fire damage for X seconds. Target becomes on fire (damage over time even after the effect finished)
        - Ice Arrow [mana=30, skill=6, minlevel=3]: Ice damage for X seconds. Target is frozen (can't move or attack).
        - Health Siphon Arrow [mana=30, skill=6, minlevel=3]: Death damage for X seconds. Archer receives a % of the damage given.
        - Mana Siphon Arrow [mana=30, skill=6, minlevel=3]: Mana damage for X seconds. Archer receives a % of the mana damage given.
        - Poison Arrow [mana=30, skill=6, minlevel=3]: Does poison damage for X seconds. Besides the damage over time the target misses more and does less damage.
        - Fire bolt [mana=30, skill=4, minlevel=1]: instant X damage.
        - Ice bolt [mana=30, skill=4, minlevel=1]: instant X damage. Chance of freezing the target for X seconds.
        - Shield [mana=30, skill=4, minlevel=2]: increases resistence against damage for X seconds.
        - Fire blast [mana=30, skill=4, minlevel=3]: deals X damage to enemies inside Y range from caster.
        - Fireball [mana=30, skill=4, minlevel=3]: deals X damage to enemies inside Y range from target block.
        - Ice Cone [mana=30, skill=4, minlevel=3]: Freezes players for X seconds that are in front of the caster.
        - Meditate [mana=30, skill=4, minlevel=3]: Increases the caster mana regeneration. If caster moves while meditating the effect will be canceled.
        - Inferno [mana=30, skill=4, minlevel=3]: deals massive damage to enemies near the mage. sets everyone on fire and does damage over time. needs time to be casted (a warning will be delivered to all players during the casting)
        - North Pole [mana=30, skill=4, minlevel=3]: freezes all enemies near the mage for X seconds. needs time to be casted (a warning will be delivered to all players during the casting)
        - Heal Self [mana=30, skill=4, minlevel=1]: Heals caster for X health. (NOT PERCENTAGE)
        - Heal Target [mana=30, skill=4, minlevel=1]: Heals target for X health.
        - Regenerate Self [mana=30, skill=4, minlevel=2]: Heals caster X health over time.
        - Regenerate Target [mana=30, skill=4, minlevel=2]: Heals target X health over time.
        - Holy Light [mana=30, skill=4, minlevel=3]: Deals massive damage to mobs around the caster
        - Meditate [mana=30, skill=4, minlevel=3]: Increases the caster mana regeneration. If caster moves while meditating the effect will be canceled.
        - Holy Aura [mana=30, skill=4, minlevel=3]: Cleans bad conditions from allies.
        - Heal Aura [mana=30, skill=4, minlevel=3]: Heals health to allies around the caster
        - Dispell Self [mana=30, skill=4, minlevel=3]: Dispells bad conditions from the caster
        - Dispell Target [mana=30, skill=4, minlevel=3]: Dispells bad conditions from target
        - Revive Ally [mana=30, skill=4, minlevel=3]: Revives the last ally to die near the caster.
        - High Reflexes [mana=30, skill=4, minlevel=1]: Increases X agility (+DODGE)
        - Hard Skin [mana=30, skill=4, minlevel=1]: Increaes X Constitution (+PRES)
        - Always Healthy [mana=30, skill=4, minlevel=1]: Cleans bad conditions from self
        - Taunt [mana=30, skill=4, minlevel=1]: Attracts nearby mobs to the caster
        - Heal Self [mana=30, skill=4, minlevel=1]: Heal caster health
        - Regenerate Self [mana=30, skill=4, minlevel=1]: Heal caster health over time
        - Defensive Aura [mana=30, skill=4, minlevel=1]: Increases allies' defense (+PRES)
        - Resilience [mana=30, skill=4, minlevel=1]: Increases HIT
        - Hard Attack [mana=30, skill=4, minlevel=1]: Increases DMG
        - Slash [mana=30, skill=4, minlevel=1]: Causes Bleed on target - X damage over time.
        - Unbalancing Blow [mana=30, skill=4, minlevel=1]: Causes target to miss the next X attacks.
        - Tornado Attack [Sword] [mana=30, skill=4, minlevel=1]: Causes Bleed on enemies around caster - X damage over time.
        - Mighty Blow [Axe] [mana=30, skill=4, minlevel=1]: Causes enemies around caster to miss the next X attacks.
        - Shock Wave [mana=30, skill=4, minlevel=1]: Freeze enemies around caster for X seconds. [Except for Fighters]
    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    Last edited by a moderator: May 16, 2016
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    shot, bro
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    Can i know what classes uses what type of item to cast skill?
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    you know most of your posts look exactly like this, i.e. spamming/posthunting
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    It looks better balanced to be honest. But I'd have to test it out extensively to find out for real. I like the meditate additions. You should probably add that in with the archer class or set their casting cost of each spell like 5 lower? Or add mana leech instead of drain, or both, lol. I'm so decisive arnt I?

    Have a link for updated .jars?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    Thx Obu!

    we have been running this on a server with around 200 registered users constantly between 10 and 20 ppl on at any given time... We the following plugins along with it:

    permissions 3.1b
    runecraft 2.7

    So if you need a test bed, feedback or anything else feel free to ask us or task us to test something and we will.


    Thx for all your dedication!
  22. Offline


    So did a ton of hours of work today.

    Here is what's in the current plans:

    current development:
    => Default Faction (config file)
    => Default Class (config file)
    => effect on changing factions (config file)
    => effect on changing classes (config file)
    => experience gather
    => skill usage
    => tests, lots and lots of tests
    => fix rifts
    => fix spawn
    => release of alpha version

    Future development (for later):
    => custom skill points per level
    => auto buy skill on leveling
    => permission on factions
    => permission on skills
    => different leveling per class (XP - killing, placing, mining, etc)
    => dual/tri/whatever classes

    Going to release an alpha test version that will allow people to try out the classes, skills and etc, getting a feeling of how this new Rifts is going to be like. I'll add a command that will allow people to perform auto leveling/deleveling allowing for balance testing on all levels, including experience, combat and other stuff.

    I'll try having the alpha test version ready tomorrow but no promises. Today was a long day (9h+ coding for Rifts) but managed to advance a ton. Hopefully we'll have a completed Rifts and no bugs in no time.


    Coding for a couple of hours:

    Okay, so new update. I've been going over the new user interface and here is what I've come up with. Feel free to provide feedback and suggestions!

    /joinrifts [light/dark] (Rifts.jar)
    /joinclass [class name] (RiftsClasses.jar)
    /exp (RiftsClasses.jar)
    /show (RiftsClasses.jar)
    /hide (RiftsClasses.jar)

    RiftsClasses's UI:
    /stats help - Information regarding your character
    /classes help - Information regarding classes
    /skills help - Information regarding skills
    /conditions help - Information regarding conditions
    /status - Shows your current status

    Name: <username>
    Experience: <exp>/<nextlevelexp>
    Health: <health> Mana: <mana>
    Conditions: <conditions>

    /stats help
    Stats commands:
    /stats - Shows information regarding your character
    /stats attr - Handles your attributes
    /stats skill - Handles your skills

    Name: <username>
    Class: <classname> (lvl <level>)
    Experience: <exp>/<nextlevelexp>
    Conditions: <conditions>

    /stats attr
    Name: <username>
    <attribute1>: <value1> <attribute2>: <value2>
    <attribute3>: <value3> <attribute4>: <value4>
    <attribute5>: <value5> <attribute6>: <value6>
    <attribute7>: <value7> <attribute8>: <value8>
    Unspent attribute points: <value>
    To spend your attribute type /stats attr add <attribute> <value>

    /stats skill
    Name: <username>
    Skills: <skill1>, <skill2>, <skill3>, <skill4> (green = active | red = inactive)
    Unspent skill points: <value>
    To spend your attribute type /stats skill buy <skillname>
    To know which skills you can buy type /stats skill buy list
    To change your skill active status type /stats skill set <skillname> [on/off]

    /skills help
    Skills commands:
    /skills - Lists all skills
    /skills class <classname> - Lists all skills available to a certain class.
    /skills info <skillname> - Shows information regarding a skill.

    /skills | /skills class <classname>
    Skills: <skill1>, <skill2>, <skill3>, <skill4>, <skill5>, <skill6>, <skill7>, <skill8>

    /skills info <skillname>
    Name: <skillname>
    Description: <description>
    Mana cost: <mana> Health cost: <health>
    Skill cost: <skill> Cooldown: <cooldown>
    Preparing time: <preparing time>

    /classes help
    /classes - lists all classes
    /classes <classname> - Shows information about a class

    Classes: <class1>, <class2>, <class3>, ...

    /classes <classname>
    Class name: <name>
    Description: <description>
    Skill list: <skill>, <skill>, <skill>, <skill>

    /conditions help
    /conditions - lists all conditions
    /conditions <conditionname> - Shows information about a condition

    Conditions: <condition1>, <condition2>, <condition3>, ...

    /conditions <classname>
    Condition name: <name>
    Description: <description>

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
    Saul R.W and compgurusteve like this.
  23. Offline

    Saul R.W

    Very complete list.
    I didnt find a list for checking out what an attribute does.
    /stats attr <name>

    Edit: Maybe add a

    For skills and/or classes. That is if some skills and classes would need a special condition to take it.
  24. Offline


    Look pretty thurough to me. I'm assuming conditions mean "Poisoned, Diseased, ect."
  25. Offline


    indeed it does.

    @Saul R.W nice catch! I'll add a "show attribute" command and display it's description there.
  26. Offline


    You'll probably want to put in a quick little diddy saying how to use them as well as they go through the commands their first time around or something like it
  27. Offline


    I was wondering on how similar your version of this plugin is to the old version, i cannot seem to find much information (besides 2nd post) on what has changed, unless that is all that has changed. If you can give me a number that is 1-10, 10 being exactly the same and 1 being completely different, that would help me out a lot!
  28. Offline

    Saul R.W

    WhosDaMan: I would say 1.
    Obu is doing a complete 180 with this mod.
    New extensive configuration files and format.
    Complete rewrite of the classes.
    Complete rewrite of skills.
    Complete rewrite on how Rifts generate.
    Completely new and rewrite of Attributes.

    This Obu-Rifts has the goal of making the admin have COMPLETE control on how it will function. HE is also going to make it into a Plug-and-Play mod, install the files you want. Because he plans to give you control of everything, apparently everything will be in the configuration files. He plans to have Default classes for the lazy admins, and skills but if you are interested on changing that then you can.

    Want to go very D&D with the classes and skills and attributes? You can.
    Want to have prestige classes? You can(not at first but he plans to include it)
    Want to have different names for attributes? You can.
    Want to have more than 2 factions and have different names than Light or Dark? You can.

    From the original Rifts it retains the Rift concept, the idea of factions, classes, skills, and teams. Obu took it a step further to make it into Rifts 5.0(just like how Java skipped some numbers)

    So he can call this Rift codename Tiger and later Rifts 5.0
    compgurusteve likes this.
  29. Offline

    Weltall 7

    The title of this plugin is incorrect. MMO means "Massively Multiplayer Online game" and has nothing to do with RPG (Role Playing Game). Please use RPG or MMORPG, so people know what this plugin actually is about. You should also replace [FUN/MECH] by [RPG] (see http://forums.bukkit.org/threads/new-tag-rpg.19494/)
  30. Offline


    Thank you very much Weltall 7 for showing us the wrongs of our ways. I'll be sure to fix it right away.
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