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
Heres my config: http://pastebin.com/cnztjT7a When I try /plearn <profession>, it says unknown profession tag. What am I doing wrong? I type /plearn farmer and it gives me the error. In the console on bootup, I am also getting this error: 00:48:45 [SEVERE] Cannot load plugins/iProfessions/config.yml Thanks for your help!
@MsPtibiscuit
Thank you, I think that clears it up! :) I'll come back if I need more help, thank you for your help. <3
@zombiejill To use profession tree and specialization:
1. In profession_groups, you only write root profession (Profession without parent)
2. "max_profession" is the number of specialization that he can start.
So in my exemple, if i add some specialization to the profession I've made, I won't have to modify my group_profession. :)
@dorky106 Sry, I've made some mistakes, try this one. :)
http://pastebin.com/D53HXwRv
@MsPtibiscuit
Alrightie, thanks! :) And if we did want to use the profession tree AND the profession groups (We want to do something simliar to your example, with a gathering group and a crafting group), would I set the max professions to 2? What prevents someone from getting two unrelated professions, if so? :)
Your the person that gave me the config cause I really don't understand it.......
http://pastebin.ca/2172977
@dorky106
Gimme your config. :)
@zombiejill
You can delete all the parts about professions_group if you don't use it:
http://pastebin.com/5PBhEbSv
We are having issues setting up a professions tree. When trying to join the gem_miner job or the metal_miner professions while having the Miner profession, it gives the message "You can't learn more professions of this group" and "You have already learn't a profession in the same tree".
http://pastebin.com/QrwJgaKS
http://pastebin.com/TaweLnAd
Error on iProfessions at Line 483
Also still getting Unknown Profession's Tag when doing /plearn miner
@FelskiTV
Did you try to put create a sign without the permission ? Maybe I've made the mistake.
@dorky106 http://pastebin.com/MQy62Bi3 :)
Just wondering what I do about jobs, not loading?
http://pastebin.ca/2172380
Hiho, nice plugin, but im a bit confused. i gave myself the iprofessions.* and iprofessions.god permission node, but when i create a learn sign it says that im no allowed to do so. Any ideas to solve this problem?
Just some suggestions for some commands: - a command to see the list of available professions.
@failtolawl
Non-OPs can join a profession using permissions. Take a look at some permission plugins for bukkit, such as bPermissions.
I have 2 questions.
1st, how do you make it so non-op can join a profession. 2nd, how long until you can make a profession able to wear certain items?
please add /pforget to signs and a /preload (reload plugin) command :)
Also, would you be able to add a useItem skill (hope I don't need to explain it?)
And the last thing..
Could you possibly make it so that the number of professions you can take, is defined by permission nodes, for example:
iprofessions.maxprofessions.(amount of professions)
I know this will probably require you to recode quite a lot.
@MsPtibiscuit
Would it be possible to have '/plist' and no commands show the possible profession slugs to choose from, as well as the syntax?
Thanks.
@imilkywayz
Just curious, does McJobs have the sign support like iProfessions? (A way to let new players choose their professions. Commands aren't friendly.)
@MsPtibiscuit
Thanks for the update. Could you also update the doc with the latest skill addition and command addition?
Also, here is the updated 'lang.properties' - http://dev.bukkit.org/paste/5700/
At this point seems like a pointless plugin because: 1. Mcjobs does this exact same thing without using a widely unknown external library. 2. Documentations looks a bit sloppy and the commands make little to no sense.
Try and not take it the wrong way, I'm sure it took a lot of work but explain the point of forcing all server owners to install "PluginsBaker" when you only use it for making a configuration which definitely should not be a problem for you since you use much more advanced java in the rest of your plugin.
Omg, I forgot to write a tuto about group of professions. Here it is:
http://dev.bukkit.org/server-mods/iprofessions-new/#w-make-group-of-professions
Indeed, I'm native French, my English skills are enough to be understandable, but not perfect.
Well, if you can give me a complete english lang.properties file, it would be awesome. :)
I've worked a bit on iProfessions this morning, unfortunately, I lost my test server where i used to test my plugin, so I'm a bit stuck, I'll probably order a little server. Hopefully, i'll be able to release a new version of iProfessions tonight. :)
@RedBowNL
I also would like this a lot. Currently, on our server, we just gave them one of every tool, but if they got the one for their profession, that would be great!
@MsPtibiscuit
Thanks. Glad you will add that functionality.
Also, I noticed that the English isn't quite right by default. I realize you are native French (from the looks of it), and would be glad to help you fix that up if you'd like :)
OK that worked, but now i got another question, Can i make it so that when somebody decides i want to be a miner. He gets like a free iron pickaxe when he learns the miner profession?