RageMod
RageMod
RageMod
IMPORTANT ANNOUNCEMENT
First, I just want to say that yes, this is taken up from TheIcarusKid. We have FULL permissions to modify it as I wish, from Pandemoneus, in a message, on the bukkit.org forum, TheIcarusKid has now also granted his blessing, and may help out sometimes..
For easy page reference:
- Dev Targets: http://dev.bukkit.org/server-mods/ragemod/pages/targets/
- What is needed: http://dev.bukkit.org/server-mods/ragemod/pages/what-we-need/
- Screenshots: http://dev.bukkit.org/server-mods/ragemod/pages/incomplete-in-game-images/
- Perms (Not finished): http://dev.bukkit.org/server-mods/ragemod/pages/permissions/
- Commands (Not finished): http://dev.bukkit.org/server-mods/ragemod/pages/commands/
RageMod is a MMORPG plugin for Bukkit. Not yet finished, but thousands of lines of codes are written. Accepting Pull Requests on GitHub and looking for more developers to help out. It turns Minecraft into so much more. It requires Vault and Citizens, with optional dependencies of Heroes and Spout.
Anyone who wants to help out with either SQL, Web Development, OR JAVA coding, visit http://dev.bukkit.org/server-mods/ragemod/pages/ and go onto the 'Targets' page to see the targets for the plugin, then the 'What we need' page to apply and see requirements.
RageMod is a complex database-driven plugin that turns a Minecraft server into a full on MMORPG. Ragemod integrates NPCs (using the Citizens API), towns, quests, and warfare. All of the elements are integrated together - NPCs visit towns of players that have finished quests for them in the past to offer gifts; certain quests can give faction bonuses during the next battle; web standings report player success with both warfare, PvP, and questing. At the core is the design for a town vs. town warfare system that seeks to finally bring exciting and balanced siegecraft to Minecraft. In addition, an innovative NPC foreign language system adds flavor to the RPG world.
FEATURES:
- Towns managed by players, with protection and rights.
- Permissions for many different things.
- Capital city with protected lots that can be bought.
- NPCTowns, managed by one player per town, populated by NPCs.
- Zones - TravelZone, Wilderness, Capitol, Zone B
- Debug mode.
- Quests.
- NPCs treat players differently depending on how the player has treated them.
- Different NPC languages, with skill levels for the languages (to begin with it prints the words in that language, as your skill in that language increases, more words are translated on-screen).
- NPCs say different things in different zones.
- Upon a certain upgrade level, towns get a portal to the TravelZone, with a sister portal there.
- Economy support via Vault.
- Permissions with Vault AND SuperPerms.
- Permissions for every type of command, and permissions for building in certain zones.
- Compass commands.
- 2 factions.
- Towns can be RED, BLUE, or NEUTRAL.
- Mods can give players permissions to build in a certain area for a limited time.
More information here:
http://dev.bukkit.org/server-mods/ragemod/pages/Targets
Links
GitHub development team:
https://github.com/RageDevs/RageMod
Changelog
Not yet released. https://github.com/RageDevs/RageMod for info
Config
N/A right now
Information For Server Owners
This plugin WILL require a SQL database when released. It will also require Vault and Citizens.
I made those Plugin soon the name is RageMode+
@PandazNWafflez when does this come out?
This looks like it's going to be amazing, I can't wait until it comes out.
@WhosDaMan
Actually, nvm, I mis-read his post, it says 10,000+.
@PandazNWafflez
Alright, sounds all good to me! Also, I just went on Github and clicked on each class and scrolled down to find how many lines there were. I'm too lazy to not include all of the blank lines :P
@WhosDaMan
Hmm... Maybe when Icarus added them up he counted the empty lines :/
But with the economy, the default is probable nothing like what any servers would use, because obviously it's based of how the server's economy is at the time they install RageMod.
Looking at your default config, I can't get a grasp on the value of the money. My guess is that because one gold block only generates 1 coin, and residents only pay one coin a day, I can imagine that one coin must be worth more than one would think.
Now that I look at the FactionJoin costs, one coin seems like a pretty standard value.
So where does the value of the coins stand? Is one coin a considerable worth or is 100 coins a considerable worth?
Anyways, I really love the plugin so far. I can't wait for it's release! Good luck!
P.S. I was bored, so I added up how many lines of code the plugin has. It's approximately 14,374 lines O.o
@KoBro12
We have no ETA on release, as soon as we iron out all the errors, we will release a development build, but it will be incomplete, and Eclipse tells us there are 250+ errors in the code. Despite this we are making significant progress, especially recently, as Perdemot can now spend a lot more time on the project, and as over the next couple of weeks I have much more free time as well.
Sounds like a great plugin. When will this be released? I will install this plugin at once it is released. :P
@Dude832
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