[INACTIVE][MECH] DwarfCraft V1.01 - Skills, Training, and Progression [527]

Discussion in 'Inactive/Unsupported Plugins' started by smartaleq, Feb 21, 2011.

  1. Offline

    smartaleq

    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:

    Show 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:
    Show 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.
    Show 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
    Show 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
    Show 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
    Show 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:
    Show 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.
    Show Spoiler

    [1] Pickaxe Use - Pickaxes
    [2] Shovel Use - Shovels
    [3] 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.
    Show Spoiler

    [11] Excavator - Cobblestone instant-break
    [12] Quarry Worker - Cobblestone quantity
    [13] Ore Miner - Coal and Iron quantity
    [14] Gem Miner - Gold, Diamond, and Redstone quantity
    [21] Sand Digger - Sand quantity and instant-break
    [22] Gravel Digger - Gravel and Flint quantity and instant-break
    [23] Dirt Digger - Dirt quantity and Dirt/Grass instant-break
    [31] 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.
    Show Spoiler

    [4] Plowman - Plow durability and Seed Quantity from hoeing grass.
    [41] Wheat Farmer - Quantity of Wheat and Seeds from reaping grown Crops
    [42] Exotics Farmer - Cane(Reed) and Cactus Quantity
    [74] 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.
    Show Spoiler

    [32] Woodsplitter - Planks and Sticks
    [51] Mason - Cobblestone Tiles and Steps and Smooth Stone Tiles
    [53] Woodcrafter - Ladders, Fences, Doors, Signs, and Wood Tiles and Steps
    [61] Bookmaker - Books
    [62] Brickmaker - Brick Blocks
    [63] Demolitionist - TNT and damage from explosions.
    [65] Railworker - Rail sections
    [66] Cook - Bread, and health from cake and cooked pork
    [67] 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.
    Show Spoiler

    (Repeat) [63] Demolitionist - Damage from explosions
    [64] Firestarter - Damage from fire, durability of Flint and Tinder
    [72] Climbing - Damage from falls, short fall forgiveness
    [86] Exotic Armor - Damage from lava, drowning. Gold armor durability.
    [83] Scout - Leather armor durability, amount crafted, projectile damage reduction.
    [84] 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.
    Show Spoiler
    [85] Archer - Arrow Damage and Enemy Feather/Arrow Drops
    [87] 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"
    Show Spoiler

    [81] Animal Hunter - Pig, Cow, Sheep, Chicken
    [82] Monster Hunter - Creeper, Skeleton, Spider
    (Repeat)[85] 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.
    Show Spoiler

    [71] Sailor - Boat Travel Speed and Boat break results (sailor>15 allows recoverable boats)
    [73] Survivalist - Health gained from uncooked pork, fish, and mushroom stew
    [75] Dungeon Delver - Monster Spawners can drop Iron, Gold, Diamond, and Lapis blocks

    Other Skills: See details -
    Show Spoiler

    [8] Smelter - Effects the duration of smelter fuel, especially lava buckets. Not implemented.
    [91] Citizen - (With Towny) contributes to the resident's town max size.
    [92] Leader - (With Towny) affects the maximum town size, for town mayors.
    [99] 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. -
    Show 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
    Show 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.
     
    Last edited by a moderator: May 9, 2016
    skmaster, Dangazzm, Goliathe and 4 others like this.
  2. Offline

    OvermindDL1

    We can all test if you want to put out dev builds, we can report what is not working and so forth?
     
  3. Offline

    Tony Camara

    By persistent do you mean if your player(s) level will carry over? It looks like the new DC reads/writes differently to the skill level file, so you would have to manually change it with an editor. http://sourceforge.net/projects/sqlitebrowser/ is what I use to view the db files that sqlite puts out (dwarfcraft.db iirc). You'd just want to make a backup of your old db before using new dwarfcraft.

    There are a few problems with that Overmind, the main problem is that if smartaleq can't test small changes, then hes making a simple change, uploading, waiting for people to spell out whats wrong (hoping they spell it out correctly) then trying to fix (snails pace). The major issue though, is that people don't see Beta or Dev Build or "WIP" (workinprogress) anymore, they see free working download and plug it in and complain in an nonconstructive manner when something doesn't work. Take a majority of the forum posts (I know you've been around since several pages back) everyone is demanding and threatening and expressing attacks against the author.

    Not that I believe in a god, but were he/she/it to exist, it's no wonder it keeps a low profile.


    Alternatively, you could download the source at Github, and alter the code yourself. It took me a while, but I figured out how to fix the worldguard issue, so now players can't build OR destroy in regions defined with it.
     
  4. Offline

    Lock

    Nice, hadn't considered God hiding cause of the noise we make, I always believed he hides due to the number of mistakes he made. Anyway...

    Any chance on sharing this wonderful little worldguard fix?
     
  5. Offline

    OvermindDL1

    That is true, then perhaps a select group of people that actually give proper bug reports (as I do)?
    A snails pace is still better then no pace. I have had to do such things, such as when I make programs for Windows users when I do not run Windows. ;-)

    I have looked at downloading the source, but I do not think he always keeps it in sync with his local copy, either that or he has not updated the new branch in a while, which if he has not (and he states) then I could try it myself.
     
  6. Offline

    smartaleq

    I haven't pushed any changes in a little while, but there aren't many changes to push. You are generally safe making changes to the listeners, because I rarely alter them. I wish I better understood SQL so that I could have written the database code more elegantly/exstensibly. That would have saved me a lot of headache from changing the boolean "iself" to a string "Race"
     
  7. Offline

    OvermindDL1

    Sometimes it is easiest just to treat it like a KV database instead of a SQL database, a lot easier to manage and migrate (at a lack of features on the SQL side, that you make up for on the code side), but works well when SQL itself is not well known. :)
     
  8. Offline

    Dangazzm

    @smartaleq

    Would giving you a server help production? or do you need the other box that you were talking about? If it will help, send me a message.
     
  9. Offline

    Tony Camara


    The problem is, it undoubtedly would eventually conflict with someone's something or other and I'd get people hassling me to update. Also, it is smartaleq's work and I don't think it would be right for me to put up "my" version of his work.
     
  10. Offline

    Lock

    Already offered him mine, but its not the server part that is broken but the machine smartaleq 'plays' minecraft on.

    Was suggesting more of a collaboration with Smartaleq. Give him the section on World Guard fix, might ease his work load a bit. Not to mention if it is tried and tested would save a lot of hassle.
     
  11. Offline

    Dangazzm

    Oh ok I understand... well then if there is ANYTHING I can assist with, such as if he does do a collaboration then I would attempt everything I can to assist and so would at least a couple people from my server as they have already asked.
     
  12. Offline

    Lock

    I believe that we are all in the same boat. All are willing to help, but none of us are epic java programmers. So we have to sit back and wait for our main man Smartaleq to do his thing. Really annoying I know!
     
  13. Offline

    detno

    patch 1.4 broke dwarfcraft
     
  14. Offline

    Whenlifedies

    Hey... the mod broke and I'm left wanting to play it! Get around to it whenever you get around to it, I was just informing you. Cause your mod is beast. :D

    -Thanks
     
  15. Offline

    cholo71796

    Just writing to encourage the developers of this- this is really one of the best plugins out there. The current competition is mcMMO and LevelCraft (RPGCraft too maybe, but it hasn't done much yet). LevelCraft simply hinders you early on, not granting anything extra (except in damage by bows). mcMMO is pretty flawed, giving double drops of things you would never want and so on. Also, neither of those two mods provide much of a unique feature. DwarfCraft seems to be the solution- it has a lot of depth, many skills and is well thought out.

    Good luck with this, I really want to see it become widely used and bug free.
     
  16. Offline

    zengrath

    Same here, we love your mod! we are not upgrading to 1.4 until this mod gets updated. Thanks for all the work you guys have put into making this mod!
     
  17. Offline

    Steve Member

    This is the error due to the API change
    Code:
    00:01:57 [SEVERE] PLAYER_ITEM loading DwarfCraft v1.03 (Is it up to date?)
    java.lang.NoSuchFieldError: PLAYER_ITEM
            at com.smartaleq.bukkit.dwarfcraft.DwarfCraft.onEnable(DwarfCraft.java:82)
            at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:118)
            at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:514)
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:216)
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:94)
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:72)
            at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:215)
            at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:202)
            at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:142)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:257)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:375)
    
    Note thats from a 1.04 download not 1.03, also good to update the thread title when the version changes so people can see instantly its updated :)
     
  18. Offline

    james packard

    how do you make more than just a mining trainer i cant cos i type anything in and its all mining trainers
    someone help?
     
  19. Offline

    u83rju1c3

    WELLSIR

    /createtrainer 0201 TheShoveler 2 10

    This will create a trainer with the hidden ID 0201, the floating name TheShoveler, who trains skill 2 (shovel use) up to level 10 (11 in fact). I use the 0201 so it is easy to remember for me that he is the trainer that trains skill number 02, and he is the 01st trainer I made for that skill. If you have a better system in mind, use that, but remember the 0201 or whatever you decide to use is hidden forever unless you use a database viewer/editor.

    So if I were to create a trainer for woodsplitting (skill 32), it would look like this:

    /createtrainer 3201 Woody 32 10

    Use this line I've given you, and change the '3201' to whatever ID you think is fitting. Change the 'Woody' to whatever you like but remember your players would like it to be somewhat descriptive of what the trainer trains. Change the 32 to the number of the skill you want the trainer to train. Change the 10 to the skill level of the trainer (up to 30).

    Enjoy, hope this helps.
     
  20. Offline

    killerbeez

    Watching this thread to see when it's updated, want to try it over mcmmo.
     
  21. Offline

    zengrath

    This going to really suck if this plugin has been abandoned.. no activity at all from developer anywhere i see, we created our server almost entirely around this plugin, hve been spending many many weeks now tweaking our ecnomy and getting everything perfect with all our plugins before advertising for new players and now it turns out all plugins we use is updated except for main one we need! ... if we haev to start over gaain due to this plugin not being updated this is bad..

    If a plugin is abandoned is it completely against rules for someone else to pick it up an update it? are we screwed and have no choice now but to re-do our servers and go back to another rpg mod that isn't that good? Can anyone remake dwarf craft without getting in trouble? This really sucks......
     
  22. Offline

    Tony Camara

    No where on this forum has it been stated that this plugin has been abandoned. One of the authors of Dwarfcraft's main PC exploded, and you've also got to factor in what ever real life stuff he has to deal with (not all programmers have 100% free plugin development time). Also, your server woes are easily fixable by downgrading the cb and mc client to 1.3 (if dwarfcraft is more important to you than wolves/dogs/w.e)

    Be patient and wait for smartaleq to get a new computer, get situated, and update.
     
  23. Offline

    zengrath

    I just worried because last update i seen on github or whatever was months ago. and plugin only 1.01 figuring maybe he not working on it any longer. plus he hasn't posted any updates on plugin of his situation.
     
  24. Offline

    smartaleq

    im not missing. this isnt abandoned. there will be a full compatible and usable release, be patient. thanks for the kind words.
     
    sithoius likes this.
  25. Offline

    Racha

    I hope you will release it tomorrow :)
     
  26. Offline

    Daveyo


    you read my mind. We had a taste of the best and now we can't live without haha.
     
  27. Offline

    DeNarr

    If I wanted to save off everyone's skills so that they will be the same after the update, what do I need to do?
     
  28. Offline

    2Bucks

    i love this mod, please update up
     
  29. Offline

    Regerk5

    I really enjoy this plugin. I hope you update it. :D
     
  30. Offline

    Lock

    Pray to the great god Smartaleq that he doesnt change the format....

    Only kidding. 3 ways I know of:
    1. Manually use cmd to set everyones skills
    2. Download an sqlite editor. Copy the stats of your old to your new. I believe one was posted in this thread earlier.
    3. Smartaleq creates a converter.
     
  31. Offline

    byzantinian

    Exactly. I refuse to update my server to 1.4 from 1.3 without this plugin working. As others have seen 1.4 breaks it. My server's purpose in life is DwarfCraft. Without it, I'd have entire CITIES full of nothing but empty buildings.
     
    sithoius likes this.

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