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
I could code that in. That's a pretty good suggestion. I made a ticket for you of it.
Is there a way to announce to a player what level zone he is in?
example: "You are entering a lvl 10-20 mob zone"
Destro I fixed my problem that I posted earlier however, for some reason the spell damage is not what I think it should be. I will post a ticket if it will help but here is what I did.
Lightning spell
constantMagnitude: 75.5 magicMagnitude: 10.25
with attack 0, constitution 2, magic 4, intelligence 4
the spell is still doing .1 - .6 damage
Yuotta that's fine. If you don't feel you need to make a ticket, then dont' make one but know that I can't help you. There is an issue with 1.32 that I just fixed, but in all honesty due to you not giving me information that I need (the stuff in my ticket format) there is no way for me to know if the issue I fixed is the one you are experiencing or not. Though it probably is.
I made a clean start again with 1.32 and it appears that the nick setting isn't being set, a small mistake on my part. I forgot to add that in when I added the setting. It was a rushed setting. Woops. Anyway it will be fixed with 1.33. If you are having issues with a clean install of 1.32 it's because of this error and relogging after making the world an rpg world or you pick a class will fix this issue for you.
It doesn't seem like I need to file a ticket for it, I feel like I am just doing it wrong but I don't see how. Put myself in every gamemode, right clicked swordsman and hit finish. I tried typing in /class view but nothing other than "you have to select a class" came up.
Signs pop off because of the way that the wall command is coded atm. Just pick them up and destroy them if you want. It's really not a big deal. I'm going to do some more work with /radmin wall again for 1.33 (I already did a good deal of work on the sign stuff in 1.3+ and on the wall, expect more great innovation).
Right click the class sign for the class you want then hit finish. Make sure your class is picked with /class view. You can't use a lot of commands until you pick a class, and I guess dungeon is one of them.
If you are picking a class and it's showing up in /class view, then you have to make a ticket for me so I can see what is wrong and try and fix it.
Trying really hard to make this work! For some reason when I spawn in the wall using /radmin wall a lot of the signs pop off and it the classes only work for me when I don't have an item in my hand. Then, I hit finish class and go to my dungeon ( in the same world ) type in /dungeon and it says I have to choose a class...
any ideas?
Is there a way to adjust how often that damage statement comes up?
edit: nvm I was looking in the wrong place and I noticed that its in the rpg doc and I just happen to miss where it was located. apologize for my lack of noticing it sooner, and thank you.
Whenever you cast a spell it should say "Spell Cast: [name]" but you know, the whole statement with your current and max mana. If you are using a lightning spell it will then say the damage statement. A good way to tell is if a mob turns red (normal damage indicator) then he got hit AND took damage. Mobs won't turn red unless the damage is actually applied to them, I have it coded that way. If there is a damage statement then you will be told how much damage you dealt to the mob.
Hi Destro is there a way to actually tell if your spells are hitting? I also messed with one of the spells to increase the damage but without knowing if the spell is working I cant tell what kind of damage the spell is doing other then the damage the wand(stick) does for a wizard.
Already does that bzennnn1. Well, I don't have guild chat but it's on my todo list. There a bit of guild related stuff on my todo list. It's all in the docs file "Dev Notes". But there is some guild stuff already implemented.
Destro all your plugins are great including this one which is great. Idea to add, parties or guilds that people can chat among and do stuff with.
Happy I could help you out Yuotta :D
I am so happy right now that I found your plugin. I am setting up a server where because of you, this plugin is it's core! Thank you Destro, hope we help ya out !
Please make a ticket for both issues AgentWesker. Please be sure to specify what you are doing that isn't granting experience as well as what spell you are attempting to use. Also add your balance config as well as spell config. I need to see the information for the spell you are using. Oh and if you are using a non-default spell please mention that as well.
Global exp multiplier doesn't seem to work in 1.31 and now when I cast any spell nothing happens but it still takes mana.
Removed 1.3 BETA and submitted 1.31 BETA for approval. Changelog mentions the bugfix.
Thanks to all the people who reported it! Sorry that slipped in, don't know how people have the issue but if multiple people are getting it, well, it must be real. :)
If you are using the 1.31 BETA I'd love to hear some feedback on the new custom enchantments and stuff.
edit: Now on 1.32. Lol.
I have submitted version 1.3 BETA for approval.
Changelog is here -> https://github.com/Destro168/FC_Rpg/blob/master/Docs/Changelog
I decided to make this version beta because I am the only person who tested this version and there is a SIGNIFICANT amount of added code. Normally code is mostly rewritten in updates, to refactor code and fix bugs. However, this version has a lot of new stuff from all the item enchantment stuff I did.
Thus, in case this version fails catastrophically for people I won't feel bad. I tested the version a lot over the last five days, a lot more than I normally do, just due to the sheer amount of new stuff.
The majority of the features within it seem to work fine. Everything seems to work well. As usual if you find any bugs make a ticket. When you use 1.3 BETA you will probably want to use /radmin wall again to see the new sign formats. They fix all issues with messed up signs and stuff and makes things a lot more intuitive and easy.
As usual recompiled updates for all plugins in dropbox.
Thanks xphoenixxx!
It's not stupid. I think a front end tool could be useful. However, I think it's more important that I make sure all plugin issues "formatting issues" are addressed such that when they are made, you get a clean error message telling you exactly what is wrong.
I know mob arena has a front end tool but I used it and my config wasn't compitible with the latest version of mob arena! It's definately not to insult them, as it's a great plugin with a great tool while I probably just used it wrong (I'd have to explain to people how to use my tool) but I personally wouldn't want to deal with the management of the plugin and tool. It's already pain enough to put into the setup file every single configuration setting each time I change/add one.
Thanks again for the kind words !
Just watching latest video, Looking good, just skimming over your setup page at https://github.com/Destro168/FC_Rpg/blob/master/Docs/Setup/ getting bit of detail going in there. Nice.
Dumb question - you considered making a front end tool for setting all your options?
plugin is getting pretty powerful now; reason I ask is with that many options a tool could eliminate a single formatting issue stopping it running smoothly.
Still it is good this plugin can be configured to only be enabled for a single world - makes it much friendlier to install on a server without needing to totally rework the player experience.. makes it more likely to be used on existing servers .. great work.
I don't know where you found the time to get all this done by yourself!