WIP - Guild Wars - Create guilds, towns, citys, factories, and complete quests! [1000]

Discussion in 'WIP and Development Status' started by jeffadkins51, Jul 23, 2011.

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  1. Offline

    jeffadkins51

    Guild Wars - Create guilds, towns, citys, factories, and complete quests!
    NOTE: This is not made after the game "Guild Wars"
    Description: Guild Wars is a very large project, and will probably take a while to finish, and that is why I'll be recruiting Dev members a little while later on the project
    This is an uncompleted thread, alot of information is missing and the wiki is currently down- But it should be up within the week.
    Client-Sided Add-on:
    The client sided add-on is not mandatory, It's completely optional
    What does the client-side add-on do?:
    It brings more features to the plugin, and makes the plugin alot more realistic
    Features:
    • New armor, tools, and weapons
    • Spells - Add's a ton of spells to the class: Necromancer
    • New Ores
    • More guild Add-on's(Faction buildings)
    • New NPC's(Controllable, Knights, Farmers, and more!)
    • New recipes
    Features:
    • MYSQL support
    • Ability to create your own town, city, or guild (More information)
    • Leveling system - Multiple unique level's!
    • Multiple classes to choose from (More information)
    • Quest system(Customized just for Guilds, etc.) (More information)
    • Guild quests/mini-quests
    • Unique combat system(Ability to siege towns, and citys depending on your guild level and size) (More information)
    • Multiple currencies(Gold, Silver, and copper) (More information)
    • Custom shops
    • "Government" system - Once you claim a town, you can make that town pay you taxes (More information)
    • Factory system - Create sewers, power plants, mineral plant (More information)
    • Admin Control - Full control over guilds, etc. (More information)
    • Land claiming system - Really simple & easy to use
    • Border protection / Spawn protection - Give's OP's/admins the ability to safely protect specified area's.
    • Fully configurable - You can change just about everything via the config. Including prices, Disabling/Enabling features, and more. Al though not EVERYTHING is customizable, for the most part it is.
    • Section system - When doing quests, you reach certain sections in that quest. Upon doing so, you will be awarded a random amount of currency, and if your lucky you might even get an item or 2!
    Commands:
    Commands (open)

    /gw quest <questname>
    /gw quest random
    /gw class select <class>
    /gw class list
    /gw shop
    /gw shop <buy/sell> <itemname> <currency>
    /gw shop <perk> <buy/sell> <perkname>
    /gw acc
    /gw balance <currency>
    /gw help
    /gw help currency
    /gw stats
    /gw town <towname>
    /gw city <cityname>
    /gw guild <guildname>
    /gw invite <playername>
    /gw rank <playername> <rank>
    /gw demote <playername> <rank>
    /gw kick <playername>
    /gw power <town/city/guild>
    /gw town
    /gw city
    /gw guild
    /gw factories
    /gw jobs
    /gw <town/city/guild/factory> upgrade
    /gw banks
    /gw sel <factory/town/city/guild> <p1/p2>
    /gw set <factory/town/city/guild> <name>
    /gw pay <currency> <playername/guild>
    /gw bank create <name> <town/city/guild>

    Admin Commands:
    Admin Commands (open)

    /gw admin [on/off] - Toggles admin mode on and off.
    /gw disband <name> - Disband's the specified guild name
    /gw admin deposite <currency> <amt> <name> - Deposite's the specified amount of 'currency' to the designated settlement.
    /gw admin shop set <item> [currency] <price> [curr]
    /gw admin shop del <item>
    /gw admin power <powertype> <pname/guildname>

    Guild Information:
    Guild Information (open)

    You cannot just start a guild. You have to first start a town, then upgrade to a city then upgrade to a Guild. As a town you're limited to what you can make/do. Town's can only make a sewage plant and a power plant

    Classes:
    Classes (open)

    Classes:
    Soon to be more suitable with skills
    • Knight - Best with questing, and melee.
    • Workmen - Best at creating factories and facilities
    • Necromancer - Deadly with a wand and book!
    • Archer - Best at ranged
    • Nerd - Best with governing, and receiving taxes
    • Farmer - Best with growing and harvesting crops
    • Medic - Heal's injured players. Best @ war

    Armor Bonuses:
    Armor Bonuses (open)

    Armor Bonuses:
    • Leather Aarmor - Ranger's damage while wearing leather armor is increased by 6%
    • Diamond Armor - Best with knights, Increases all melee perks by 3% and a 4% increase in melee
    • Iron Armor - Best with Workmen, Gives a 20% chance of getting a $100 bonus when receiving income from a factory
    • Gold Armor - Best with necromancer

    Currency & Guilds:
    Currency & Guilds (open)

    Currency:
    Gold - Most costly
    Silver - Costly
    Copper - Meh.
    When buying from shops, upgrading guilds, etc. You can use Gold, Silver, and even copper. Example usage: Purchasing: Guild Upgrade - 10 gold 3 silver 200 copper(This is not the actual price, this is just an example)

    Levels & Power:
    Levels & Power (open)

    Levels:
    Configurable / Toggle
    • Combat level - Gained by any training combat related levels
    • Ranged - Gained by killing mobs and players
    • Farming - Gained by planting/harvesting crops
    • Cooking - Gained by making cakes, and other food
    • RuneCrafting - Gained by smelting ores with the spell: Smelt
    • Magic - Gained by using spells
    • Mining - Gained by mining ores
    • Smithing - Gained by smelting ores
    • Crafting - Gained by creating tools
    • Agility - Gained by running/jumping
    • Fishing - Gained by catching fish
    • Worker - Gained by creating factories
    • Woodcutting - Gained by cutting trees
    Power:
    Guild Power - Determined by the amount of players in the town/city/guild and by attacking other towns/city's/guilds
    Perk Power - As your character advances combat level's so does your perk power. When you use a perk, it takes Perk Power. When you first pick a class your perk power is set at 5, you advance your perk power each time you gain a combat level

    Default Configuration:
    Code:
    #Guild Wars configuration file
    SaveType: MYSQL
    Economy: iConomy
    Towns: True
    Citys: True
    Guilds: True
    Tags: True
    RestrictWorld: False
    RWorld: World
    GuildJoinMSG: You have just joined guild: %guildname!
    GuildLeaveMSG: You have just left guild: %guildname!
    GuildUpgrade1: You feel an intense power hover over you as your town upgrades to a city
    GuildUpgrade2: -
    GuildCreateMSG: -
    This is not the entire configuration, have to finish the rest later.
    
     
  2. Offline

    DrAgonmoray

    lol, isn't this named after that mmorpg 'Guild wa-
    Owait... :p
     
    iPhysX likes this.
  3. Offline

    iPhysX

    Sounds awesome :)
     
  4. Offline

    jeffadkins51

    Thank's for the feedback
     
  5. Offline

    Dimochka

    Release early.

    Integrate with WorldGuard regions plox, don't reinvent the wheel.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 17, 2016
  6. Offline

    jeffadkins51

    I was thinking about it, but I've come up with a new system, that i feel is more fit for the job then world guard.
    As there are factories, when claiming the land, you have different modes(Factory mode - Which obviously claims land for factories, Claim - Just claims land for your settlement.) Other modes are being added as well, to make everything simpler and easier to use. But i will be adding a border protection/spawn protection(So you can claim area's you do not want to be built on/destroyed whatever.)
     
    iPhysX likes this.
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    Dimochka

    Will it be claim-by-chunk model or something different?

    > you have different modes(Factory mode - Which obviously claims land for factories

    Sounds like regions just have a «mode» flag which can be set to a number of possible values.
    WG has flag although as of now you can't have your own custom flag for region.
     
  8. Offline

    jeffadkins51

    The modes are for claiming land, you'd do /gw claim factory, and then it would set your claiming mode to factory, then you would just do /gw claim to claim the land around you(Within a certain block radius). Not WG related at all. Guild's will eventually be able to buy perk's that give you the ability to claim more blocks when doing the claim command. More will be explained in the wiki :)
     
  9. Offline

    Dimochka

    Ah, loved this. I hope no liberal moron will consider this feature racist.
     
    EarlyLegend likes this.
  10. Offline

    jeffadkins51

    Fixed, thanks for pointing that out.

    Update: Ranks based on combat level! Combat level based on overall stats

    Update: War System - Guild's will be given the ability to fight other guilds at arena's for prizes/land

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 17, 2016
  11. Offline

    jeffadkins51

    Update: New class - Medic

    Update:
    • New leveling system
    • New levels
    • Runecrafting almost completed
    • Combat leveling almost completed

    Update:
    • Client Sided add-on

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 17, 2016
  12. Offline

    alta189

    BukkitContrib?
     
  13. Offline

    jeffadkins51

    No. Just straight client edited. It's for singleplayer mainly. Will most likely be tested, and edited for Multiplayer.
     
  14. Offline

    alta189

    What does it do
     
  15. Offline

    jeffadkins51

    • New armor, tools, and weapons
    • Spells - Add's a ton of spells to the class: Necromancer
    • New Ores
    • More guild Add-on's(Faction buildings)
    • New NPC's(Controllable, Knights, Farmers, and more!)
    • New recipes
    More will be explained in the wiki.
     
  16. Offline

    Aparicio101

    Dude, this plugin sounds really cool, i put on watch thread. I can't wait untill it come's out!!!
    Hope is comes out soon, i would love to put it on my server!!!
     
  17. Offline

    jeffadkins51

    Thanks for the positive comment!
    Update:
    Client-Addon:
    Altars - Craft altars, and place them in a sanctuary for the most exp, you craft different items on different altars
    Sanctuary - When runecrafting in a sanctuary, you earn almost double XP
    Rune Essenece - A new ore, which you use for runecrafting. Without it runecrafting is impossible!
    Spell GUI - A GUI for selecting spells for magic.
    Shop GUI - A new shop GUI is being worked on, and once done the perk purchasing system will be alot different
    ----------
    Note; When the ALPHA build is released for testing, the client sided add-on modification will not be available. The client sided add-on will most likely not be available for a few weeks after the initial guild wars release
     
  18. Offline

    Stephen92

    ok this sounds orgasmic when will it be released?
     
  19. Offline

    jeffadkins51

    Not sure, I have alot on my hand's and I can not really give out a specific date, on which Guild Wars will be released.
     
  20. Offline

    jeffadkins51

    Update: MYSQL Support
     
  21. Offline

    Stephen92

    any news on a release date?
     
  22. Offline

    jeffadkins51

    Well the project has been delayed a bit. Due to a couple of issues I have encountered.
     
  23. Offline

    Kardocraft

    Will it be possible to turn the classes off. So I can use an other plugin for classes?
     
  24. Offline

    jeffadkins51

    As of now it's not a feature. But I'll look into it.

    Almost finished with the quest commands.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 17, 2016
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    Stephen92

    Man I can't wait for this plugin, it's going to be amazing for my server and the best one of it's kind.
     
  26. Offline

    Stephen92

  27. Offline

    gameswereus

    So this is Factions on steroids right?
     
  28. Offline

    Daelmorn

    so I am curious, is the shop UI going to cause problems with other shops such as IconomyChestShop? it sounds like a great plugin that i look forward to trying but hope it will not cause problems with any of my other plugins
     
  29. Offline

    Stephen92

    im pretty sure if im not mistaken if you are going to use this, it has its own iconomy/shop/towny/guilds I might be missing something...
     
  30. Offline

    jasvecht

    Mmm, this sounds great but two things.

    1:. Multi-World Support? Happening or not?
    2:. Spout or yet another client sided new plugin? Because truly, Spout seems to be the future of Bukkit. This plugin can help make it a lot more adopted, but it can also choke off/be choked off by spout...


    Also, splitting off the Configuration from the messages file might be a smart idea. Would allow for easier translations and such.


    Edit: Just read that you won't be using BukkitContrib/Spout. Nevermind then
     
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