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: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide 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: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide 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. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide 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 Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide 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 Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide 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 Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide 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: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide 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. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler  Pickaxe Use - Pickaxes  Shovel Use - Shovels  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. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler  Excavator - Cobblestone instant-break  Quarry Worker - Cobblestone quantity  Ore Miner - Coal and Iron quantity  Gem Miner - Gold, Diamond, and Redstone quantity  Sand Digger - Sand quantity and instant-break  Gravel Digger - Gravel and Flint quantity and instant-break  Dirt Digger - Dirt quantity and Dirt/Grass instant-break  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. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler  Plowman - Plow durability and Seed Quantity from hoeing grass.  Wheat Farmer - Quantity of Wheat and Seeds from reaping grown Crops  Exotics Farmer - Cane(Reed) and Cactus Quantity  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. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler  Woodsplitter - Planks and Sticks  Mason - Cobblestone Tiles and Steps and Smooth Stone Tiles  Woodcrafter - Ladders, Fences, Doors, Signs, and Wood Tiles and Steps  Bookmaker - Books  Brickmaker - Brick Blocks  Demolitionist - TNT and damage from explosions.  Railworker - Rail sections  Cook - Bread, and health from cake and cooked pork  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. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler (Repeat)  Demolitionist - Damage from explosions  Firestarter - Damage from fire, durability of Flint and Tinder  Climbing - Damage from falls, short fall forgiveness  Exotic Armor - Damage from lava, drowning. Gold armor durability.  Scout - Leather armor durability, amount crafted, projectile damage reduction.  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. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler  Archer - Arrow Damage and Enemy Feather/Arrow Drops  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" Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler  Animal Hunter - Pig, Cow, Sheep, Chicken  Monster Hunter - Creeper, Skeleton, Spider (Repeat) 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. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler  Sailor - Boat Travel Speed and Boat break results (sailor>15 allows recoverable boats)  Survivalist - Health gained from uncooked pork, fish, and mushroom stew  Dungeon Delver - Monster Spawners can drop Iron, Gold, Diamond, and Lapis blocks Other Skills: See details - Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler  Smelter - Effects the duration of smelter fuel, especially lava buckets. Not implemented.  Citizen - (With Towny) contributes to the resident's town max size.  Leader - (With Towny) affects the maximum town size, for town mayors.  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. - Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide 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 Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide 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.