ClaimLevels
MOVED TO http://www.spigotmc.org/resources/claimlevels.2638/
IMPORTANT: MAKE SURE TO MAKE A BACKUP OF YOUR DATA.YML IF YOU ARE UPDATING TO VERSION 1.5(THIS VERSION WILL CONVERT YOUR DATA.YML TO UUID FORMAT)
This plugin will allow players to use their credits to claim mcMMO levels for any skill that they wish to use it on. This plugin makes donations a lot less of a hassle for admins/owners.This plugin is a fork of RedeemMCMMO.
NOTE: This plugin requires mcMMO
For Those of you switching from RedeemMCMMO you can just copy and paste the player data into the config. If you are having trouble doing this please message me
Credit Currency | ||
Credits can be given to players | ||
Allow players to check the amount of credits they have left | ||
Players can claim mcMMO credits and put them on a skill. |
/addcredits [player] [amount] | Give the player a certain amount of credits | |
/takecredits [player] [amount] | Take a certain amount of credits from a player | |
/credits | Shows the amount of a credits a player has | |
/redeem [skill] [amount] | Redeem credits | |
/clreload | Reloads config and data files |
credits.add | Allows the use of /addcreditss | |
credits.take | Allows the use of /takecredits | |
claimlevels.reload | Allows the use of /clreload |
More configurations for language.yml | ||
Suggestions | ||
Auto-Updater |
Requirements
Before installing this plugin, you need to install these first.
- mcMMO - This is required for the plugin to work.
How to setup ClaimLevels
ClaimLevels v1.1 and ClaimLevels v1.0
- Put mcMMO into the plugin folder
- Then, you need to move the data from the config.yml into the data.yml. After you do that, you must change all the names to lowercase letters for the plugin to function properly. If you need help feel free to message me(xCyanide)
ClaimLevels v1.2 +
- Put mcMMO into the plugin folder
- Put ClaimLevels in to the plugin folder configure the settings to your liking
- You are done setting up ClaimLevels
Metrics
This plugin utilises Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org: A unique identifier The server's version of Java Whether the server is in offline or online mode The plugin's version The server's version The OS version/name and architecture The core count for the CPU The number of players online The Metrics version Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true.
i just downloaded the plugin, already had mcmmo, but when i went to use the plugin, the players could not redeem credits. ex. /redeem credits axes 10 states an internal error occurred while attempting to perform this command. All other commands worked.
@xCyanide
(Note: I use the term "you" a lot, but that refers to people in general, not you, the developer. Sorry if there's any misunderstandings.)
I actually agree with @deathhzone on this one. There's a reason (in every MMORPG) that, once the player is at a high level, it's hard to level up further - and with good reason, mainly that the player is already powerful in that skill, and isn't in need of leveling up sooner over later. In other words, the higher leveled the skill is, the tougher and more tedious it becomes to level it up, all to prevent the imbalance of having low-leveled players being unable to "catch up" with the high-leveled players.
If leveling at high levels weren't so tedious, the leveling system would become quite trivial. Anyone could be at a high level "just like that". On the other hand, if it's too tedious, then that would just be of bad design (as the process of leveling becomes trivial too). It's all about the balance.
Now, if leveling becomes tedious (but not too much) at higher levels, the system is in balance. Adding something like this would throw it out of balance (it didn't need balancing to begin with). A credit is worth less to a low-leveled player than a high-leveled player, as @deathhzone said. What can a low-leveled player do with a credit? Well, they can use it, but it would be badly inefficient. They can wait to use it, but that's not really fair, because high-leveled players can use it now without worry of waste. A high-leveled player can use it to increase the gap between low-leveled players and high-leveled players. The result is unfairness.
Now you may ask, "But this plugin was meant to be more of a donation perk?" Well, yes. While I can't do anything about other people's servers, I can still offer my viewpoint that giving players power in return for cash is bad server design. Yes, incentives play a role to help the server function, but I believe in quality of treatment and fairness over functioning (in other words, running a server because you're passionate about it). Is this a skewed argument? Yes, but it's still an argument.
You may also offer this rebuttal, "But leveling at high levels is so boring and tedious!" Yes, but again, that's just bad design. Even though mcMMO is what I see to be a "standalone RPG plugin", I personally don't ever believe it should be used alone on a server, and also that it shouldn't "run" the server for you. In other words, become the server's focus. Rather, it should compliment the server's gameplay, not control it. My own solution to this would be to make mcMMO the complimentary plugin, not the featured plugin. Have your players focus on some other type of gameplay.
I think a remedy to all this would be to add "more configuration"; that is, allow the admin to have one of three systems with the credits. The first is the "flat credit". Basically, you get a flat amount of experience in whatever skill you desire. The second is the "level credit", which is what you're doing right now. Redeem one credit for one level, simple enough.
The third is the "complex credit". The admin can specify any function with certain variables involved as to how much experience a credit gives. The variables one can use are:
([CURRENTLEVEL]/2)*[CURRENTEXP]
And if you wanted to replicate the classic "gain one level per credit" system, you could do this:
CURRENTEXP+EXPNEEDED
This would mean that you get enough exp to level up to the next skill, then get all the exp you originally had. The result is that you're at the next level, and you retain the exp you had.
Do note that I'm not trying to lambaste this plugin for encouraging "bad design" or "imbalance". I'm just trying to show how this plugin might not offer the "best solution", while also pointing you (the developer) toward a solution that people may favour more. Regardless of whether you want to implement my idea, I would like to thank you for the work you put into this.
If you want a solid example of my idea and how successful it is, think Runescape (if you're familiar with the game) and magic XP lamps.
@deaddude22
There's nothing he said that suggests he doesn't understand this plugin's purpose. Rather, what he stated was that he didn't agree with how this plugin might be imbalanced. The purpose is there and clear (stated in the first paragraph), but it doesn't mean you can't criticise it.
@deathhzone
So don't use the plugin if you can't understand it's use...
@xCyanide
Yeah, but I want donating for McMMO to be fair for everyone, setting it high will be OP for the high levels, setting it low will not do well with low levels
@deathhzone
The point of this plugin is to help players that already have high mcmmo levels to level up easier because once a player has a really level for a skill, it becomes increasingly difficult to level
@jakichan77 I will add that in a future update
Now this simply adds levels no matter what level they're at? That's kind of unfair once they're at high levels.
Please add the option for MOTD telling you how many credits you have upon joining, thanks.
@deaddude22
I will think about it
Could you add a limiter to how much you can add per skill?
@xCyanide
My god I'm an idiot. LOL.
I thought you meant to put mcMMO into the ClaimLevels pluigin folder.
@KingVitiate
The reload command only reloads the config and not the language.yml. Oh, you need mcMMO for the plugin to work
@xCyanide
You said:
"ClaimLevels v1.2 +
Put mcMMO into the plugin folder Put ClaimLevels in to the plugin folder configure the settings to your liking You are done setting up ClaimLevels"
Also, 2nd question here. I changed the prefixes from ClaimLevels to something else. Did the reload command, the prefixes didn't change. Do I need to restart?
@KingVitiate
What mcMMO folder? I am confused
@xCyanide
And I don't have to add the mcMMO folder anymore, correct?
@KingVitiate
Yep, should be(To be safe just test it on your test server before you put it on your public server)
@xCyanide
All bugs fixed 100%?
@KingVitiate
Yeah, I just need to wait for the file to be approved, the latest file in the dev build will work. If you don't want to use the dev build you can wait
Any new updates yet? LaFong's friend by the way.
Still waiting on the solid 1.6.2 version :/
All fixed and tested. - Users are no longer spammed up in the data file. - Users are auto deleted when credits reach 0 - Users don't get reset to 0 on login.
https://github.com/xCyanide/ClaimLevels/pull/1
The 4 commits from 5 days ago broke quite a lot.