[RPG/FUN] PvPReward v1.1 - Killers steal money from their victims [953]

Discussion in 'Inactive/Unsupported Plugins' started by Codisimus, Mar 31, 2011.

  1. Offline


    This page will no longer be updated. Please follow this project at the Bukkit Dev Page

    PvPReward - Killers steal money from their victims:
    Version: 1.1 (7/16/2011)
    Supports iConomy, BOSEconomy, Essentials, Permissions
    Download Page

    This plugin adds to PvP, in addition to any items that may be dropped, players also steal money from the players they kill. The amount stolen is configurable but is defaulted as follows. (Other variations explained below)

    This plugin does more than just add to PvP, it has many other features for when a player dies of natural causes.

    Show Spoiler

    Bob and Jacob have done nothing, all stats are base:

    Bob attacks and kills Jacbob, this will do the following things:

    - Bob will gain 2 karma points
    - Jacob will lose 1 karma point ( if he is at 0, it will stay at 0 )
    - Bob's chance for drop of gold will be increased by a 2% modifier if his karma is less than 50
    - If the chance for drop of coins from Jacob ( the killed ) is a success, a random value ( default range of 0%-5% ) will be taken from Jacob's bank account

    Bob has been bad, and has killed lots of people, he kills Jacob again, the following things occur.

    - Bob will gain 2 karma points putting him over the 50 karma making him an outlaw
    - Jacob will lose 1 karma point ( cannot go below 0 )
    - Bob's chance for drop of gold will be increased to 100% since he is considered an ( outlaw ) and still gains +2 karma
    - If the chance for drop of coins from Jacob ( the killed ) is a success, a random value (default range of 0%-5% ) will be taken from Jacob's bank account

    Jacob kills bob after bob has 52 karma, the following occurs:

    - Bob will lose 1 point of karma taking him down to 51
    - Bob is still an outlaw so he has 100% chance of drop of gold/coins
    - Jacob WILL NOT earn karma points because he killed an outlaw

    Show Spoiler

    For example: If the modifier is set to 20, whenever an outlaw kills a non-outlaw, he gets 20% more coin on top of the rewards he already would have gotten (if he successfully gets the drops in the first place). Likewise, if the modifier was set to 150, he'd get 150% more coin.

    Now, more in-depth and complex mode: The modifier increases after certain karma thresholds. For example: You have set your options in the config file as follow: karmaThreshold: 10, outlawModifier: 2, modifierMax: 50

    With this, every 10 karma after 50 (60, 70, 80, etc.) will grant the outlaw a 2% bonus to all drops stolen. After it reaches 50% extra drops stolen, it stops increasing (as based on the modifierMax variable). It seems complex, and it's probably not for everyone, but it'd be cool in my opinion.

    (All of that is amount of coin stolen, not the rate at which they drop them, to make it clear!)

    Config Settings:
    Show Spoiler

    RewardType may be any of the following:
    • Karma
    • FlatRate
    • Range
    • Percent
    • PercentRange
    • PercentKDR
    All other settings depend on what the reward type is set to.
    This type has the most features, It is explained above^, the settings are as follows:
    • Percent - The base percentage for calculating whether there will be a drop
    • Amount - The amount of Karma needed to be considered an Outlaw
    • High - The maximum percentage that could be taken from a killed players account
    • Low - The minimum percentage that could be taken from a killed players account
    • OutlawModifier - Outlaws steal an additional x%
    • KarmaThreshold - Increase OutlawModifier every x kills
    • ModifierMax - OutlawModifier will not go beyond x
    • Last three are further explained above
    The Killer will always steal a specific amount from the killed, the settings are as follows:
    • Amount - The amount of money that will be stolen upon each murder
    • All other settings don't matter
    The Killer will steal an amount of money within a given range, the settings are as follows:
    • High - The maximum amount that could be taken from a killed players account
    • Low - The minimum amount that could be taken from a killed players account
    • All other settings don't matter
    The Killer will steal a certain percent of the killed players total balance, the settings are as follows:
    • Percent - The percent of money that will be taken from a killed player account
    • All other settings don't matter
    The Killer will steal a percent of money within a given range, the settings are as follows:
    • High - The maximum percent that could be taken from a killed players account
    • Low - The minimum percent that could be taken from a killed players account
    • All other settings don't matter
    The Killer will steal an percent of money based on the two players KDRs. You receive a higher percent from players with a higher KDR (formula is killedKDR/killerKDR). This percent is taken from the killed players total balance. No settings are used.

    • Configure how much money people get
    • Several reward methods/algorithms
    • Option to lose money upon death, whether PvP or not
    • Option of having tombstones instead of players dropping items
    • KDR Leaderboard
    • Configurable combat time
    • Optional penalties for logging or teleporting while in combat
    • Fully customizable messages
    • MultiWorld support
    • Uses iConomy, BOSEconomy or Essentials for money
    • Restrict use with Permissions
    • Included in CraftBukkitUpToDate for easy updating (make sure you come check the changelog if somthing is not working right)
    • /pvp kdr - Display total kills and deaths
    • /pvp karma - Display current Karma level and Karma level to be an Outlaw
    • /pvp outlaws - List current Outlaws
    • /pvp kdr - Display total kills and deaths
    • /pvp rank - List current rank
    • /pvp top - List top 5 KDRs
    • pvpreward.getreward - no reward if killer does not have this node
    • pvpreward.givereward - no reward if killed does not have this node
    • pvpreward.ignoredeathtoll - will not be charged money when dying
    • Add Leaderboard
    • Add option of changing an Outlaws permission group *Still trying to figure out the Permissions API
    • Add cooldown for Karma
    • Add drop options
    Old Versions + ChangeLog can be found at Download Page
    Show Spoiler

    Version 1.1 (7/16/2011)
    • Added Permission node for Ignoring DeathToll
    • Fixed kdr values getting reset
    • Fixed errors when Logging in combat
    • Added color support for all customizable messages
    Version 1.0 (6/26/2011)
    • Added config options
    • Penalties are now optional
    • Added a Penalty Message (DenyTeleMessage)
    Version 0.9 (6/26/2011)
    • Improved OP options
    • Updated Economy support
    • Got rid of Karma commands for non Karma users
    • Added grave feature
    • Added Leaderboard
    • Added cooldown for Karma
    Version 0.8.1 (6/13/2011)
    • Fixed PvP registering
    • Fixed money amount messages
    Version 0.8 (6/12/2011)
    • Cleaned up code/fixed errors
    Version 0.7.2 (6/4/2011)
    • Cleaned up errors and added error messages
    Version 0.7.1 (6/3/2011)
    • Various fixes and code cleanup
    Version 0.7 (6/3/2011)
    • Added Essentials support
    • Added customization options
    • Added option of losing money open death
    • Changed ModifierMax to support negative values
    • Added configurable combat time
    • Added penalty for logging or teleporting
    Version 0.6 (5/4/2011)
    • Updated to iConomy 5
    • Updated to build 740
    • Few various fixes
    Version 0.5 (4/15/2011)
    • Improved Karma system
    • Fixed percent of steal
    • Added /pvp commands
    • Added [Outlaw] tag
    Version 0.4 (4/4/2011)
    • New karma based reward system (set as default)
    • Added Permissions support
    Version 0.3 (3/31/2011)
    • Initial Release
    Joh, kahlilnc and Mitsugaru like this.
  2. Offline


    Did you add the command to view your Karma level?
  3. Offline


    yes, thanks for reminding me to test it, but by typing in "/pvp karma" it displays
    "Current Karma: x"
    "Outlaw status at y"

    also added "/pvp kdr" and there is "/pvp outlaws"
    but of course i forgot to register the event so ill fix that now
  4. Offline


    Now, the only other option I could think of adding.... is something which should have been addressed but I didnt think was possible at the time.

    What if an annoying guy, just wants to annoy you so you will kill him and increase your karma, so he can kill you and gain your money!

    1) Would it be possible, assuming both people have not attacked anybody recently, that once a person attacks another person they are flagged for free for all PVP, meaning NONE of this will take place if another player kills them, because they started the fight.

    - Person who first attacks kills the second person, and the second person does not fight back, the Karma system takes place
    - Person who first attacks gets killed by the person being attacked, No karma is added, but the player who killed does get the money rewards.

    Make sense?
  5. Offline


    i think so... so you will only gain karma if you start the attack?
  6. Offline


    Kinda, its a system of stoping people from attacking you, to force you to kill them, in return forcing you to gain karma. The idea is that if the person attacks first, they are willingly saying, i want to fight so you can kill me if you wish! So like in lineage2 it would go like this:

    player 1 ( not attacked anybody has a white name )
    player 2 ( not attacked aybody has a white name )

    player 1 attacks player 2
    player 1 gets a purple name for 20 seconds
    - IF player 1 is killed the karma gain does nothing ( except for possible money drop )
    - player who attacked player 1 gets a purple name for 20 seconds

    player 1 attacks player 2
    player 2 does not attack back
    player 1 kills player 2, and player one did not attack back, player 1 would gain karma

    player 1 is an outlaw and is attacked by a player
    attacking player kills player 1, no karma is gained because player killed an outlaw and players name does not turn purple for 20 seconds because the player killed an outlaw.
  7. Offline


    i get it... its kinda similar to the skulls in Runescape (I don't know if your familiar with that game) The only questions i have are...
    so the player who attacked player 1 still gets purple named? is this even if they were the player originally attacked by player 1? do they get purple named if player one doesn't die?

    also does the 20 seconds reset everytime a punch is thrown? or only on the first attack? if the latter, then what if the battle lasts longer than 20 seconds?
  8. Offline


    1) Yeah, purple names occur no matter what! If you fight you get a purple name. This means you are willing to participate in PVP and accept that you might die. This purple name system is used to allow PVP without the gaining of Karma. Karma should be used only for NOT nice kills, such as killing a player who is building and doesnt want to fight back. This is also protects people from being forced to gain karma.

    2) In the lineage2 system it would reset with every punch. This could get extensive, i dont know how minecraft works... so I would just set it to a very long variable, such as.. 15 or so minutes.

    Another feature you could add in the config is how to define if a player is an outlaw, or if they are purple named, example:

    This way a sever admin could setup the tags to look as they like!
  9. Offline


    I don't really like the whole idea of only getting karma if you attack a non purple name, mainly bc i like to use this plugin for a battle arena so both people should get karma but only one player will.

    so if i can i will code this for you but set it as false by default
  10. Offline


    Thats perfect! I like the idea of having many options and I am sure everybody else that uses this does as well. One last request.... can we get a config option that will let an admin change the name of the points, say i dont want it called Karma, but maybe notoriety. or something like that.
  11. Offline


    sure, and ill add the other thing you said too about outlaw tag
  12. Offline


    Very cool, man i wish i had a coder like you on my team! :p Thanks again brosif.
  13. Offline


    Would you upgrade it to 1.4? It'd be nice to use it :)
  14. Offline


    this is for 1.4...
  15. Offline


    If a person dies, without it being pvp, would it be possible to add the option to make it affect their coins anyways?
    I don't like when people use death as a teleportation method to spawn.
  16. Offline


    I'm waiting for another player to get Outlaw on my server, but from what I can tell, if you /reload the server - the Outlaw tag disappears and just won't show back up. Or if they relog. Or the server restarts. This has happened to 2 players, but wanted to confirm it more - definitely an issue though.
  17. Offline


    ok i assumed it kept the tags... i can listen to the login event and if they are an outlaw i will tag them.
    i understand, i will proly add this but it will most likely not be for another week or so
  18. Offline


    Sounds good. Can't wait for that and the command to check status. Absolutely love the plugin so far, and my users are also loving it. Tracking Kills/Deaths will really put this on my top plugins list!:)

    I'll toss some mulah your way at the end of the next billing cycle for my server (end of the month, lol). Least I can do to show my appreciation!
  19. Offline


    i actually finished coding the other stuff your talking about, its in the test jar i posted a little earlier, but i should be updating again sumtime tonight
  20. Offline


    Can you possibly add in a configurable option for karma decay. I.E. if a person doesn't kill another person for 2 hours or 20 hours your choice the players karma is reduced by 1
  21. Offline


    Love it!

    I second the motion for configurable karma decay flags! And does the test .jar have the tracking you mean? Or my last post about Outlaw bonuses? I'm using the test .jar at the moment, and it's been pretty stable. :)
  22. Offline


    yes it has outlaw bonuses, you may have to let it make a new config file though. and you can type "/pvp karma", "/pvp kdr", and "/pvp outlaws"
    Im trying to update these but i was sick all week so im trying to catch up on a lot of things
  23. Offline


    No problem, take your time! It's fun as is! However, even with the test .jar, I am unable to use the commands. Do I need to have it create a new config to use those, as well?
  24. Offline


    hmm perhaps it isnt in that version then...
  25. Offline


    I would like to add another request to the karma plugin. I'm not sure if this is within the scope of this plugin. Player A and Player B will be used for scenario purposes. Player A is a goody goody, so he walks up to a cross and says "I wish to preserve order!" ( or whatever other cheesy text you prefer ). Player B is your local emo goth neighbor and he walks up to a pentagram and say's "All your bases r belong to us!" At this Point Player A and B can kill each other as much as they like both having "Criminal" Flags but only to one another.

    Original Concept Credit: Ultima Online - Order vs Chaos
  26. Offline


    that sounds odd, maybe he could make a API so other plugins could hooking... but that def sounds out of scope
  27. Offline


    it's really more something along the lines of factions. but it's not inside of the scope of Towny either as it's toggleable flag to be Evil or Good and fight Evil or Good. This plugin is the closest thing to that.
  28. Offline


    This feature request is big and probably not going to see light of day, but wishful thinkin', eh? Basically, you'd have Fame [Hero] and Infamy [Outlaw]. You get Fame by killing Outlaws only, and you get Infamy from killing Heroes and neutral players.

    Every players starts off with 50% chance (customizable) to steal gold. When you reach 50 In/Fame/y (customizable), you become a [Hero] or [Outlaw]. At Hero, every extra Fame you earn increases your chance at stealing gold from Outlaws (up to 100%). At Outlaw, every Infamy you earn decreases your chance to steal gold (to 10%) and increases the amount of gold you receive up to a certain percent. Hope that wasn't too confusing and melt your brain, haha. So like I said, maybe outside your scope for this plugin, but it'd be a direction I'd be behind all the way!

    Keep up the good work. :)
  29. Offline


    if ever school would end I could start making plugins again =P What you said above is similiar but not exactly along the same lines as what i'm aiming at but you do get the idea sort of :)
  30. Offline


    The plugin in terms of functionality does everything for me I need it to, but I'd really appreciate the option of custom messages and colors. Thanks for your work!
  31. Offline


    wow another great plugin they just keep coming :D

Share This Page