FC_Rpg
FC_Rpg is a plugin that completely converts bukkit servers into RPG servers. FC_Rpg aims to be the number one RPG plugin that can be easily installed to any world of a server, or all if you prefer, and setup quickly by not requiring spout or client mods. By using FC_Rpg, you can bring an RPG experience to your server like no other! Do not let this short description fool you, FC_Rpg is backed by nearly a year of development time with easily 1,000+ work hours invested. FC_Rpg is jam packed with more features than you might believe. With 125+ commands, unique features you can find nowhere else like instanced dungeons, old-school stats, custom enchanted items, and spells, FC_Rpg is the clear plugin of choice to bring the medieval age to your server.
I will have a dungeon creation video and Final Showcase video upcoming soon.
FC_Rpg 1.24 Showcase Video:
To get started using the plugin, visit this link: FC_Suite_Shared
For information on making tickets or contact information, please visit: Click Me
Version 0.81 out. Fixes a few small bugs, and one of the most annoying bugs in all my versions. I know 0.7 isn't approved but I'd still recommend running 0.7 and then 0.81. Enjoy! :D
Thanks zacura8998! :D
Where to begin..... I LOVE THIS PLUGIN! Its such a simple RPG plugin yet it brings so much to my server, literally everything I have been looking for this plugin has. Although currently I am having a error with this plugin on my server I can't bring myself to remove it. :I Hope its fixed soon.
Destro, you are a genius. Don't stop updating!
I'm looking at FC_Rpg and trying to think of things I can code, add, change to improve things and I'm all out of ideas.
I guess all I can do is the pvp arena and bug-fix at this point and then go to release, unless somebody has some great idea of how to make everything flow better? :)
Alright uploaded 0.7. REALLY HUGE update. Like, incredibly large >.<. That changelog is beast and there is even more not listed. There were really about 3-4 sub-updates inbetween releasing 0.7 because I was working on making it a release build but I kept adding so much stuff I just have to release it at 0.7 because I need to test more.
Ah, I'm going to disable commenting on pages. I don't get any kind of notification when it happens which makes it impossible to track without checking all 15+ pages manually. D:
Thanks!
I noticed the annoyance of the wooden sword as default when I played and that is already changed to bedrock by default now :P.
"The leveling stuff and mob physics seemed to be working, takes a few mins just to take down a zombie; tho i didnt see much in the way of XP.. i have a player who was a childhood D&D boy and he was like OoO .. and ran off to dig out all his old D&D maps and warhammer stuff to start designing dungeons. He also found a multiverse plugin that will generate automatic on the fly dungeons - however given issues with our other terrain generators and multiverse itself since update I was reluctant to test drive that."
You can kill a zombie in 5 seconds! Just attack 8 times a second (the cap). :). I know this isn't extremely obvious, if you have any suggestion for this maybe you could tell me? I changed a lot of combat mechanics to be more fair and balanced. Like bows have no knockback (and never will cause that is OP), and also the 8 times a second.
In terms of exp you are able to configure that entirely yourself now! It's customizable in the settings. Feel free to set the multipliers to whatever you want! When you kill a mob it tells you how much experience you will receive. Also, I really want to add instanced randomly generated dungeons in the future but it's just so far off I don't want to talk about it. I need to get everything else working really good!
"As far as taking down mobs goes, it may be worth coding in environmental damage - for instance a lot of magicspell plugins (nisovins for example) use normal ghast fireballs, fire or lightning etc, and this sort of damage didnt appear to be taken into account. (your own spells maybe did but i never got that far, after the 5 minute server lock out i disabled it again pending more information on setting it up)"
My plugin does account for enviromental damage. However, I'm not entirely sure how the other plugins work :P. My plugin will not deal rpg damage to anything if the damage even is cancelled by other plugins below high priority or if the damage is 0. If my plugin isn't accounting for a damage type properly you will get a custom error in your console (I made it) or a regular error (should never happen). If nothing happens, chances are another plugin is modifying the conditions required for my plugin to handle RPG damage.
"To be frank the dungeons + loot + boss part on the video is why i threw caution to the wind and just installed it for a test drive. All the other stuff is to me a secondary concern. Although my D&D friend quite liked the class/xp/mobs stuff, and given it was the only part i could get working it seem intruguing - since i am aiming for a more RPG flavour on our server."
I'm glad that you like that! Currently dungeons can be run with RPG elements or non-RPG elements. It's totally up to you! I am working hard to fix the issues you have brought up and make sure everything is good. I am really hoping to get out the next version over the weekend sometime (really busy today-tomorrow with two tests). I definitely want this plugin to be a great customizable rpg experience that people can pick/choose what to use and I know that right now there is a great deal of work to continue!
Sorry i didn't elaborte on the mob question as I had already asked here: http://dev.bukkit.org/server-mods/fc_rpg/pages/worlds-configuration/
Might be worth being more obvious that the wood sword is the admin select tool.. although that in itself may be problematic.. when i was testing the plugin (after another reboot and re-config i enabled it only on a multiverse world to not bother the players) the only weapon i could attack with WAS the wooden sword, any other sword would "fumble" rofl.
The leveling stuff and mob physics seemed to be working, takes a few mins just to take down a zombie; tho i didnt see much in the way of XP.. i have a player who was a childhood D&D boy and he was like OoO .. and ran off to dig out all his old D&D maps and warhammer stuff to start designing dungeons. He also found a multiverse plugin that will generate automatic on the fly dungeons - however given issues with our other terrain generators and multiverse itself since update I was reluctant to test drive that.
As far as taking down mobs goes, it may be worth coding in environmental damage - for instance a lot of magicspell plugins (nisovins for example) use normal ghast fireballs, fire or lightning etc, and this sort of damage didnt appear to be taken into account. (your own spells maybe did but i never got that far, after the 5 minute server lock out i disabled it again pending more information on setting it up)
To be frank the dungeons + loot + boss part on the video is why i threw caution to the wind and just installed it for a test drive. All the other stuff is to me a secondary concern. Although my D&D friend quite liked the class/xp/mobs stuff, and given it was the only part i could get working it seem intruguing - since i am aiming for a more RPG flavour on our server.
All of the spell effects are in the default spells. They are listed there. For example, adreneline, which is speed, is effect id 7. If you want to use that effect id, just make a new spell like 25 and put the effect id at 7 and then put down custom information for it.
You can create new spells. That's whole idea behind that file. Then give the position number for that spell to whatever class you want.
I am now in the process of making new classes as well as new spells. Just a few questions before I do this. I don't want to mess anything up :)
1: Is there a link to where we can find "spell effects" I spent like an hour Google'ing it and could not find anything.
2: Are we actually able to create new spells / skills or just take one of the 24 u had already made and rename them and adjust their formulas?
There is lots of information in your post so I'll respond bit by bit.
"Any chance of a step by step guide to installation? IE 1: initial setup, 2: marking out your first dungeons and Pvp region? 3: configuring your dungeon lobby and warps etc."
Absolutely, the guide is already currently intended to work this way. However, it is slightly out of date since I'm not updating it very strictly with each update due to the plugin being in beta right now. I assure you though, when release comes I will have AMAZING help and try to have every single feature detailed. I think it might be helpful if you understand that this beta is so that I can let people kind of play with the plugin a bit, even if it may not be working 100% functionally and a lot of stuff can hit the fan. My main reason for not keeping the information 100% updated in my help pages right now is because things change extremely rapidly and I don't want a bunch of really really specific information that I know will have to change very soon on the wiki. I can code up to 500+ lines a day which, if you can imagine, a crappton of changes. For example, the party system has been entirely changed into a Guild system! I haven't really announced this, but the entire /party command has been revamped to /guild. If I had wrote about how /party works it would have been a waste of time as /guild is significantly different!
"Also a general guide what to expect, after i installed this, the first thing players tell me is they cant open their chests (it gives some selection error), and that all the mobs seem to become invincible (one person said it appears to take 80 hits to kill a zombie or creeper, and they cant use their diamond gear anymore)"
Check that they weren't using a wooden sword (the default tool for admins to select dungeon points) or a stick (but that's for FC_Announcer). If that's not the case then make a ticket with the selection error please. As well, make a ticket elaborating with if mobs are taking damage at all, as well as tell me under what circumstances the monster was being attacked and/or not taking damage from. Try lava, etc. Does sunlight kill them? In regards to not using diamond gear, the rpg plugin has restrictions placed on using higher end gear because my plugin uses a different armor system than default minecraft. I don't remember the exact numbers, but leather sets are like 5%, chain = 10%, iron = 15%, diamond = 20%, and gold = 25%. The player should have received a message stating they need more constitution to wear the given armor. I intend to make that feature configurable so thank you for reminding me! It will be in the next version.
"I then read over the docs, and other that some basic detail of the config yml files there is no process for actually getting this plugin up and running - nor any detail on how (or what) each command works."
Well, in theory, as soon as you put FC_Rpg and FC_Suite_Shared onto your server, the plugin should just work. It really should. Things won't be configured, but all the default classes/spells/warps/worlds/groups, etc. etc., all that should work. If it isn't working then there is probably a problem.
"nor any detail on how (or what) each command works"
All of the commands are under /rpg and I say that on the first line of my guide. The base command for the plugin. /rpg will show you the help for every single command. Whenever I create a new command/sub-command I immediately put it into the help. The reason I do this is because it's the only way I can personally manage the commands :)
"There is also a lot missing such as certain lines in the yml files (eg the mob option)"
I don't know what mob option you're talking about.
" and how your PvP area coords are formatted, or how you can make selections (as previously noted by another player here) (I assumed X,Y,Z but not much luck so far - eg - thinking simple PvP should be the easiest to setup as you said it was pretty basic stuff, i setup a file like this:
Pvp:
version: 0.1
pvpArenaReward: 1.0
spawn1: grimnir,180.0,81.0,106.0,180.0,0.0
spawn2: grimnir,177.0,81.0,72.0,270.0,0.0
lobby1: grimnir,170.0,99.0,82.0,270.0,0.0
lobby2: grimnit,185.0,99.0,97.0,90.0,0.0
Which then told me on joining the server after rebooting I had 60 seconds to join a PvP event where i can win $1, - except on attempting to join i am told there is no event. But it keeps nagging me every few minutes there is a pvp event. On trying to force one to start or list i get an error command blocked as no event happening."
Sounds like pvp arenas are broken. I wouldn't be surprised, I had at one point changed a crap-ton of pvp stuff really fast and didn't get to test. I plan to do a pvp upgrade before release or remove the feature entirely. Sorry if you are disappointed with this feature, you have good reason to and I will put it on my radar for the next version!
"I though after all my reading i had some idea what was happening eg I had added gold ingot to loot, configured which multiverse worlds this plugin actually effects (no more complaining about invincible mobs from n00bs i hope) and fired it up, I then set about trying to mark out my first dungeon area, creating a sign as suggested in your movie resulted in nothing but a normal sign, and adding a warp point resulted in the server locking up for 5 minutes followed by this error:"
You can't create a sign for a dungeon until you put the information for the dungeon into the configuration. I would wait for the next version (release) before trying to make a dungeon just because I've added and revamped a ton of commands to help out with this. I hate to keep bringing up wait for release, but really, there are a LOT of changes sitting on my hard drive right now that will make things way easier for you. In regards to warp, um..., you would have to make a ticket for that.
"So at this point I am pretty much at a loss here lacking further information.
Little help here?"
Ah yes, this is an extremely troubling situation you have here. I am sorry my plugin is so frustrating and buggy currently. I know that a lot of features aren't very user-friendly or accessible which is what I'm trying EXTREMELY HARD to fix! I think I'm just going to release as FC_Rpg 0.7 for the next version so I can focus even more on fixing bugs. I updated my github so you can see the changelog of what's coming a bit and the commit log if interested. The changelog WILL change though, lol, it's really weird right now, just updated it so you can see if interested.
Changelog:
https://github.com/Destro168/FC_Rpg/commit/2a7124bb48598deaf4728dca7b7e8f85692a2efc
Two comit logs of unreleased stuff:
Comit 1. https://github.com/Destro168/FC_Rpg/commit/d9bb83cb4a6bc51e4cbab9d487fa2c3432373b1b
Comit 2. https://github.com/Destro168/FC_Rpg/commit/2a7124bb48598deaf4728dca7b7e8f85692a2efc
I hope this response helps ease some of your concerns. Took 30 minutes to write, rofl.
Any chance of a step by step guide to installation? IE 1: initial setup, 2: marking out your first dungeons and Pvp region? 3: configuring your dungeon lobby and warps etc.
Also a general guide what to expect, after i installed this, the first thing players tell me is they cant open their chests (it gives some selection error), and that all the mobs seem to become invincible (one person said it appears to take 80 hits to kill a zombie or creeper, and they cant use their diamond gear anymore)
At this point (having generated the default config files) i took the server down again and disabled it until i re-read the docs and configured the yml files.
I then read over the docs, and other that some basic detail of the config yml files there is no process for actually getting this plugin up and running - nor any detail on how (or what) each command works. There is also a lot missing such as certain lines in the yml files (eg the mob option) and how your PvP area coords are formatted, or how you can make selections (as previously noted by another player here) (I assumed X,Y,Z but not much luck so far - eg - thinking simple PvP should be the easiest to setup as you said it was pretty basic stuff, i setup a file like this:
Pvp:
version: 0.1
pvpArenaReward: 1.0
spawn1: grimnir,180.0,81.0,106.0,180.0,0.0
spawn2: grimnir,177.0,81.0,72.0,270.0,0.0
lobby1: grimnir,170.0,99.0,82.0,270.0,0.0
lobby2: grimnit,185.0,99.0,97.0,90.0,0.0
Which then told me on joining the server after rebooting I had 60 seconds to join a PvP event where i can win $1, - except on attempting to join i am told there is no event. But it keeps nagging me every few minutes there is a pvp event. On trying to force one to start or list i get an error command blocked as no event happening.
I though after all my reading i had some idea what was happening eg I had added gold ingot to loot, configured which multiverse worlds this plugin actually effects (no more complaining about invincible mobs from n00bs i hope) and fired it up, I then set about trying to mark out my first dungeon area, creating a sign as suggested in your movie resulted in nothing but a normal sign, and adding a warp point resulted in the server locking up for 5 minutes followed by this error:
2012-11-08 22:51:34 [INFO] xPhoenixXx issued server command: /w list
2012-11-08 22:52:00 [INFO] xPhoenixXx issued server command: /w add Cave
2012-11-08 22:58:48 [INFO] xPhoenixXx issued server command: /w list
2012-11-08 22:58:48 [SEVERE] null
org.bukkit.command.CommandException Unhandled exception executing command 'w' in plugin FC_Rpg v0.6
at org.bukkit.command.PluginCommand.execute(PluginCommand.java:46)
at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:185)
at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:504)
at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:911)
at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:824)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:806)
at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:44)
at net.minecraft.server.NetworkManager.b(NetworkManager.java:282)
at net.minecraft.server.NetServerHandler.d(NetServerHandler.java:111)
at net.minecraft.server.ServerConnection.b(SourceFile:35)
at net.minecraft.server.DedicatedServerConnection.b(SourceFile:30)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:578)
at net.minecraft.server.DedicatedServer.r(DedicatedServer.java:215)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:495)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:428)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:818)
Caused by: java.lang.NullPointerException
2012-11-08 22:58:48 [INFO] xPhoenixXx lost connection: disconnect.endOfStream
So at this point I am pretty much at a loss here lacking further information.
Little help here?
Destro you rock. I love the idea of the Dungeon Thing. I think I will do that. I have not set up my server yet, I was going another route for an RPG Style MMO Minecraft. But I will play test this one over the next week, Keep up the good work.
Beta was just a way for me to get things stable. Release should be soon, tonight or over the weekend, just depends on how testing goes tonight.
"1) When do you plan on making it where you can have more than 5 spells per class? 2) Can you do Item Restrictions ( Like where a Mage can't wear Armor )? 3) Can you make it where a class needs to meet a certain prerequisite before they can move to it? Like a Knight would require you to finish Swordsman first ."
1. Yes, thanks for reminding me to fix this.
2. I can do this, just it won't be in release.
3. You are able to do this yourself already. Make a dungeon that only level 50s can enter. Set the exit for the dungeon to somewhere with a sign to switch to another class. I'll make this easier to do though, sure, np. Again, it won't be in release though.
I can't wait to try this out, I think I might switch my server over to this before it goes live. Couple of questions 1) When do you plan on making it where you can have more than 5 spells per class? 2) Can you do Item Restrictions ( Like where a Mage can't wear Armor )? 3) Can you make it where a class needs to meet a certain prerequisite before they can move to it? Like a Knight would require you to finish Swordsman first .
Pushed out update 0.6! Really close to release with this one. Starting to feel much better about things. Going to be doing full house testing on the plugin for 1.0. There might be a need to wipe everything if I do any format changes, I'm going to make sure that there aren't any needed for release. I'll try not to require format changes, but meh, never know.
Actually kind of surprised with how much I managed to do. I love looking at commit logs, it makes it look like I did so much, xD.
https://github.com/Destro168/FC_Rpg/commit/2ea886ac28cb0fbc453a8ef2f3bbc3897146c336
I've been really busy all week and I have another test due today/tomorrow (online)...
BUT. I finished up the dungeon commands. I created a dungeon in 1 minute.
That's right, ONE, MINUTE, FLAT. It's really awesome really.
edit: Just went around making a bunch of dungeons everywhere. Fixed a lot of dungeon related bugs. Going to have to put a lot of special notes on dungeon creation and mob spawning stuff to help people out. Dungeons are VERY sensitive to external mobs around the dungeon, at least above/underneath anyway. Going to be testing them more and more, hopefully 0.6 will be done this weekend.
edit 2: Finished up /w, which is the warp command. Going to be working on cleaning and polishing up documentation. Release is very close around the corner! Getting excited . There isn't much left to make configurable add/change.
Go here -> http://dev.bukkit.org/server-mods/fc_rpg/tickets/
Click the blue button top right that says "File a ticket". Also use my format located : http://dev.bukkit.org/server-mods/fc_announcer/pages/fc-ticket-guidelines-contact-information/
@Destro168
when I click to the link right above here it says i dont have permission... but i can click to file a ticket
By default you gain a skill point every 4 levels. This means at level 4 you get a skill point. This is configurable in the general config. Administrators have infinite skill points, which is why you hit -3. Please note admins have infinite of a lot of things and can bypass normal restrictions.
I'll look into class allocate not properly changing. It's possible that it broke.
You can post tickets on my plugin page, simply hit the "tickets" tab at the top. Don't post them on github please.
It is open sourced. The change log is literally the github for the plugin and has the full source available.
ok so when I level up in swordsmen with spells I didnt get and skill point to upgrade spells but I was able to max upgrade the slice spell leaving me with -3 skill points to allocate.
also when I type /class allocate on, it says itll auto allocate but under the /class view it says I have to manually add skill points to my specs... did you want me to post bugs here or can you give permission to file a ticket? are you on github? they have a good ticket system.
just wondering is this an open source plugin? I could probally help myself with commands by looking in your code... if its not dont worry about it