Advanced Dungeons (HEAVY AND COMPLEX) I KNOW I REQUEST A LOT IM SORRY

Discussion in 'Archived: Plugin Requests' started by ChocolateChoo, Sep 17, 2014.

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  1. Offline

    ChocolateChoo

    BEFORE YOU LOSE THE PLOT, I KNOW I REQUEST A LOT OF PLUGINS! IM SORRY!

    Plugin category: Role Playing

    Suggested name: AdvDungeons

    What I want: Legend of Zelda-style addons that can bring a whole new level of complexity to dungeons.

    IDEA 1 - Keys and Locked Doors
    When you make a dungeon, you can build a wall of sorts, and use the //wand command to select the region. Then typing "/advdungeon door create" would turn that wall to a "door" of sorts that can be opened by a key or button. Then, when looking at the door, you can type "/advdungeon key create" which creates a key that can be used for the door. (The item of the key can be changed in config, default is tripwire hook.) When you right click the door with the key that was generated specifically for that door, the blocks will disappear and you lose the key. (Ive seen plugins that make blocks only visible to certain players and can have collisions with only the player) When the blocks disappear, only the player who opened the door is able to walk through it, other players see it as a door still and can collide with it. If you were to run the key command more than once on the same door, the door will require multiple keys for it to open for the specific player.

    IDEA 2 - Buttons, more locked doors and pushable blocks (if possible)
    When creating a door (using "/advdungeon door create") you can look at the door and type "/advdungeon button create" This makes the door toggle whether its opened or closed via a button. After typing the command, the plugin alerts the player to right click a certain block to act as the button for the door. This will then make a button which everytime a player steps on it, it toggles the door, but if you type "/advdungeon button2 create" the door will be opened via a different kind of button. This button acts like a pressure plate, standing on it opens the door but walking off it closes the door. If you were to run the button2 command multiple times on the same door, it will make it so the door can only be opened if all the buttons have pressure on them. That is where the pushable blocks come in. Looking at any block and typing "/advdungeon pblock create" will make a block that can be pushed only left to right, foward to back. Not up stairs, not up or down ladders. When the block reaches an edge, it will fall down. If it is pushed down stairs, it will fall all the way down to the end of the chain of stairs. To move the block, you punch it (Left click.) Running the command "/advdungeon block reset" whilst looking at the pushable block will return it to its location were it was first made a pushable block (AKA its original location)

    IDEA 3 - Removing doors, buttons and pushable blocks.
    Whilst looking at any AdvDungeon item and running the command "/advdungeon remove" it will remove that certain item.

    IDEA 4 - Certain mob kills to open doors.
    Yet again with doors. Running the command "/advdungeon killdoor <MobType> <Amount>" instead of "/advdungeon door create" will make the door only openable when the player has killed a certain amount of 1 or more mobs. The player will first need to right click the door with the "killdoor" variable to make the door begin counting. When the player has killed X amount of Y (can be more than 1 mob) and right clicks the door, it will open.

    IDEA 5 - All opening of doors compatible with eachother (OPTIONAL)
    Make it so you can have doors that require a key or more, a button or more, and mob kills able to work with eachother. For example, a door that requires 2 keys AND a minimum of 5 zombie kills and 3 skeleton kills.

    IDEA 6 - IF THE BLOCKS CANT DISAPPEAR FOR CERTAIN PLAYERS
    If the blocks cant be invisible and uncollidable for a certian player, make it so:
    KEYS - Right clicking with the final key required teleports the player to the opposite side of the door.
    BUTTON 1 - Make it so the door is toggled for all players
    BUTTON 2 - Same as above
    MOB KILLS - Same as keys.

    Ideas for commands:
    /advdungeon - HELP
    /advdungeon door create
    /advdungeon key create
    /advdungeon button1 create
    /advdungeon button2 create
    /advdungeon killdoor <MobType> <Amount>
    /advdungeon block reset
    /advdungeon remove
    Ideas for permissions:
    advdungeon.op - All commands
    advdungeon.reset - Access to only /advdungeon block reset

    When I'd like it by: ASAP!
     
  2. Offline

    cube_smasher

    Dude this is a lot to ask! Good luck finding someone to make it!
     
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  3. Offline

    ChocolateChoo

  4. Offline

    badie007

    Hmm, i might do that. but im going to travel ;/
     
  5. badie007 Use all the formatting options!!!!


    But really, please don't use bold, italics and underline for your post. There's not really a need and it kinda hurts a little.
     
  6. Offline

    Jaaakee224

  7. Offline

    ChocolateChoo

    AdamQpzm likes this.
  8. Offline

    badie007

  9. ChocolateChoo Reading over it, the first idea alone doesn't actually sound to difficult to make - Couple of clarification points:

    1. Should the door stay unlocked for someone who unlocks it for good?
    2. Should the key disappear when used?
     
  10. Offline

    ChocolateChoo

    AdamQpzm
    Just to clarify one thing, is it possible to make doors invisible for certain players?

    ---

    1. Yes, keep it unlocked for that player only
    2. Yes, all the keys you use should be removes.
     
  11. So that people who have unlocked the door can't see it and can walk through it? Yes.

    I mean, once they unlock it, it's always unlocked for them, or it should relock at some point?
     
  12. Offline

    ChocolateChoo

    AdamQpzm
    Make it always unlocked, or even better, add an option in the config that toggles permanent unlocking and temporary unlocking
     
  13. ChocolateChoo Made a fair bit of progress tonight. Should have something for the first idea only posted after I test it and finish a few parts off first, which I'll do some point tomorrow morning. Hopefully I'll have time to expand it and incorporate more ideas into it but who knows.

    PapiDimmi You're not necessarily being too negative. However, if correcting somebody's grammar is all you have to contribute to the thread, don't bother posting.

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

    ChocolateChoo

    AdamQpzm Thanks, you can take your time. You can put credit to the plugin to yourself, I just really want a plugin like this.
     
  15. ChocolateChoo Phew! Been a busy day but have been able to test & improve at last. Remember it just focuses on the first idea right now. A few things first:
    • You said it was Legend of Zelda style, and since I'm a fan of LoZ games I called it LoZDungeons not AdvDungeons :p
    • The timer thing - you set it per door with a command.
    • The key thing - any item can be a key, you specify the type when creating the key with a command
    • Because of the way I made it, you will occasionally see some cobweb where you don't expect it. Did my best to avoid this, though! Sorry!
    • The plugin will create a config.yml file - you can ignore this file, it just stores the doors. Could've used something like doors.yml but config.yml was easier - I felt a bit lazy :p
    Download: https://www.dropbox.com/s/zw4jjd8gl7ludkd/LoZDungeons.jar?dl=0
    Source: https://github.com/AdamQpzm/LoZDungeons
    Commands:
    • Command: /lozdungeons, lozdung, or lozd
    • /lozd door <id> - Deletes the door with the specific ID
    • /lozd door list - List all doors
    • /lozd door create - Convert your current WorldEdit selection to a door
    • /lozd door settimer <id> <timer> - Sets how long the door should remain open for a player once unlocked. -1 for infinite
    • /lozd key create <id> <item> - Create a key for the specified door. Supports IDs, item names & DVs.
    Permissions:
    Code:
    lozdungeons.*:
        description: Gives you all LoZDungeons permissions!
        default: op
        children:
          lozdungeons.door.*: true
          lozdungeons.key.*: true
      lozdungeons.door.*:
        description: Gives you all LoZDungeons door permissions!
        default: op
        children:
          lozdungeons.door.create: true
          lozdungeons.door.delete: true
          lozdungeons.door.list: true
          lozdungeons.door.settimer: true
      lozdungeons.key.*:
        description: Gives you all LoZDungeons door permissions!
        default: op
        children:
          lozdungeons.key.create: true
      lozdungeons.door.create:
        description: Allows you to create a LoZDungeon door!
        default: op
      lozdungeons.door.delete:
        description: Allows you to delete a LoZDungeon door!
        default: op
      lozdungeons.door.list:
        description: Allows you to list the LoZDungeon doors!
        default: op
      lozdungeons.door.settimer:
        description: Allows you to change the timer of a LoZDungeon door!
        default: op
      lozdungeons.key.create:
        description: Allows you to create a LoZDungeon key!
        default: op
    Feel free to let me know if you have any problems and I'll try to solve.
     
  16. Offline

    ChocolateChoo

    AdamQpzm The plugin seemed to crash when loading up and running any of the commands just displays
    "/lozd help"
    in chat, without the "

    Heres the error log:
    http://pastebin.com/k0xXZHGc
     
  17. ChocolateChoo Weird, that didn't happen to me. I've changed the method around so see how that works for you now - same download link.
     
  18. Offline

    ChocolateChoo

    AdamQpzm The plugin is working perfectly now! One issue though, /lozd door list doesnt seem to work. Also, could you maybe remove the lore for keys and change their names to "Dungeon Key"
     
  19. ChocolateChoo The lore is how it tells what door it's for. Put I could work something out. And what do you mean it doesn't work? In what way doesn't it work?
     
  20. Offline

    ChocolateChoo

    AdamQpzm If the lore and name thing will take too much time, just ignore it.

    The way that /lozd door list doesnt work is that when I run the command, the error "An internal error occurred while attempting to perform this command" is displayed in chat.
     
  21. ChocolateChoo The lore thing already done. And excellent! Can I see the error that comes up in console please?
     
  22. Offline

    ChocolateChoo

  23. Offline

    ChocolateChoo

    AdamQpzm Im not, I use CraftBukkit 1.7.2 but I can play with 1.7.4 . Where does it say I use 1.6?
     
  24. Offline

    mrCookieSlime

    ChocolateChoo
    craftbukkit.jar:git-Bukkit-1.6.4-R2.0-26-g31d7c5f-b2943jnks
    Thats your CraftBukkit Version.
    The Error also says that the Plugin tries to access a method which has been added in 1.7, so you have to update... However good luck with that ;)
     
    AdamQpzm likes this.
  25. Offline

    ChocolateChoo

  26. Offline

    mrCookieSlime

    ChocolateChoo
    xD "Swears hes using 1.7"
    What does the log say...

    [01:18:17] [Server thread/INFO]: This server is running CraftBukkit version git-Bukkit-1.6.4-R2.0-26-g31d7c5f-b2943jnks

    ^^ But it is implementing 1.7
    However you still need to update though.
     
  27. Offline

    ChocolateChoo

    mrCookieSlime AdamQpzm Okay, so I was able to find a craftbukkit 1.7.9 file and my server is working fine still. The /lozd door list still doesn't seem to work.
     
  28. Offline

    mrCookieSlime

    ChocolateChoo
    Post your Server Log
    You should always do that when something is not working or acting weirdly.
     
  29. Offline

    ChocolateChoo

    mrCookieSlime, alright. Heres the server log (the whole log) :
    http://pastebin.com/jfQaSQuY

    mrCookieSlime Also, the MultiGuiMarket plugin is a custom plugin and the developer hasn't decided to fix it yet. Could you possible check it out and see whats wrong? I dont have the source.

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