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

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

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    DwarfCraft - Player progression plugin with skills that are improved by training(not xp):
    Current Version: v1.01
    Authors: smartaleq, LexManos and RCarretta

    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.

    • 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/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

    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


    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.
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    Installed this on my server, got Exceptions, had to take it off quickly to get it fully up again. Any status on an update?
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    Works great. As I said, the only thing that bugs me a little is that admins cant
    /setskill <player> All <level>

    I went into the effects.config and changed all the base values for BLOCKDROPs to 1 just so that everyone isn't asking "hey, I just chopped down this tree and didn't get any wood" when they first start out...

    GREAT plugin :D
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    I would like to be able to /setskill properly, other than that, it seems to be running fine as long as I am not running permissions or the essentials version of permissions.

    A lot of players are mistaking the fail of block drops for severe lag.

    I can't find the location within DwarfCraft to change the race name from Dwarf. Am I doing it wrong? v1.01
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    I use permissions.
    Just noticed the whole issue with dropped items/blocks being redirected or something. They keep getting stuck in adjacent blocks...
    Has anyone found a workaround for this?
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    Race name = Ranger please! Where do I change the race name!?
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    Working quite hard on getting every one of these bugs fixed, as well as race switching.

    Iconomy support not planned, I haven't looked too deeply into MySQL, I had to learn sql period for this program.
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    Is there any way of adding something to disable this:
    "killing anything without a sword or bow will drop no items, this is to prevent automated monster farmers."
    One of my people always creates something that takes these, auto-cooks things like pork, auto-sorts other stuff (thanks to minecart mania), and no one ever sees the system. I know it might unbalance some things a touch but I could change those in the configuration files anyway to something else, like a massively higher quantity or so, but we really need mob farms to work.

    Plus, all the other bugs fixed, may get something in exchange. :)
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    I think I'll have to put this plugin on hold until:
    a) It doesn't conflict with DropBonus;
    b) it has permissions support
    c) some way to hide NPC names or something (really annoying when you have every trainer in a big room because you can see their names from anywhere in the map)
    d) an easy way to add / remove trainers (A LOT of typing)

    Guess its back to mcMMO for the time being.
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    When using the hoe to gather seeds, the seeds don't seem to appear until the tilled soil reverts back to dirt.
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    Not sure how you can make this not conflict with drop bonus, x3 drops for a block, and x1.8 from dwarf craft, it will conflict anyway. I really like how it over took drop bonus, so I dont have to worry about balancing out drops anymore. I havent seen any problem with iconomy at all, global shop and local shops. Permissions could be an issue, are the commands op only at least? That would be all i need from it. Hiding the Npc's is more of a feature rather then needed to use the addon.

    Only big thing ive noticed is world guard protection so if you have mcbans and watch the new people as they come in it's really not too bad of a conflict. Having a great time with this addon.
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    Yea, sorry about that, I edited my original comment.

    I was using DropBonus as a means of distributing coins via monster and animal kills. Wasn't so much the block drops.
    And I mention the easy way to add / remove trainers because after I removed this plugin I was left with 40+ trainers with no way to remove them. I had to replace the plugin, and manually /removetrainer <trainer ID> for each one...
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    Same with my server, DropBonus is just used to distributing coins to the player. If DwarfCraft could usurp that functionality as well would be great.
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    I haven't thoroughly tested yet, but Bigbrother isn't working really either. Some blocks I place, it will tell me i placed them but then someone else will destroy the block and it wont register. Considering the other block plugin conflicts I am taking a guess that this is also the culprit.
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    Hey everyone - quick heads-up as relating to plugin compatibility:

    (Aspects of) Minecart Mania are currently broken with DwarfCraft. It seems (from my very basic knowledge of how the plugins work) that in order to facilitate the Sailor skill allowing boats to go faster than normal, the devs have removed a speed-cap on minecarts as well. Unfortunately, MM boosters will very quickly cause your speeds to blast far beyond the default cap of 8 m/s, which in turn causes the cart to derail at the first corner and embed the player into any walls behind it, suffocating them.

    So if you're going to build any rail-lines in your Dwarven Strongholds, make sure they're either perfectly straight, that you don't use many boosters (as in use one single gold ore and that's it), or just use Autocart for the meantime (but make sure to limit speed.)
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    I will look into making our implementation compatible, and if not compatible, disable-able.
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    I really want to use this plugin, but I swear, every day someone reports another server-busting bug. I hope this gets updated soon. Is there an ETA smart? The next few days? By this weekend?
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    To be honest, I hardly consider this server-busting, nor any of the other bugs really. We've been running DC since release with no real issues at all. A few annoyances here and there, but mostly we've been loving it. Our population is pretty low though, so that could affect how much we care about instability/exploitability.
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    Well, my server is a Towny based PVP server, so without block protection, I'm hesitant to install it. Throw in minecarts not working, no way for players to opt-out, arrows dealing obscene damage and blocks dropping with health bars that shouldn't have health bars, and it seem like it isn't in a usable state yet.

    Oh, and there isn't really any documentation/command list in the OP, nor a link to an external one.

    That being said, I am really excited to see it get updated, because I really think the idea is fantastic, and it seems like it has the potential to be the best "skill" plugin released to date.
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    Thank you so much for this information. I've been going crazy trying to figure out what was wrong with my minecarts, didn't realize this mod would have any effect on it.
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    Just an update, I have working fixes to block instabreaking, race changing, and (I hope this keeps working) block data value dropping. Also made crops/seeds drop from the correct square. setskills all should work now.

    Still working on command cleanup, multiple races/skillsets, trainer maxSkills, remove-next trainer removal, training item removal

    I asked RCarretta to look at fixing minecart issues.

    Release will be late tonight if at all today, sorry for the delays getting these important bugfixes out.
    zwarmapapa likes this.
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    Hi there, thanks for this amazing plugin !
    Is there a possibility to remove the welcome line "[BC] Welcome Dwarf <Name>" ?
    More over, I would like to be givin' the permission to translate the plugin into french, is it possible ?
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    Goliathe: Localization would be a headache in the short term. I'll keep it in mind for 2.0.

    Quick poll - using the new race system, some skills may be used by multiple races, for example, maybe both elves and dwarves have sailing, but gnomes do not. When you change races, would you like all skills to be set to zero, or would you like only new skills to be set to 0, and common skill levels kept? I'm not going to create a setting for this now, just hard code it in, so your responses would be helpful.
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    I think it might be nice to have a "racial modifier" that effects your skills, instead of resetting them. For instance, if you switch from dwarf to elf you might get penalties to mining skills while getting bonuses to woodcrafting. The base "skill level" would remain unchanged, but the effective level would be different.

    Just an idea.
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    You normaly choose your race when you start, so when you want to race-change, well.... you would have to create a new account :p
    Resetting all skills would be fine.
    Would be a bitch if you got high skills....
    Maybe lower all skills by 25%?
    And ehm.... ( example, you go from dwarf to elf: ) you keep all your dwarf skills, but they won't work anymore as an elf, and are untrainable while beeing an elf. Those skills got no use while beeing an elf, but when you want to go back to dwarf atleast your skills won't be 0 again.
    Anyway, lowering them by a % is better than to put it on 0, thats for sure :p
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    I personally believe that the level back down to 0 won't really be unfair. Think of it this way, If you don't like a certain character you make in other games you don't just change characters and still have all your stats transfer over, you start fresh. I know it might be harsh but I am not against it. It's hard to just let your character keep all the stats...it seems like then people would just switch back and forth to whatever they are doing at the time. If you did have the stats transfer maybe make it so you can only change classes once or make it cost iConomy Currency to change your class. Just some thoughts for your awesome plugin. If anyone else wants to try this out come to: mcserver.teamasshat.com Its a great server and the only thing to improve getting more people so come on over and join a town and start leveling!
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    Any thoughts on a switch for this?

    EDIT: I concur about just setting the skills to zero on a class change, however perhaps a configuration option as a percentage, constrained to 0.0 to 1.0, 0.0 means it would set it to zero, 1.0 meaning it would be saved in full (if their new class has access to it, else just stores it in case they change back), something like 0.5 would half their skill levels every change?

    Personally I would set it to 0.0. Want to minimize such class changes. Well, 0.5 might be harsh enough, might do that...
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    Ok thanks smartaleq, but just, is there a possibility to remove the welcome line that appear in the chat "[BC] Welcome Dwarf <Name>" ?
    Daveyo likes this.
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    Would it be possible to get a more detailed explanation of how Leader and Civilian work? Roughly how many additional plots per level does a town earn? 1 plot per 5 levels? 10 levels? 1:1 seems high, even held back by an iConomy cost to purchase land. Furthermore, does Leader ONLY increase town size for the mayor, and doesn't count if the character with the Leader skill is just a normal resident? How about setting up Towny, do I need to switch anything in the config? I'm very interested in this feature, but the documentation right now is kind of nonexistent.
  31. Offline


    Okay please read this post through, it's the third time I'm asking for this:

    On my server it is Rangers vs Vampires, not Dwarves vs Vampires. I would like to change the RACE NAME ONLY to Ranger, as was told in the op:

    Players may choose to play as Dwarves or Elves. Switching resets all skills. The race names are entirely configurable.​

    I find no place in the docs or in this thread that explains how this might be accomplished. I don't want any darn Elves or Dwarves on my server for RP purposes, but I *DO* want to be able to change those names and keep the dwarfcraft system!

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