[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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    Don't know xD

    Just saw it when I looked for something else. sorry
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    **Edit: Figured it out :p
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    Error i am getting. Any Ideas?
    2011-07-30 21:23:17 [SEVERE] Could not pass event BLOCK_BREAK to sRPG
            at com.behindthemirrors.minecraft.sRPG.PlayerData.addChargeTick(PlayerData.java:161)
            at com.behindthemirrors.minecraft.sRPG.BlockEventListener.onBlockBreak(BlockEventListener.java:49)
            at org.bukkit.plugin.java.JavaPluginLoader$36.execute(JavaPluginLoader.java:490)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:332)
            at net.minecraft.server.ItemInWorldManager.c(ItemInWorldManager.java:157)
            at net.minecraft.server.ItemInWorldManager.a(ItemInWorldManager.java:121)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:461)
            at net.minecraft.server.Packet14BlockDig.a(SourceFile:42)
            at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:85)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:451)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
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    i actually have an idea, but with the current build in progress it works (differently) anyways, so no problem there :)
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    Alright, so I was finally able to do some extensive testing once I had my reflexes up high enough to not get completely owned trying to get a few "successful evasions". What happens is, I take 1 and 1/2 hearts of damage for every hit by a skeleton (easiest to test this with), but then I take only 1 heart when I evade. So it's doing partial damage, but not really helping a whole ton.
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    a bit off topic, but does anyone know if there is a standalone plugin that scales mob toughness based on depth? this is a brilliant idea imo.
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    i am pleased to announce that i have just today tested evasion, parry and such in the rewritten system, and it works exactly like it should :) it's even possible to have different evasion chances and damage reduction factors (= less than 100% reduction to zero) vs. different weapons/tools. A release build is still a bit off, but i'm already at the point where many of the new features work just fine, just a lot of balancing and content addition to be done.

    I'm not completely sure, but there is at least one plugin that changes mob toughness, maybe it has depth-dependent scaling too. I forgot the name though. But you could just as well use srpg when the next version comes out, it will have even more options for mob scaling depending on depth, and you can just deactivate basically everything else in the config / via permissions if you don't want to use it. I'll try to add enough options so that every facet of the plugin can be used alone if need be.
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    ok ill keep my eye on it. thanks =)
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    any progress? My players looooove the mob difficulty scaling and they really want to use the charge system XD
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    in fact lots of progress :) i hope to get a proper release out rather sooner than later

    As for a small teaser: just the other day i was trying out something and made the mighty uber-skeleton, which generally has a chance to poison you with its arrows, and if you venture down to a certain depth it always poisons you and the poison is stronger. Delve even deeper, and it gains a 100% crit chance too :)
    That is inside the scope of config file customization with the coming system. You could even make pigs that explode on death, or have zombies be immune to certain weapons (or certain materials), or make creepers get enraged each time you hit them, increasing their damage if they manage to explode. All that depending on depth too if you like. Mobs are still very restricted if compared to the player-side of things though :D
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    What about spout support ? :D
    Haekon likes this.
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    This sounds really exciting. It actually sounds a bit like what I am doing with AdvancedMobs... I am about to release it. Your plugin actually got me started down the road. Essentially, it's things like powered creepers spawning in skylands that instead of dealing damage, toss you, giants that toss (non terrain damaging) tnt at you, nether variants of zombies, skeletons, spiders, and slimes that are immune to fire, and the slime versions can catch you on fire.

    I wonder what would happen if you put these two together, where now fire immune skeletons in the nether also poison you and crit you. Yikes!

    Side note... during your mob experimentation, did you run across some way to catch the "Fireball" entity being spawned by ghasts when they fire at you? I so want to replace it with a ton of snowballs for aether ghasts. :p
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    Any ideas if the sqlite will be supported anytime soon?
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    sqlite is already implemented and working in my dev build :)

    unfortunately no, haven't ran across that, although i would definitely like it if it were possible to catch projectile launch events
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    awesome @zaph34r
    is the dev build the one I can download??
    We're really excited to give this a shot, want to test with admins first though ;)

    Also, is there a way to increase player health? Instead of the default 10?
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    the dev build is the one declared as unstable, which it sort of is :D at the moment i wouldn't recommend it apart from mucking around, because there is no ingame documentation yet and most content is placeholder material. It also changes every minute when i am actively working on it.

    i had a player health setting in the last version already, but deactivated it for the time being because there were a few bugs that needed sorting out with it. It's coming back though when it's ready.

    And here is another few bites of information regarding the upcoming new version:
    As i might have mentioned somewhere already, the system is being reworked as a powerful and flexible job system, players can take a job and level it, gaining new abilities as they progress. Reaching certain levels in certain jobs unlocks other more advanced jobs. Admins can completely customize every job, add new ones, change the skills/abilities (or create new ones), or tweak the job tree to their liking. While you can only have one job at a time, there are multiple mechanisms that allow you to use skills from other jobs you have leveled already, even though they are not your active job at the moment. There will also be an option for players to customize the jobs ingame.
    The next version will be a "preview" build that contains most of the mechanics (missing for example the mentioned player health tweak, as well as maybe one part of the player customization features), and a small selection of jobs, so that proper testing can be done. The ingame documentation/users guide/information screens will also be not finalized, as there is a lot of information to make available, and i'm still trying to figure out how to best display it without using massive textblocks in the chat window, but also without splitting it up into to many smaller entries, which would require the user to type a lot of commands to access the information.

    The jobs that will (probably) be included in the upcoming preview build are (tentative names):
    Basic: Fighter, Miner, Elementalist, Naturalist, Archer
    Advanced: Druid, Blacksmith, Tamer
    What these do i leave up to your imagination for now ;) Although most should be kind of obvious.
    I might also add that the currently devised jobtree contains a whole lot more jobs than those, including another whole tier of jobs above advanced :)
    Haekon and Sonorpearl like this.
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    I'll be happy to help test the new version. I've torn apart/copied and rebuilt my crappy little localhost server repeatedly, trying to get somewhere my Bukkit-related OCD disorder will allow me purchase a host for.

    One queston...In a long-distant future build, will it be possible to use (for lack of a better phrase) Permissions hooks to add features from other plugins as skills for classes in this one? (it's been done, but it opens up a lot of possibilities).

    Hope that made sense.
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    It might be possible, as long as the other plugin has some way of launching the ability without actually building against it as a dependency, like maybe a chat command.
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    Looks amazing, but I really wont be using it due to having to use MySQL. If you could use another free database program (assuming there is one) I'd love it
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    SQLite is available in the next version, so you don't need any database server.
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    I'm waiting mate :p

    I hope it won't unbalance the item flow like mcmmo .... that thing really dumped the glowstone value :S
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    all item drops that result from srpg are adjustable, so you can finetune the economic impact.

    In other news, the next stable release is almost feature-complete, most of whats left is loads of documentation/interface so that users actually have any idea whats going on
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    Nice to hear, what do you think how long will that take ?
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    unfortunately i can only say soon(tm), since there's all kinds of curveballs waiting just around the corner all the time :D i want to prioritize getting stuff right over getting it out asap, so that there are no big problems anymore with the released version, and i can focus on balancing and tuning content. That's why i will stick to testing internally until it feels finished enough to release it.
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    Sweet...looking forward to it.
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    so, i've been working on the layout of the class/job tree, and i thought i'd share something to sweeten the waiting time. Only base jobs are listed with names, to not give away too much at once ;)
    Clicky clicky

    Every job has a default maximum level of 10 (which may of course take quite long, depending on the xp settings), and gains an array of passive and active skills spread over those levels. By mastering a job, some of those abilities will also be available for use with any other job. Jobs further down the tree inherit parts of the inherent abilities of the jobs before them.
    Admins can change the job tree as they see fit, customize existing jobs, create new jobs, as well as do the same for skills and active abilities.
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    But it will be possible to shut off some jobs if we dont like them ?
    We turned mcmmo off on our survival server because the glowstones dropping were just....well way too high.
    And 100% chance for double drops on lvl 1000 .... dont know this dumps the whole economy :S

    Also you got your skilltree fixed yet or are inspirations welcomed ? :D
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    you can disable any job you like, as well as just remove or change certain abilities if you don't like them. I do stand by my fully customizable design philosophy :) Nothing about the jobs or the skills is hardcoded, everything is accessible via .yml
    To create new skills from scratch is not trivial because of the wealth of options, but it's completely doable without any programming knowledge, and there will be extensive documentation for all of it (which i am already working on)

    EDIT: totally forgot the answer the other question :D
    the job tree is not fixed per-se, suggestions are welcome, even if chances are high that most are already included partially :) I also won't include anything that is too close to some already existing class, since i want every class to be as distinct from the others as possible. They would also need to fit in the tree, at the moment it's (after lots of tweaking) in a state where (i like to think) all dependencies make sense and the overall structure is uniform in the way that there are roughly the same amount of child jobs for every job in the tree, so no part is "deeper" than any other, which would make the "shallower" branches maybe less interesting in, since there is less to unlock.

    When it comes to the passive and active skills, there it is a lot more open, and i will take any requests or ideas under consideration, so fire away :) But i guess that will be more useful after i have disclosed the full scope of what can be done with the passive and active skills.
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    Wow man I hope it will turn out as great as it sounds!
    I'll make sure to help and find lotsa bugs for ya ;D

    Oh and I guess it only makes sense suggesting skills/spells/perks after we see the whole job/skill tree.

    One more question then I'll stop bugging so you can code (;)) do you plan to use spout for some features ?
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    I do, but i haven't started with spout yet. It is integral for some of the planned things though, hardly a way around it. If/when the clientside part gets mature enough i might even make it a hard dependency for all the stuff i can do with clientside access. But of course that will only be when everyone and his dog can use the clientside mod without losing things like higher res texture packs, and without much of a hassle. Until then at most the serverside will be required, and the clientside optional.

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