ColorKeys
ColorKeys
Version: v1.5.3(release) [1.7.9-R.2]
This plugin adds locked doors to your server that can be unlocked by obtaining their matching colored key ("key" meaning a chat message explaining you have a key, until Spout allows custom items :p). You can either obtain a key through a player with the appropriate permission, or an NPC with permissions enabled (when questing). This will soon add a certain, special layer of classic role-playing and questing that has yet to be seen in a Bukkit plugin.
How to use Color Keys (wiki)
Note: The YouTube video has been removed due to out-of-date methods (changed with version 1.3.0). A new video will be released shortly.
Features:
- Create doors that can be locked with colored keys, based on a cloth block under the door.
- Able to have multiple doors of the same color (Red door at "Spawn", and Red door at "Dungeon", and so on)
- Up to 16 doors for one location (White door at "Spawn", Blue door at "Spawn", and so on)
- Keys can be given from an OP, NPC's, or any other plugin that allow commands with proper permissions (questing in mind).
- SuperPerms will be used now that Permissions 2.7/3 is inactive
- Vault support for C.O.D. transactions
- Sign Shops for keys!
- Sign Shops for keys!
Click here to see our Changelog and our To-Do List!
Conflicting Plugins:
- none
Source Code is currently Unavailable
Any way to take a key from a player when a command is run?
@FeedDante
Thank you! Installed 1.5.2 this morning, and I've thoroughly tested it, and it's working perfectly now. I tried using zombies, creepers, ghasts and exploding spiders on the doors, and no door/wool damage. The signs and repairs to keys are working perfectly also. Well Done!
@twisterlj
Did some more testing, apparently zombies breaking door was a different event entirely (EntityChangeBlockEvent); I now have that fixed.
As far as creepers go, in every case I try I successfully stop the explosion (EntityExplodeEvent). I've uploaded v1.5.2, if you still have problems I would guess it's a conflict with another plugin. (If you still have an issue on v1.5.2 open a ticket with as much info as you can.)
PS: I retested all door protection events and didn't find a problem with any of them.
Just updated to the latest release to test the sign breakage and the keys. The one thing I have noticed is that the doors are no longer protected. We have our server set on hard mode, and zombies are able to break down the ck doors, and creepers can now blow them up. I had been using v1.4.0 and in that version the doors were completely protected.
@FeedDante
Okay so then i shall make some blackbox-tests myself first ;)
@Xarinor
This works properly in all my test cases. Please open a ticket with more info. (Versions, location (door) name, wool color, ALL info on the sign used to purchase the key, etc.)
PS: The 'keys' are the same irregardless of how they were obtained. Weather by command or sign makes no difference.
When i give a key with one use to a player via sell sign, the use isn't removed after opening the matching door :S Somebody here with similar probs? Else, good Plugin! Spout optin would be really great
Updated to v1.5.1. Fixed signs so that they can break, and made it so that signs now repair uses.
@twisterlj
That will be fixed in 1.5.1, which will be released later today.
We are having an issue, we installed ColorKeys, but every time someone on our server tries to break a sign, not a ck sign, just a regular sign that they placed, it tells them they don't have permission to break a ck sign. These were all signs placed before we installed ColorKeys...
@EpicBlargh
We thought about it a lot, and came to the conclusion that since an infinite number of doors can be made, there's no easy way to manage physical keys. We like the idea of deleting the item when it's gone, but that would mean 1 item for every door. We thought of compromising and having 1 item for every door, but then we wouldn't be able to break it.
What would be cool is that if someone had a certain item linked to the door by ID, they had to right click the door WITH the item to open it. Then we can specify whether or not the item would be deleted when they pass through the door. I think that would be the best update for any plugin I've ever seen.
Sorry that took SO long. FeedDante was awesome and did pretty much the whole update while I was busy. He gave me the file 2 weeks ago, and I got sidetracked.
Sorry I dropped the ball, lol. Turned out well tho, cause now it's updated to 1.2.5-r1.2 :)
@jaygigo
Sorry but I don't check the comments often. If you want me to respond ASAP either tag me in the post or make a ticket. Either of those will send me email notifications.
Back on topic, I had intended to make CK signs repair broken keys I just haven't gotten around to it yet. I'll talk to Jase and see if I can get 1.4.1 pushed out in a day or two.
Hi, I am making a hotel and i made a room for just buying keys for separate rooms.
I made it so the keys break within one use, but when I go back to buy another key it says I already have a key but then when i try to use it on the door it says that key is broken.
It would be helpful if either you could make it so once the keys broke you had a choice to buy another one or have a sign to repair the keys.
Releasing 1.4.0! We decided it was best to allow our users to edit their doors and keys files. Files are now saved in XML, so we recommend you edit them in Notepad or N.
Doors are now saved as follows:
Keys are now saved as follows:
@marvinej
Spout is not currently integrated. When we add support, we will make sure it is a soft-dependency (spout not required).
Is spout a dependency or can i run this without spout?
We are hard at work squashing as many bugs and exploits as possible. With the introduction of economy we've run into a lot of walls. We're getting close tho! We will probably release something tomorrow (Thursday, March 22). Pretty big update we got for you all!
CK has been updated to 1.2.0 for a few days now!
We are hard at work getting economies working. Due to ease of coding, we will be supporting vault.
Some command additions you can expect:
Price is for the key, not per usage. "World" and "Uses" is optional. It will default to the world the player is in to get the world. Uses will default to "infinite". If you want a different amount of uses, add "u=[uses]"
shows a list of keys that are available to buy, organized by numerical ID's
accepts the specified ID number of the key you wish to buy
attempts to purchase all keys in your queue if you have enough money
removes the selected ID number of the key from your queue