RLMDrink
Description
RLMDrink brings the effects of alcohol to your server.
Through the use of potions (by default, the four base no-effect potions), players can gradually go from just "buzzed" to a full drunken stupor, and eventually die of alcohol poisoning. However, players can sober up over time.
More customization will be allowed soon.
Commands
No commands are used at this time.
Configuration
Config.yml is split into two sections: drinks and states.
The drinks section specifies the different types of alcohol, including their potion sub-id, how drunk they get you, and the name of a "unit" of that drink (e.g. if the unit for tequila were "shot", then a player would see that they drank "a shot of tequila").
The states section specifies the different levels of drunkenness, including what "drunkenness factor" the state starts and ends at, the effects of being in that state, and whether death is caused upon entering the state (for alcohol poisoning).
Donations
Click here to donate to the plugin developer.
Potential Additions
- Reset drunk level on any death
- Allow sleeping to lower drunkenness faster
- Support for non-potion drinks
- Chat modification (slurring, stuttering, etc.)
- Stumbling when drunk
- Additional config options (sober rate)
Changelog
v 1.0.2
- Removed "uncaught exception" console message
v 1.0.1
- Fixed event handler to work when pointing at block
v 1.0
- Initial release
Please update to 1.7.2
Does this work on 1.5.2?
The ID in the config is actually a potion sub-ID, not a item ID. So with the chest shop, you will want to use whichever number corresponds to a potion.
when i try to make an admin shop to sell the alcohol, the ids are always for other items like coal ore for example, any way you could create new ids for the drinks so i know im selling booze out of an admin shop rather than dead bush? this is with the iConomy ChestShop plugin FYI
As the PlayerItemConsumeEvent now exists, I should hopefully be able to make the player become more drunk only when they actually consume the drink, instead of when they start drinking.
Really cool mod, I look forward to seeing it develop further.
Looking forward to the progress of this plugin.
@datwerd86 Having support for non-potion drinks is definitely something I'm planning on doing in the future. And unfortunately, as Bukkit does not currently call an event on consumption of a potion or food (at least not that I know of), I am currently only able to detect when a player begins drinking a potion, not when they finish it. I'll see if I can get some sort of workaround though, such as manually adjusting the inventory.
@Methlon As of version 1.0.2, only potions are supported as drinks. I will look to add a wider range of items over the next couple of updates.
Beer (Milk) Doesn't seem to work. The rest does. This really needs some speech tweaking so drunk folks will sound drunk when typing. I would looove that lol. I also favor that guy below me's opinion, it'd be pretty cool to have a player vomet up any belongings they're holding.
@mattfielding
ive had some ideas im not sure if you can add them or not but how bout making a coffee drink that removes drunkness points or having the ability to 'sleep it off'
also when being very drunk perhaps a chance to "vomit" some material from your inventory
just some suggestions, thanks for the great plugin
ive also found a bug, the effects are given before the player completely consumes the potion giving them the ability to use a single potion an unlimited amount of times
@datwerd86
I have just updated the plugin to v1.0.1. It hasn't been approved by Bukkit Dev yet, but you can download it here in the meantime.
This update should now allow you to drink potions when pointing at a block instead of just when pointing in the air.
@datwerd86
I'll look into this. There may have been a change in the events since I originally coded it.
alcohol doesn't seem to work all the time. Not every shot or pint displays the text or gives the effects.
aside from that ive found no bugs or shortcomings. Very fun plugin!