[RPG/MECH] sRPG v0.6 Preview - completely customizable RPG and Combat system [1185]

Discussion in 'Inactive/Unsupported Plugins' started by zaph34r, May 30, 2011.

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    (yet )a(nother) very fully featured RPG plugin​

    This plugin is now moved to devbukkit, i will leave this thread as is, and may also update it, but for now the devbukkit page contains the most recent information. Discussion may continue here or on devbukkit, i will check both.

    Version: v0.6 Preview

    Note: Only use the current version on a live server if you can handle bugs. While the most severe are probably dealt with, there are still lots of smaller ones. Content also is not yet in a finished and complete state. Configuration files and database tables may still change, so you may have to drop those for a new version, losing some data.

    Short Summary:
    This plugin seeks to combine a rich suite of RPG-like mechanics (xp, skills, active abilities, ...) with a complete rebalance of the combat system (changed monster hp, damage, weapon damage, new mechanics,...) and on top of that make the whole package completely configurable for server admins (and when i say completely, i mean it)

    DOWNLOAD v0.6 Preview

    Requirements: SQLite or MySQL

    Additional downloads:

    Version 0.6 Preview
    • initial release of the job system rewrite
    • basically everything changed, refer to the devbukkit page for more information

    Version 0.5 alpha 3
    • giant and ghast added to advanced config, have correct hp now
    • arrow damage fixed
    • ability to override tool damage for use with some other plugin added to advanced config
    • creepers deal damage according to config (value set in config is maximum damage)
    • plugin disables itself if it cannot establish initial database connection
    • groundwork for future additions
    Version 0.5 alpha 2

    • integrated quickfixes by MG127
    • added customizable block xp groups, you are now not limited to "common, uncommon, rare" but can create any number of groups
    • added database update routine for future changes in the database structure
    • major changes in the advanced configuration as part of planned additions, delete yours and let the plugin recreate it, or adjust by hand (defaults are on github for reference)
    • slimes and wolves use correct hp/damage/xp values now depending on size (slimes) and taming status (wolves)
    Version 0.5 alpha 1

    • Initial alpha release
    And finally, some thanks to

    nossr50, for the inspiration to do this, and the source to mcMMO that really helped me getting started, not to mention that his plugin is great
    sk89q, whose source of WorldGuard also was very enlightening, if sometimes slightly over my head
    various other plugin authors that made their stuff available, really a boon for beginners when you can look at how other people did some things
    GardenGnomer likes this.
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    Add some spells? This looks okay so far.
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    Spells were/are actually under consideration as active abilities using bare hands or a book. I was thinking of hijacking the breath gauge to display mana, or just make another display-like chat message like for charges.
    kahlilnc likes this.
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    I like the sound of that :D Mana bar!!! Yay
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    yey finally it's in public^^
    c'mon zaph34r, put it on our server online for testing purposes ;)
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    There's a bunch of these floating around, but looks very comprehensive. Must have taken quite a while to code.
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    tested and seems to work with RB818, updating thread title to reflect it
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    Good! beatiful ~.~
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    I'll try it out later. Looks promising.
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    Looks great!!!!!!!
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    Recommended you use the new [RPG] tag.
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    That is indeed true :) That's same as with those mail-plugins.. you would need only one _properly_ coded but we have at least 3-4 floating around with bugs critical as my ass.. rly, some plugins are granting me limited or even full access to databases, file structures..etc just because they are coded by copy-cat ways w/o any sense of security and code-stability. Yes you are right, we have a lot of plugins doing the same or similar things..but only few of them are really worth trying :)

    As far as I can tell, plugins zaph34r is writing and/or rewriting are made for better performance :)
    It is worth a try believe me, as I've heard/seen already what zaph is planing to do with this plugin^^

    oh, so the suggestion of an own RPG tag for that sort of plugins instead of fun got really trough? cool! thanks!
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    didn't realize there was an [RPG] tag o.ô i'll use that then
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    I am getting an error loading this with the latest Bukkit version 818. I also Tried an earlier version and got the same error. I have MySQL Installed locally but i am not sure if i have something messed up in setting this up or there is a issue in the current version of the plugin.

    Great Ideas though and I am really looking forward to testing this out.

    Future Ideas
    Is there a way you could allow for increase in creature damage based on how far out you were as well as how far below ground you were? Also is there a way to do a multiplier for the damage increase instead of a flat rate so mobs scale better? I know with being limited to half hearts of damage this may not be possible.

    Error Log Below
    2011-06-02 11:57:03 [INFO] [sRPG] Permission system not detected, most features will be disabled
    2011-06-02 11:57:04 [SEVERE] Error occurred while enabling sRPG v0.1 (Is it up to date?): while parsing a block collection; expected <block end>, but found FlowSequenceStart
    while parsing a block collection
     in "<reader>", line 319, column 9:
                - "   [dark_gray] Not implemente ...
    expected <block end>, but found FlowSequenceStart
     in "<reader>", line 320, column 15:
                - "   [dark_green]<passive-abilities.e ...
        at org.yaml.snakeyaml.parser.ParserImpl$ParseBlockSequenceEntry.produce(ParserImpl.java:520)
        at org.yaml.snakeyaml.parser.ParserImpl.peekEvent(ParserImpl.java:163)
        at org.yaml.snakeyaml.parser.ParserImpl.checkEvent(ParserImpl.java:148)
        at org.yaml.snakeyaml.composer.Composer.composeSequenceNode(Composer.java:203)
        at org.yaml.snakeyaml.composer.Composer.composeNode(Composer.java:158)
        at org.yaml.snakeyaml.composer.Composer.composeMappingNode(Composer.java:230)
        at org.yaml.snakeyaml.composer.Composer.composeNode(Composer.java:160)
        at org.yaml.snakeyaml.composer.Composer.composeMappingNode(Composer.java:230)
        at org.yaml.snakeyaml.composer.Composer.composeNode(Composer.java:160)
        at org.yaml.snakeyaml.composer.Composer.composeMappingNode(Composer.java:230)
        at org.yaml.snakeyaml.composer.Composer.composeNode(Composer.java:160)
        at org.yaml.snakeyaml.composer.Composer.composeMappingNode(Composer.java:230)
        at org.yaml.snakeyaml.composer.Composer.composeNode(Composer.java:160)
        at org.yaml.snakeyaml.composer.Composer.composeDocument(Composer.java:122)
        at org.yaml.snakeyaml.composer.Composer.getSingleNode(Composer.java:105)
        at org.yaml.snakeyaml.constructor.BaseConstructor.getSingleData(BaseConstructor.java:124)
        at org.yaml.snakeyaml.Yaml.load(Yaml.java:264)
        at org.bukkit.util.config.Configuration.load(Configuration.java:74)
        at com.behindthemirrors.minecraft.sRPG.Settings.load(Settings.java:139)
        at com.behindthemirrors.minecraft.sRPG.SRPG.onEnable(SRPG.java:79)
        at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:125)
        at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:750)
        at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:253)
        at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:132)
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:110)
        at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:218)
        at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:205)
        at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:145)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:265)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    2011-06-02 11:57:04 [INFO] Done (2.943s)! For help, type "help" or "?"
    2011-06-02 12:19:59 [INFO] Stopping the server..
    2011-06-02 12:19:59 [INFO] Stopping server
    2011-06-02 12:19:59 [INFO] [sRPG] sRPG v0.1 has been disabled.
    2011-06-02 12:19:59 [INFO] Saving chunks
    2011-06-02 12:20:00 [INFO] Stopping server
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    The error was a typo in the .yml, is fixed and updated the download. either add double quotes on the end of line 319 of the localization_EN.yml yourself, or delete everything besides your basic config and let the plugin recreate the updated files.

    damage multiplier would be no problem, but yes it would have to be rounded to half hearts. Actually i like a multiplicative bonus better anyways, it's just i added the depth damage increase real quick, tested if it worked, and then got distracted by something else :D

    As for your other suggestion, you mean something like, the farther away you are from base, the meaner the monsters get? In that case it would just have to use distance to some fixpoint instead of depth, entirely possible. It would get a bit more involved if it should be more complicated than "there is one homebase, and the farther away you are the more damage the monsters deal". If there should be multiple bases possible, that would probably work too. But just now i had another idea that would be great for our own server, let's see if it leads somewhere :)
    In any case, the question remains how the fixpoint gets set. Maybe i'll use the spawnpoint for some preliminary testing.
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    I was just thinking the Initial Spawn in point would be the base. The further out you adventured the stronger things got.

    Let the user configure how far out to do the increments.

    Same system as depth from point 0,0 (assuming that is the initial spawn in point) Maybe the two would be cumulative so you could be under a multiplier for both depth under ground and distance out. My initial thought was that this sort of system as players evolved always ensured there was a new even more dangerous world beyond the next horizon.

    The Fix worked like a charm.

    Thanks for the quick responce.
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    Would this work well in a PVP situation, cause I wanna try to set this up with Factions, but the increased skills in combat could make it unfair..
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    This looks sweet. I'm gonna have to try this out. Thanks for making such a cool mod!
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    While it should work correctly for PvP, its not balanced specifically for it. Although armor should mitigate the damage considerably, it won't hold up long, so combat will be short and bloody :) After all, at the current values with Master skill in bows you have 30% chance to crit for 10 hearts damage, and with swords still 25% chance for 12 hearts using a diamond sword.
    But on the other hand, getting to master should take a while, and full armor soaks up 80% of the damage, so it might not be as imbalanced as it seems at first glance, even if it would make combat very resource-intensive (with the weapons eating through armor quite fast). Add to that the parry and evasion chances provided by swords and evasion skill (as well as arrow catching when i get to implementing it :D ) and it should be at least kind of fair if both players are at a similar skill rating.

    You're welcome :)
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    Wow, this plugin sounds great. I cannot wait to test it, but I'm not using mySQL. So hopefully you implement other databases soon :) I'm looking forward to implement it on my server!!!
    crckdns likes this.
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    looks nice, i hope the explosions created from Active Abilities let log that is placed by users remain where it is, also the stones in worldguard-protected areas, etc.

    suggesion: make some more administration cmd's for manualy adding/removing exp or ability-points
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    i hope to implement the "explosions" as a normal user block destruction, so if worldguard protects a region, nothing gets destroyed. distinguishing user-placed materials is something i would like to avoid, but i might try to integrate a check for the axe ones to make sure its at least a tree-like structure or a natural tree that is destroyed.

    admin commands will of course be available for anything that could be necessary.
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    Nice looking plugin, I love the openness of it. Just wanted to put my $.02 in here, if spells were added I would marry this plugin in a heartbeat. lol Can't wait to test it out!
    crckdns likes this.
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    I love it and i second the guys comment who posted right above me ;)
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    This is exactly what I've been looking for. thanks!
    quick question, would it be possible to add hunger/thirst as an additional RPG element?
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    You are a genious.
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    The Plugin is not accepting our MYSql on the Server. All Settings in the Config are Right, but no Table creates in MYSQL.
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    Feature Request:

    • /xp add (commandname) X - Makes successful use of a command give X xp. This way other plugins can be given as "class skills"
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    Hey guys, I'd really like to try this addon out on my server. I'm pretty sure I've configured mysql correctly, but I'm getting an error which I believe is specific to this addon. I can't find any documention on it. Any suggestions?

    The error/issue is:
    [sRPG] Permission system not detected, most features will be disabled.

    edit: I found my problem. I just needed to install and configure a permissions addon.
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    Do I have to make the database myself, or is it made on startup?
    Sorce likes this.

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