Plugin category: New Leveling System Suggested name: LevelUp What I want: I've been thinking out a plugin that will give players a reason to compete, without any benefits nor bonuses; possibly per each 10 levels you level up you receive a reward. For example: Player reaches level 70 mining, receives 1 fortune III book and 5 diamonds. (might seem like a lot, but getting to level 70 takes a long time, check the xp table for a better idea on how it works. (There could be a rewards chest that is semi-public and every time someone receives a reward it deposits into that semi-shared chest) Basically it would be a level up system similar to a game called Runescape, you'd go from level 1-99+ in each skill possible, and when you reach level 99 you don't receive any in game benefits, possibly a colored tool according to the skill preformed, or something else. There'd have to be a way to limit bug abuse or mass xp gain, so there'd be an hourly cap on xp gain on all skills, you would not be able to gain more then 200k xp per hour in each skill, that would limit you to getting 99 in 65 hours no stop if they find a way to get 200k xp in a skill per hour the which would be really difficult. Normally it'd take a player 3+ months to get a 99 in a skill if they put a lot of effort into it, so it'd be a challenge to get 99 in a skill and it would give players a reason to play in the server for a long time. The plugin would have to be low resource usage, and compatible with these plugins: Level xp table: (99 would be the highest level, ignore the 100-120) [All skills have a 200k xp per hour limit] Also, having a database that can be tied to a website so all highscores in each skill can be tracked and compared. Skills: Mining: (only natural spawned blocks or blocks created with WorldEdit or any block creating plugin gain xp) Stone - around 7654 blocks per hour - 6.5 xp per block - around 50k xp/ph Sandstone - around 30k blocks per hour - 2.2xp per ore - around 60k xp/ph Netherrack - around 35k blocks per hour - 3.4xp per ore - around 120k xp/ph Clay (all clay obtained from mesa biomes) - 7.8xp per ore - around 60k xp/ph Coal ore - 15xp per ore Iron ore - 20xp per ore Gold ore - 30xp per ore Diamond ore - 100xp per ore Emerald ore - 200xp per ore Dirt, gravel and sand will not gain xp Woodcutting (only natural spawned blocks, grown or blocks created with WorldEdit or any block creating plugin, placed blocks to not gain xp) (Player has to wait for trees to grow or find a forest) Oak - around 2000 blocks per hour - 15 xp per block - around 30k xp/ph Spruce - around 2000 blocks per hour - 17 xp per block - around 37k xp/ph Birch - around 2000 blocks per hour - 20 xp per block - around 40k xp/ph Jungle - around 3000 blocks per hour - 13 xp per block - around 39k xp/ph Fishing Harder skill, average of 20k-50k xp per hour, would be a pretty memorable achievement if you're awarded this 99 Farming Harder skill, average of 20k-50k xp per hour, would be a pretty memorable achievement if you're awarded this 99 [Placing seeds doe not gain xp, you only receive xp from fully grown crops, sugarcane does not grant xp since it can be easily abused] Herblore Harder skill, average of 10k-50k xp per hour, would be a pretty memorable achievement if you're awarded this 99. [Xp is only rewarded if you finish a potion(this skill could have a 100k limit per hour since it can be mass produced] Enchanting Harder skill, average of 20k-50k xp per hour, would be a pretty memorable achievement if you're awarded this 99. [Xp is only rewarded if you enchant] Taming Reproducing Player gains 90xp per baby made from each animal. Produce Player gains 100xp per full-grown animal killed. Taming (Only works with wild animals to avoid lag from mass creation of animals) Dog - 1000xp Cat - 2000xp Slayer Baby Zombie - 100xp Zombie - 120xp Zombie Villager - 130xp Spider - 120xp Cave Spider - 130xp Creeper - 150xp Skeleton - 130xp Wither Skeleton - 400xp Blaze - 150xp Chicken Jockey - 1000xp Spider Jockey - 1000xp Slime - 100xp Magma Cube - 140xp Ghast - 400xp Zombie Pigman - 200xp Ender Dragon - 40,000xp Wither - 30,000xp Silverfish - 200xp Range Xp gained by hit with a bow on a mob avg 80k xp/ph Smithing Xp gained per repair depending on how many levels it used avg 40k xp/ph Agility Player walks around 0.27km per minute, so around 13.5km if they walk for 50 mins per hour - 2.3xp per meter -30k xp/ph Player runs about 0.34km per minute, so around 15.3km if they run for 45 mins per hour - 3.9xp per meter - 60k xp/ph Smelting Xp gained by materials cooked Ideas for commands: /skill(each skill name)top eg: /skillminingtop /skill(each skill name) eg: /skillmining /skilldisplay Shows a GUI that displays the levels on one side of the screen /skill(each skill name)info eg:skillmininginfo Shows a description of the skill and how to gain xp on it /skill(each skill name)table Shows a list of the amount of xp gained per activity in the skill searched Update on idea - 17/5/2014 Update on level up rewards (time can vary depending the skill, but this is about the average) (all these hours are based on non stop skilling, so it actually might take days or weeks depending on how much that player dedicates to the skill) (All rewards can be changed, it's just an example) Level- Xp to get to that level - Time to obtain -------Reward lvl 10 - 1.1k xp - takes about 2-3 mins to get - 1 iron bar and a tool regarding the skill made out of stone lvl 20 - 4.3k xp - 8 mins from past achievement - 3 iron bars and a tool regarding the skill made out of stone lvl 30 - 13.3k xp - 10-20 mins from past achievement - 6 iron bars and 2 tools regarding the skill made out of stone lvl 40 - 37.2k xp 30-40 mins from past achievement - 15 iron bars and 4 tools regarding the skill made out of iron lvl 50 - 101k xp 1 hour - 2 hours from past achievement - 30 iron bars and 6 tools regarding the skill made out of iron lvl 60 273k xp 3-5 hours from past achievement - 3 diamonds and 1 diamond tool regarding the skill lvl 70 737k xp 10 hours from past achievement - 10 diamonds and 3 diamond tools regarding the skill lvl 80 2m xp 30 hours from past achievement - 32 diamonds and 6 diamond tools regarding the skill lvl 90 5,3m xp 130 hours from past achievement - 10 diamond blocks and 10 diamond tools regarding the skill lvl 99 13m xp 300 hours from past achievement - 99 diamond blocks and one of every high enchantment book This was calculated with a player gaining an average of 50k xp per hour, so it would take a player around 477 hours to get 99 in a skill if he were to play non stop. Let's say the player plays around 5 hours a day on the server, and dedicates 1 hour per day to said skill, it would take him over a year to get 99, or a few weeks/months if he nolifes it. And even if you're not 99 you'd still be leveling some skills per day, so it'd keep you motivated, and if you do nolife a skill and try to get 99 it'd be a hell of an achievement. I played Runescape for about 6 years, had 13,992+ hours of gameplay according to my adventurers log. And had all of my skills over 80, and some in the high 90's to 99's. So it's something you don't go for the 99's at the start, it's something you'll work on just by playing the game normally and you slowly see your levels go up as you play. It makes an amazing community and long lasting dedicated players. and a prefix showing off their 99, color coded [99]<playername>: (messages) Brown= mining Light brown = woodcutting Blue = Fishing Light green = Herblore Pink = Taming Red = Slayer Orange = Range Gray = Smithing Purple = Agility Light gray = Smelting Green = Farming Cyan = Enchanting A player can only use one prefix at a time And he can change it by /skillp(skillname) p stands for prefix Eg: Player preforms command /skillprange Message: You are now wearing Range prefix. Eg of chat: [99]<Poxs_Nation> Hi UPDATE ON IDEA 18/5/2014 Also, we're going to need to calculate the the xp rates for all activities, and they should be calculated using the most common used tools.Mining = most people use a eff IV pick or EFF V, so we should try and find a mid point to where we conserve a steady xp rate rate.Woodcutting = should be calculated with a tree farm of at least 40 trees and a diamond axe with a decent enchantment, and see how many blocks you average per minute, multiply it by 55 then divide it by 70,000, and that would give you the ammount of xp per logEach tree log depending on how rare it is should have a different xp rate, starting from the most common biomes they're in to the leastLeast common 30k xp per hourrarest 90k xp per hour. Fishing = should be calculated by someone fishing for at least minutes non stop and multiply all the loot by 2, and make a ratio on the different loot received and average it all out to the point where you receive around 40-50k xp per hour.The rest might be tricky to calculate a way to get the xp rates, we'll work on that later. Ideas for permissions: No idea When I'd like it by: ASAP
In a way, using the Runescape level up system as a guideline, and adding the Minecraft touch to it; ideas and suggestions are accepted. Who knows, this could be something big, and a way to give servers a way to have long term dedicated players, who want a sense of achievement to everything they can do in game. The main thing I see that needs accomplished if this plugin does start development, is to find a way for that it cannot be abused or extremely fast leveled. Maybe another way to do it is add a field where people that use this plugin can adjust the max hourly xp, set their own xp rates and such. Easily modifiable and user friendly. And of course low resource usage. EDIT by Moderator: merged posts, please use the edit button instead of double posting.
Onlineids Let's stay on topic, this is intended to make plugin that I'm sure thousands of players are seeking for, seeing the demand for Runescape related servers is the proof of that. And also, I own Minecraft premium, my ign is Poxs_Nation.
Ah, my apologies. -Moved update to the main post- EDIT by Moderator: merged posts, please use the edit button instead of double posting.
I like your idea, personally I would make a server for this plugin if someone makes it. I am working on my own version for RPG server I am currently making, if someone has not made it by next week then I will give it a go at making it for you?
I love the new update to it, but I would suggest Message: You are now wearing Slayer prefix. Eg of chat: [Slayer]<Kassestral> Like my prefix?
I get what you mean, I think a better solution to it would be to have it modifiable to how the server admins want it configured. I'll probably stick to the 99 on my side since I like a clean and small chat prefix. But if it's easy to change each server owner could set it how they like. So it could be in the plugin files under a option (skill name) prefix: "<enter prefix>"
Well, i was working on the same, that said i really seem to like the idea. BUT this is even harder than a minigame specially not being spout.I will look into this as of i got most things figured out and just like you i dont like mcMMO and Skillz
If no-one else picks this up, or if anyone wants assistance with this if they do, I'd be more than willing to work on it with them or do it myself.
Do you have any experience? Not trying to be rude, I just think if it is created it should be made with someone with quite a bit of experience so it's bug free and someone who knows their way around plugin making. And by your profile I don't see any plugins you've made, have you made any plugins or have a good knowledge of programming? If anyone starts working on this, I think one of the main aspects of the plugin is to try to make it as low recourse usage as possible, so lower end servers can handle this plugin easily. Also if it does enter dev stage, let me know if you didn't understand the level up system or any aspect of what I explained, I'll be more than happy to work through this, and to make it efficient and extremely enjoyable. EDIT by Moderator: merged posts, please use the edit button instead of double posting.
Well, I've got a few plugins under my belt and I can set up a repo and add him. danieltabrizian what's your username on GitHub?
This plugin could be very complex, setting modifiable leveling algorithms, thinking out ways to avoid bug abuse, finding a way to implement the reward chest when leveling up, the level GUI tab on the side, highscores, database connection for the highscores, and more.
Hahahhaa sorry poxsgaming i coded for private usages only but i want other people to know me and see me as the best, not that i am but i am trying and i have allot of skill and i was already working and i got allot of algorithems working that said my english isnt that well so dont judge me on that! mythbusterma i almost never use GitHub but my account is danieltabrizian! EDIT by Moderator: merged posts, please use the edit button instead of double posting.
Does it need to be a chest? Couldn't the items just be given to the player? It's not that difficult to do but why? Eh, piece of cake, and @daneiltabrizian if you want to work on this together you're going to have to use GitHub. I'll make the first commit later tonight and add you.
Cool!, I got a feeling this is going to be a hot plugin if well made, feel free to ask me if something about the plugin seems unclear. Also, we're going to need to calculate the the xp rates for all activities, and they should be calculated using the most common used tools. Mining = most people use a eff IV pick or EFF V, so we should try and find a mid point to where we conserve a steady xp rate rate. Woodcutting = should be calculated with a tree farm of at least 40 trees and a diamond axe with a decent enchantment, and see how many blocks you average per minute, multiply it by 55 then divide it by the ammount of xp wanted per hour, and that would give you the ammount of xp per log Each tree log depending on how rare it is should have a different xp rate, starting from the most common biomes they're in to the least Most common 30k xp per hour rarest 90k xp per hour. Fishing should be calculated by someone fishing for at least minutes non stop and multiply all the loot by 2, and make a ratio on the different loot received and average it all out to the point where you receive around 40-50k xp per hour. The rest might be tricky to calculate a way to get the xp rates, we'll work on that later. The reason for the chest is to avoid issues if the players inventory is full. EDIT by Moderator: merged posts, please use the edit button instead of double posting.
Well I can do all the programming, along with Daniel of course. If you want to go ahead and work how how much exp to assign to everything that'd be fantastic.
Sure, I'll do all the calculations for mining, woodcutting and agility. The other ones are pretty complex, so I'll probably need some help calculating the most efficient and non bug abusable xp rate. This is how the levels are calculated http://rsdo.net/rsdonline/guides/Experience formula.html EDIT by Moderator: merged posts, please use the edit button instead of double posting.