iProfessions
Heypoday,
iProfessions is a complete plugin for making a job-based economy for your server. Players will have a profession (Miner, blacksmith, ... Whatever you want) and will be the only players who could do some actions. For instance, if you create a blacksmith profession and give them some craft skills, only blacksmith players could craft weapons, shovels, ...
Of course, you create your professions, this is not pre-defined professions. iProfessions tries to make professions as customizable as possible, you can give them craft skills, destroy block skills, use item skills and many others.
It also offers more features like tree-profession (Make specialisation of profession), economy support, required field to learn a profession,...
Last thing, you can use iProfessions with BeardStat to use the required features (Allow a job only when player has done some things)
Hope you'll enjoy the plugin, very usefull if you have a lot of player and you want to make a real job-based economy. :)
/!\ This plugin NEEDS PluginsBaker to work, don't forget to install it ! :)
French Topic | Github | Bukkit Thread
Authors: Ptibiscuit
How to use
Configuration
Open config.yml, there's 3 parts of this config. Players will be filled by itself. Config contains some config:
- max_profession: Number of professions that you're player can have. The professions' configuration is a bit hard, there's a tutorial for How to create your profession at the end of this page, hope you'll understand it well. :P
Commands
- /plearn <Tag's profession> (iprofessions.learn.<Tag>): Learn a profession. The permission for this command changes depending of the profession. If the player wants to learn the profession "miner", he would have to have the permission "iprofessions.learn.miner".
- /pforget <Profession> (iprofessions.forget): Forget one of your profession.
- /paddprofuser <Player> <Tag's profession> (iprofessions.user.profession.add): Add a profession to a player.
- /premprofuser <Player> <Tag's profession> (iprofessions.user.profession.remove): Remove a profession to a player.
- /pwhois [Player] (iprofessions.whois.other): Display job of an other player.
- /pwhois (iprofessions.whois.self): Display your job.
- /plist <Profession> (iprofessions.list): Display the list of all online players who has this profession.
There are some special permissions:
- iprofessions.god: Allows the player to do anything, even if he hasn't the good profession.
Create your profession - Step to step tutorial
Outch, outch, i'll try to be the cleariest as possible for this tutorial. First of all, here is a ready-to-fill yaml configuration to create your professions:
professions: [Tag]: name: [Name] price: [Price] parent: [Parent] required: - category: [Category] key: [Key] require: [Require] hasnot: [Hasnot] skills: breakBlock: - id: [Id] hasnot: [HasNot] smeltItem: - id: [Id] hasnot: [HasNot] craftItem: - id: [Id] hasnot: [HasNot]
For this tutorial, we're gonna create a blacksmith profession (Read those operations while looking at the result at the bottom):
The tag of this profession will be blacksmith, it means that player will have to use "/plearn blacksmith" to learn this professions.
The name of the profession will be "Blacksmith", this field is the clear name of the profession with capital letter, spaces, ...
The price is the money player will have to pay to learn this profession. I choose that learning blacksmith will cost 150 iConomy money.
The parent field is special, it will be explained in the following part, it is usefull for creating tree of profession. For my blacksmith, I'll delete this field. :)
Required field contains a list of all the required to learn this profession. For our profession, in addition to paying 150 iConomy money, players should already have broken 15 blocks of stone and 10 blocks of coal. Hasnot field is displayed when a player has not accomplished the required field. ("{LEFT}" will be replaced by the number of action left to accomplish the required (Need to break 15 blocks, I've broken 10 blocks, {LEFT} = 5 :P ))
Required field are handled by BeardStat plugin (You can use iProfessions without using BeardStat, but so, you can't use the required field)
At this point of the tutorial, here is our profession:
professions: blacksmith: name: Blacksmith price: 150 required: - category: blockdestroy key: stone require: 15 hasnot: You have to break {LEFT} block(s) of stone. - category: blockdestroy key: coalore require: 16 hasnot: You have to break {LEFT} block(s) of coal ore. # And the rest ....
Now, the most important part of the configuration, skills !
When you give a skill to a profession, only players of this profession will have this skill and be able to what the skill says. For our profession, only blacksmith can craft golden and diamond tools (shovel, sword, axe, ...), break gold ore and iron ore and smelt those ore. Exactly like with the required field, hasnot fields are displayed when a player tries to do an action when he hasn't the right profession. Here is the all configuration of our black-smith profession:
professions: blacksmith: name: Blacksmith price: 150 required: - category: blockdestroy key: stone require: 15 hasnot: You have to break {LEFT} block(s) of stone. - category: blockdestroy key: ironore require: 16 hasnot: You have to break {LEFT} block(s) of coal ore. skills: breakBlock: - id: 14,15 hasnot: This block is too strong, only a black-smith can break it ! smeltItem: - id: 14,15 hasnot: It's too hot for me, only a blacksmith can smelt that ! craftItem: - id: 283,284,285,286,276,277,278,279,293,294 hasnot: I can't craft this item, maybe a blacksmith can ? ...
There's a lot of type of skill. Here we've just used 3 of them, but you have a list of all type of skills below.
You can also specify a metadata, like with wool ("35-4", "35-14", ...) or stairs.
If you want others example, to see how make a complex schema of professions, you can check the Free sample, I'll try to create a lot of samples. :)
Types of skills
Tag | Purpose | Example of configuration |
---|---|---|
craftItem | Allows the craft of an item | id: 257 hasnot: You can't craft that. |
smeltItem | Allows the player to put an item in the smelt slot of a furnace | id: 14,15 hasnot: You can't smelt that. |
breakBlock | Allows the player to break a type of block (All players are able to break block that have been placed by a player during a same server instance (If you reload or restart the server, players won't be able to break blocks that have been placed).) | id: 1 hasnot: You can't break that. |
placeBlock | Allows the player to place a type of block | id: 2 hasnot: You can't place that block. |
gainMoneyOnBreakBlock | Player will win money when he'll break a block (Don't win money with a block they have placed) | id: 1 reward: 1 |
gainMoneyOnKillCreature | Player will win money when killing a creature. (List of all types of creature here) | type: PIG,CREEPER reward: 50 |
dropItem | Allow the player to receive drop when breaking an item. | id: 1,5,2 |
wearItem | Allow the player to wear an item (helmet, boot, ...) | id: 306 hasnot: You can't wear that |
Make a tree of profession (specialisations)
You can make specialisations for professions, those professions gets the skill of their parent profession with the skill they have. Also, learning one of those professions requires to have learn't the parent profession. For instance, I want to create 2 professions:
Miner, players would first have to learn that professon. Miners can break Iron ore and Redstone Ore.
Then, players can choose between 2 professions:
Gold Miner, they have all the skills of Miner plus breaking Gold ore.
Diamond Miner, I think you have understood the thing, they have miner skills plus breaking Diamond ore.
Here is a simple schema which explains the situation:
And here is the configuration to create those kind of professions:
professions: miner: name: Mineur skills: breakBlock: - id: 15,73,74 hasnot: This block is too hard. gold_miner: name: Mineur d'or parent: miner skills: breakBlock: - id: 14 hasnot: This block is too hard. diamond_miner: name: Mineur de diamant parent: miner skills: breakBlock: - id: 56 hasnot: This block is too hard.
Notice the "parent: miner" field added for the gold_miner and diamond_miner profession.
Last thing, you have to write sub-profession AFTER the parent profession !
Make group of professions
It's an other feature that allows you to force your player to take a specific combinaison of profession. For instance: Imagine I'm trying to make a server WoW-Like. In World of Warcraft, you have basically 2 kind of professions crafting and farming profession. Farming profession are like miner, herbalist, sheep shearer, ... Crafting profession are like blacksmith, tailor, alchemist, ... In my server, I have 6 profession: miner, herbalist, lumberjack, blacksmith, alchemist and engineer. The first three are my "farming" professions, and the last three are my "crafting" one. :) In my server, players can take 2 professin, but, I want that they can take only 1 farming profession and 1 crafting profession. Well, with iProfessions, that's possible ! :D Go to your config, and find the "professions_group" node. By default, you have that:
config: max_profession: 2 profession_groups: - max_profession: 1 professions: - farmer - miner
If you have nothing, try to generate a new configuration by deleting your actual config (Don't forget to make a copy ;X) and reload the plugin. For my server, I'll create 2 groups, set the max_profession for each group to 1, and list all my "farming" professions and my "crafting" professions. Here is the result:
config: max_profession: 2 profession_groups: - max_profession: 1 professions: - lumberjack - miner - herborist - max_profession: 1 professions: - blacksmith - tailor - alchemist
Logically, the sum of all the "max_profession" of all your groups should equal to the global "max_profession" of your config. (Here, 1+1=2) /!\ Last thing, if you're working with specialization (To set up a profession tree), "professions" node in your groups have to contain only root professions (Profession that has not parent).
Link a group to a profession
If you want that when a player learn a profession, he's added to a group, well, linked_group is for you ! :P To configure a linked group, just add this to a configuration of a profession:
professions: miner: name: Mineur linked_group: miner price: 50 ...
When a player will learn the profession "miner", he will be added to the group "miner". When he forgets or he specializes the profession "miner", he will be removed. /!\ If you use the linked_group feature, you can't change the profession of a player by modifying the file because it would desynchronized groups and professions !
List of all the category of required
In the tuto, we used the category "blockdestroy", but there are more than just this one. Actually, there isn't a list of all valid category-keys, cause this is managed by BeardStat. You can easily, if you turn the config to a Database, check your database too see all the possible category. Here is a little list of my database. :)
Category | Key | Description |
---|---|---|
blockdestroy | iron, dirt, ironore, stone, ... | Block destroyed, I don't think you need more explanation :P |
itempickup | sapling, dirt, ... | Idem |
crafting | wood, ... | This is crafting item |
blockcreate | ironore, ... | Placed and not craft item ! |
deaths | total, fall, ... | Number of deaths |
stats | chatletters, chat, login, move, playedfor, firstlogin, lastlogin, lastlogout, totalblockcreate, totalblockdestroy, damagehealed, move, | This is stand-alone stat |
kills | skeleton, spider, total, ... | People killed |
damagetaken | fall, arrow, skeleton, total,... | |
damagedealt | arrow, skeleton, entityattack, ... | |
itemdrop | wood, ... | |
exp | currentexp (The current level), lifetimeexp() | |
Use sign to make actions
You can create signs that make actions for player when they interact with them. It is simple, write "[iProfessions]" for the first line of the sign. For the second line, it depends of what you want the sign does:
- learn <tag's profession>: Will do exactly what "/plearn" does, try to learn a profession (permission: iprofessions.sign.learn.<Tag>). For instance, the permission to learn the profession "miner" with a sign is "iprofessions.sign.learn.miner".
- forget <tag's profession>: Will do exactly what "/pforget" does. The required permission to use the sign is iprofessions.sign.forget.<Tag>
- Maybe some other action, in the future. :)
Exemple, if you havn't understood: :P
Thanks - that answers all my questions!
Cheers,
Boots
@MsPtibiscuit
pleas pleas pleas put it on top of your list we NEED it. i am the tech of an rp server. we dont want to limit the people too much so we want them to have like 2 or 3 professions instead of on becuas that would limited them so much that people in timezones like japan or australie are kinda left behind becuas theye cant trade with others becuas there forever alone :p
@Avous
I'm sorry but this feature would have nothing to do with my plugin. I mean that this is not the purpose of a job plugin to add that kind of features. But you can use plugin like MoreRecipe to add recipe and restrict them with iProfessions.
I'm sorry, again (:P), but a leveling system would mean a lot of changes in the plugin. Even if the actual system is a bit restrictive, i find it very customizable and easy to use than a leveling system, so I won't code something like that. :)
For darkaxel, having more than one profession is on my todo-list for this plugin, but I don't have so many times so I can't say when it will be done. :X
It would be nice if you had the option to repair items based on what they were made from and what material you can use to repair it, for example. if you hold a diamond pickaxe which cost 3 diamonds to make and only had 33% durability left it would take two diamonds to fully repair it or say the pickaxe was enchanted, then you would need two bottle o' enchanting to repair it.
Also, custom crafting recipes and an exp system on this would be a god send so instead of
Kill 30 Spiders
it could have a leveling system to where spiders counted for 1, creepers counted for 2, skeletons counted for 2, zombies counted for 1, ect
same for crafting instead of make 15 smooth stone it could be smelt logs is worth .5, gold is worth 3 and so on. as an exp system :)
is it possible to give some people 1 profession and others 2 ?
@boots262
Yes, you can give the same skill to 2 professions (For exemple, breaking stone) and they will both be able to breaking stone. :) I don't think I understand the second question, but here is a configuration:
Your players will have to kill 20 spiders before learning squire, and then, killing 15 skeletons if they want to be a knight.
iprofessions.god: Allows the player to do anything, even if he hasn't the good profession :)
Thanks very much for responding to my comment.
I have a couple of other questions:
Can more than one profession have access to the same skill? That is, could I have a miner and lumberjack profession, both of which can pick up logs?
Can I set secondary requirements for specialisations? That is, if I wanted to have a squire and knight profession, but the knight was a specialisation of squire, could I have a requirement for the specialisation that you had to kill 20 zombies before you could learn the specialisation?
Is there an override permissions node? or example, if I want a super-class who can build anything, is there a bypass permissions node I can give them to over-ride the professions skills?
Thanks,
Boots
@boots262
"useitem" is more for item like bucket (When you try to fill them with m) or endereye. I'll try to make a skill more fore the using of a weapon, 'cuz it is different, for Bukkit, than simply interact with the item. Hope I could find a good way to do what you want for the next release. :)
I love the idea of this plugin and I would like to use it as part of a server concept I am working on.
Is there any way you could add restrictions on item use like Heroes does? Say, for example, I wanted to have a Squire profession and a Knight specialisation, and I wanted the Squire to be able to use iron swords and iron armour, while the Knight was the only one who could use diamond swords and diamond armour. Is it possible to make that work in this plugin? Or is that already covered by "useitem"?
@MsPtibiscuit
lol, thought that sql part is set up properly. just a little typo.... my fault. :D
seems to be working now. will test this...
@squeezer2k
I think you've got a problem with the database Id you give to BeardStat, could you try to fix it ? :)
did a restart, same issues.
here's a complete log:
http://pastebin.com/q5A1QQUY
@squeezer2k
Could you try to shut down your server and reboot it ? This error is weird and shouldn't happen (And I don't know if Cb can run iProfessions), i guess BeardStat should be loaded before iProfessions. I'll make some check to see if iProfessions works with Cb. :)
@MsPtibiscuit
ok, just installed BeardStat. now i get this: http://pastebin.com/1srK6QY0 Problem with iProfessions or BeardStat? regards
edit: forgot to mention that i'm using craftbukkit plus-plus #198
@squeezer2k
This is a mistake I've made, fix'd in the next version which is in validating, hope it will be validated tonight. :) If you got any other question feel free to ask ! :)
thx for the quick reply. would appreciate this. one more question: every time i break a block i get the following console message: [INFO] 0 is it normal? if yes: how can i disable this verbose mode?
@squeezer2k
"required" are handle by BeardStat, if you use the Mysql config of the plugin, you can easily see all the category-key. There isn't, atm, a list of all of them, i'll try to make one with my Db. :) Edit: Done, I'll try to add further "usefull" stats. :)
are there more categories for requirements than blockdestroy?
little suggestion: require xp amount
@tappestry
J'ai du surement laisser une ligne de log pour tester une opération, je ferais une p'tite release pour corriger ça. :)
étrange erreur? dans la console se null, 14:59 [INFO] 0 ce qui se passe avec la rupture des blocs sur la liste pour blockBreak.
createItem fonctionne et empêche la création d'article. pas d'autres erreurs dans la console.