Inactive [FUN/TP/MECH] Runecraft v2.12 - Magic effects using runes [1.2.5-R1.0]

Discussion in 'Inactive/Unsupported Plugins' started by Zeerix, Apr 27, 2011.

  1. Offline

    Zeerix

    Runecraft - The magic mod for Bukkit!
    Version: 2.12

    This is the Runecraft mod ported to the CraftBukkit server.

    Runecraft adds magic spells to the game which are triggered by block patterns called runes.
    It let's you create teleporter and waypoint runes for instant travelling, build hidden doors into mountain walls or enchant your tools. And more.

    Features:
    • Build runes (block patterns) for spell casting
    • Teleportation runes
    • Faster digging with Power Pick and Power Drill
    • Hidden doors and traps using Phase Block and Lock Block runes
    • Build an easy spleef arena with Spleef Blocks
    • Shoot torches with Bow of Light rune
    • Works with multiple worlds
    • Support for Bukkit's permission system
    • Much more!

    Download:

    Configuration:
    The config file is named "disabled-runes.txt" and lies in the root bukkit folder (alongside server.properties etc.).
    The file is generated if you load the plugin. Each line contains an option which is either the name of a blacklisted rune, the name of a player not allowed to use runes, or a specific command. Some commands are:
    • whitelist - turns the rune blacklist into a whitelist
    • enable multiworld travel - allows teleportation using runes between different worlds
    • initiation - players cannot use runes until they activate a special rune containing bedrock
    More options are listed in the Official forum thread in the section Runecraft Administration.

    Bukkit's Permissions:
    Runecraft supports Bukkit's permission system since version 2.8.2. Use a permissions plugin such as PermissionsBukkit, bPermissions or PermissionsEx.
    Runecraft currently has the following permission nodes:
    Code:
    runecraft.*                        - gives .teleport and .runes
    runecraft.teleport                 - must be true to allow any teleportation runes
    runecraft.runes                    - gives permission for all runes
    runecraft.runes.powerpick          - gives both .activate and .use
    runecraft.runes.powerpick.activate - gives permission to bind Power Pick rune
    runecraft.runes.powerpick.use      - gives permission to use a rune-enchanted tool
    
    (Replace 'powerpick' with the name of any other rune)
    'runecraft.teleport' must be given to allow any form of Runecraft teleportation (Teleporter, Personal Teleporter and Recall runes).

    All users have 'runecraft.*' by default. If your permissions plugin doesn't have negative permissions, you have to overwrite the default to disable all runes, and then enable the runes you want with your permissions plugin. To disable all Runecraft permissions by default, open the file plugins/Runecraft/config.yml and change permissions.teleport and permissions.runes to false:
    Code:
    permissions:
      teleport: false
      runes: false
    
    Old permissions system (removed in recent versions):
    Show Spoiler

    You can use AttributeProviders to connect the Permissions plugin with Runecraft. You can also connect any other Permissions-like plugin with Runecraft, if there is an AttributeProvider for it.
    Runecraft currently has the following permission nodes:
    • 'runecraft.teleport' - allows or blocks any teleportation (Teleporter, Personal Teleporter and Recall runes)
    • 'runecraft.rune.<name of rune>' - allows use of that rune. 'runecraft.rune.*' allows all runes.
      For example: 'runecraft.rune.phantomtorch', 'runecraft.rune.personalteleporter'.


    More information and list of runes:

    Authors:
    • SuperLlama - Main developer
    • Zeerix - Co-developer, added Bukkit support

    Changelog:
    The complete changelog and much more information can be found in the Official forum thread.

    Version 2.12
    • Updated to CraftBukkit 1.2.5.
    • New runes
    • Topsy Turvey now works vertically
    Version 2.11.1 (Bukkit-only release)
    • Updated to CraftBukkit 1.2.4.
    • Fixed teleporter for new world height (256 blocks)
    Version 2.11
    • New rune: Ovicaptor
    • Added option to change tiers in disabled-runes.txt. For example, "tier 55 6" makes redstone tier 6.
    Version 2.10.4 (Bukkit-only release)
    • Updated to CraftBukkit 1.1 dev build
    • Compass: Added an option to change "north" for the rune
    • Recall: Added an option if recalling should apply the Weakness effect for 30 seconds (for PvP servers)
    • Changed tier of piston extension back to 2
    • Fixed conversion of Pressure Sensors to the new signature system
    • Fixed Wallteleporter not beeing usable without beeing initiated
    Version 2.10.3
    • skipped
    Version 2.10.2 (Bukkit-only release, announcement post)
    • First official version for Minecraft 1.0.0.
    • Bukkit: Removed support for AttributeProvider; we only support Bukkit's permissions now
    • Bukkit: Added configuration file: config.yml
    • Bukkit: Added ability to change the default of runecraft.teleport and runecraft.runes permissions via config.yml
    • New runes: Identifier, Engraver, Bottomless Cauldron, Power Drill
    • Added subtype of Bow of Light without a torch
    • Added metadata (wool color etc.) to signatures of automation runes
    • Redstone sensor can be destroyed by picking the iron block
    • Multiple Automation Designations on a single block don't stack
    • Reduced 'power' for Power Pick (128 per tier)
    • Added some blocks to Uncrafter and Fire Pick
    • Changed tier of Tall Gras and Nether Portals to 0 (blanks)
    • Fixed issue with Recall draining too much 'uses'
    • Disabled log message for disabled runes
    • ...more...
    Version 2.10 - 2.10.1
    • test version, not fully released
    Version 2.9.4 (Bukkit-only release)
    • Fixed another dupe bug with Power Pick
    • Added option "enable mastery bypass protection" which allows Bridge Master/Wall Master to build into protected areas (enables 'old behaviour')
    Version 2.9.3 (Bukkit-only release)
    • New rune: Spleef Blocks (like Phase Blocks; replace iron ore with snow blocks)
    • Increased 'Power' for Power Picks & co
    • Fixed dupe bug with Bridge/Wall Master
    • Bridge/Wall Master obey region protections now
    • Fixed missing message "you can no longer channel through this tool"
    • Optimization for a large group of Phase Blocks
    • More bugfixes
    Version 2.9.2 (Bukkit-only release)
    • Uncrafter: Added code to check for block enchantments
    • Bugfixes

    Show Spoiler

    Version 2.9.1
    • Bow Of Light: Added redstone version; also ignores snow now
    • Twinshot: Renamed to Multishot
    • Fix for Power Pick
    Version 2.9 (demo video about new runes)
    • Added runes: Flotilla, Bow of Light, Twinshot
    • Change PowerPick/Shovel to work like PowerAxe
    • Bugfixes
    Version 2.8.3 (Bukkit-only release)
    • Changed Automation Designator rune: Use gold ore instead of iron blocks
    • Added tiers for new blocks in Minecraft 1.8.x; also added blocks from 1.9 prerelease 1+2
    • Bugfixes and a serious crashfix
    Version 2.8.2 (Bukkit-only release)
    • Added support for Bukkit's internal permissions system
    • Added permissions for usage of enchanted tools
    • Bugfixes
    Version 2.8.1 (announcement post)
    • Added another rune
    • Changed Solar Flare and Flash Freeze to affect mobs
    • Bugfixes
    Version 2.8 (announcement post)
    • Added runes: Power Axe (same template as Power Pick/Shovel), Automation Designator
    • Added runes: Redstone Sensor, Pressure Sensor, Damage Sensor, Block Sensor
    • Changed Accelerator and Force Field to affect mobs in addition to players
    • Bugfixes
    Version 2.7 (announcement post)
    • Added runes: Lock Blocks, Fairy Boots
    • Re-implemented rune: Zeerix' Chest
    • Added 2 minutes cooldown for Chrono Trigger
    • Added multiworld-support for many runes
    • Added/improved metadata-support (wool colors, etc.) for many runes
    • Added support for AttributeProviders (a bridge plugin for Permissions)
    • Added a "world.id" file to every world folder; you can change the id of a world by editing this file with a text editor
    • Spring String resets fall distance; Shield is changed a bit and has more uses
    • Some bugfixes
    Version 2.6.1
    • Fixed Accelerator/Spring and Phantom Torch
    Version 2.6 (announcement post)
    • Added rune: Endurance
    • Re-implemented rune: Phantom Torch (with a new rune pattern)
    • Added Multiworld support (add "enable multiworld travel" to config file)
    • Meta-data support for Teleporter signatures (cloth color/step types make different signatures)
    Version 2.5.2
    • Added runes: Enchantment swap, Altar of Judgement
    • Allowed vertical teleporters
    • More fine-grained options for config file (forbid specific runes for players; allow runes with specific ink)
    • Power Pick obeys WorldGuard/Towny protection
    Version 2.5 - 2.5.1
    • Added runes: Admin Pick, Initiation, Accelerator, Force Field, Spring
    • Added new options: travel ink, teleporter toll, player ban (forbid runes for single players)
    • Added initiation mode (players must "activate" ability to use runes)
    Version 2.4.6
    • Added rune: Surface Tension
    Version 2.4.5
    • Fixed problems with teleporters
    • Fixed linked hidden passages
    Version 2.4.4
    • First release for Bukkit
    • This broke the runes Phantom Torch and Zeerix' Chest
     
    TienSon, DoomLord, Clucky and 2 others like this.
  2. Offline

    Silvo

    I'd like to know that too
     
  3. Offline

    Zeerix

    You can restrict usage of runes with a permissions system. If your permissions plugin supports different permissions based on world or specific location, you can restrict the usage of runes with it.
    For the teleporter hub, just deny (or blacklist) the teleporter and waypoint rune, after setting them up. If the players have the runecraft.teleport permission, they still can *use* activated teleporters, but cannot activate their own.

    I released version 2.8.3 (for Bukkit only) which adds support for the new blocks in Minecraft 1.8.x.
    There's also support for Bukkit's internal permission system now.

    Version 2.8.1 did work with Minecraft 1.8.1 on Bukkit quite well. The only problem was with crafting runes with some of the newer blocks.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 14, 2016
  4. Offline

    Silvo

    @Zeerix How about those worlds we create and runecraft would remember even after we delete those worlds. Can we delete this data somehow now?
     
  5. Offline

    migato

    Awesome plugin! currently trying it out xD

    It would be cool if there was an in game way to access all the recipes, like maybe a craftable 'magic book' one can use to scroll through all possible recipes?

    I ask because I tried out this mod for the teleportation ability initially, I chose this over the other teleporting mods because this seemed much more immersive, instead of having to access chat to "type" in odd commands, you actually build the teleporter- which makes much more sense and is far better in my eyes. The only problem in I have to tab out constantly to refer to the wiki page, so a recipe book for this mod would be awesome in my case. Also my friend has hard time running minecraft as is, so she usually shuts everything including the browser to preserve memory.
     
  6. Offline

    Ledoth

    Ok... When i make a tele and use it it says Teleporter Accepted Such a destination has not been opened...
    I know it works because compas rune works and the code bloacks are the same help...
     
  7. Offline

    Zeerix

    Not yet.

    I don't know how to do that so that it works in both Vanilla and Bukkit. Also, I can't add GUI elements (in game windows) without a client mod.
    How about printing the wiki page?

    Pictures please!
     
  8. Offline

    Ledoth

    These are my teles
     

    Attached Files:

  9. Offline

    fr34k_tk

    There is cobblestone missing in the center of the waypoint, so you have destroyed the waypoint or never activated it. Set a cobblestone and activate the waypoint again with a rightclick with a tool in your hand at that block.
    After that the teleporter-rune should work as expected.
     
  10. Offline

    Zeerix

    Exactly. But you don't need a tool in your hand.
     
  11. Offline

    Emiya Shirou

    Hmm before I was using permission system on my server runecraft worked, Now it isn't... I've put PermissionsEx and it stopped working... Help? (it stills load just fine from console D:
     
  12. Offline

    Zeerix

    Check the "Bukkit's Permissions" section of the first post.
     
  13. Offline

    Emiya Shirou

    The problem is I don't have bukkit permissions. I've disabled them because
    1) I don't know how to use them.
    2) Some plugins instead of using normal permissions, the ones in PermissionsEx just used SuperPerms and one big junk came out of it with nothing working since my server doesn't have that kind of thing...
     
  14. Offline

    Zeerix

    How did you disable them? They are in PermissionsEx.

    Anyway, it should work because all Runecraft permissions default to "true". Unless you explicitly set them to "false" via a permissions plugin.
    What's the message you get when you use a rune?
     
  15. Offline

    Emiya Shirou

    No massage at all :/ Player tried to make a teleporter, he set a waypoint just fine, but no massage at teleporter... I would need to check later if the teleporters that already are in place work or not. Other admin confirmed that they are not working at all.


    My permission file in folder PermissionsEx (where the confing of permissionsEx is as well)

    Looks like this (without the users):
    Code:
    groups:
        Guest:
            default: true
            options:
                rank: '1000'
            prefix: '&8[Guest]&7'
            suffix: '&f'
            permissions:
            - modifyworld.chat
        Player:
            inheritance: Guest
            default: false
            permissions:
            - runecraft.*
            - modifyworld.*
            - lwc.protect
            - catacombs.gold
            options:
                rank: '900'
        OP:
            permissions:
            - runecraft.*
            - '*'
            - catacombs.admin
            options:
                rank: '0'
            prefix: '&4[&fOP&4]&2'
            suffix: '&e'
    I've put those - runecraft.* there yesterday, though it would work.

    My PermissionsEx config look like this:

    Code:
    permissions:
        backends:
            file:
                file: permissions.yml
        backend: file
        superperms:
            disable-unmatched: false
            enable: false
            matched-permissions: true
            debug: false
            raw-permissions: true
        createUserRecords: false
        allowOps: true
        debug: false
        basedir: plugins/PermissionsEx
    
    You asked how I've disabled superperms?
    Code:
        superperms:
            enable: false
    Btw. I'm new to permission, just until recently I didn't get them at all... I've needed to learn them because I want money on my server :/ If it wasn't for it I would have just stayed with OP system. (I mean we still use OP system even through permissions are On ^^)

    I have no idea how to do so ^^

    Runecraft ware working -> I've put permissions -> Runecraft stopped working, that's how it went D:
     
  16. Offline

    Zeerix

    Did you check the server log file?
    If you don't get a message for a rune, then Runecraft isn't loaded.
     
  17. Offline

    Emiya Shirou

    I'm gonna ask someone in upcoming days to make some runes, or gonna make them myself to check it again since in console Runecraft is loaded and some runes are working... I'm completely confused atm... It just looks like it works once, then it don't the other time around :confused: Maybe it all is just one big inception and mystification and god who whatever again... I'm gonna run that check on runes again when there will be some free time and let you know since I'm confused already myself as well...
     
  18. Offline

    rbos

    Hi,

    Players have been enchanting rune weapons in creative, and bringing them over to survival.

    Please make enchants world-specific.
     
  19. Offline

    Zeerix

    Use your Permissions plugin to disable rune usage in survival world.

    Or do you mean separate enchantments per world? That would be quite a change to the system.
     
  20. Offline

    Lakanate

    Does runecraft work with latest bukkit build(1317)?
     
  21. Offline

    Zeerix

    Yes.
    There'll be another version soon when Llama releases it. I'll update the topic then.
     
  22. Offline

    Lakanate

    Ok thanks.
     
  23. Offline

    Koala

    Very much so enjoy the plugin (I am not new to bukkit just a new account^^)

    Few things I wanted to ask about;

    1. Are you creating, or planning to create any type of config.yml? This plugin would greatly benefit with this addition. I understand the work load this is calling for but 1 weekend of lovely configuration and scripting should be sufficient :D

    2.As a possibility runes that change the geographic nature of the world, should have a toggle which would allow for a revert to the original landscape. Say I was using the mineshaft rune(which I could think of a billion uses for) after I caste the rune, say 15 seconds goes by and boom it reverts back to its original state before the rune was built(Or used, runes not automatically used when made would render that idea impossible, However to prevent someone from using it over and over~ the tier items[those not counted as "air/blank"] would be consumed).

    Reason for this: My server is highly quest oriented, and I need quest functions to replay the same roles for new players, or each player that attempts the quest without admin attention. Runes would GREATLY benefit my server with those two simple additions. (Take a look at explosion revert, I'm sure you could derive enough information from that plugin to do what I ask here. Don't worry if that idea however is not appealing, I get it)

    Things like this that add flexibility to a plugin take it from being a good/great to an out and upstanding work that bukkit should be proud to host under their name. However just a suggestion, and feedback is kindly accepted ^^
     
  24. Offline

    Silvo

    @Zeerix How about those worlds we create and runecraft would remember even after we delete those worlds. Can we delete this data somehow now?
     
  25. Offline

    Etherdrifter

    Hi, just a quick question.

    I'm currently trying to configure runes off by default with only certain ones being available to certain groups. I am using group manager to do this. I know how to enable runes for certain groups but not how to turn them off in the first place! Bukkit seems to have them on as a default thing.
     
  26. Offline

    Zeerix

    In PermissionsBukkit and permissions.yml, it would be:
    Code:
    runecraft.runes: false
    In bPermissions, it would be
    Code:
    - '-runecraft.runes'
    I don't know how GroupManager does it and if it supports negative superperms.
     
  27. Offline

    Etherdrifter

    Thank you! Using the same syntax as bPermissions worked fine (no 's though).
     
  28. Offline

    Zeerix

    What do you want to config? More than what you already can via disabled-runes.txt?

    Indeed I am thinking about adding such a config file. The problem is that the vanilla server has no access to YAML, so I have to find an alternative way for vanilla.

    That is a nice idea, but so much work.

    Not yet. I need more information from you about this.
    How do you create those worlds? Do you use a plugin which instantiates a dungeon world for a group of players?
    What's your concern about the remembered worlds?

    I released version 2.9.3 for Bukkit with a new rune: Spleef Blocks
    The template is similar to Phase Blocks, except that it's snow blocks instead of iron ore.
    There are some more bugfixes and changes; please check the change log about it.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 14, 2016
  29. Offline

    Nebu

    How can I prevent the teleporters are being deleted after a server restart? Or is this just a bug?
     
  30. Offline

    Zeerix

  31. Offline

    Nebu

    Is there a solution for this? Got no error messages. All runes are loaded after the restart but they just don't work any more.

    Code:
    2011-11-06 06:08:09 [INFO] [Runecraft] Rune whitelist with 10 runes loaded.
    2011-11-06 06:08:09 [INFO] [Runecraft] Loaded:
    2011-11-06 06:08:09 [INFO] [Runecraft]  - 1 waypoints, 1 teleporters
    2011-11-06 06:08:09 [INFO] [Runecraft]  - 1 position runes
    2011-11-06 06:08:09 [INFO] [Runecraft]  - 0 rune pads
    2011-11-06 06:08:09 [INFO] [Runecraft]  - 2 player data sets
    2011-11-06 06:08:09 [INFO] [Runecraft]  - 1 block runes
    2011-11-06 06:08:09 [INFO] [Runecraft] World 'world_nether': id 1.
    2011-11-06 06:08:09 [INFO] [Runecraft] World 'world': id 0.
     

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