CharonsFerry
Charon is the ferryman of the Styx river. This plugins purpose is to add a afterlife to the server. When the players die they become ghosts. They cannot interact with anything pick up or place blocks or be seen in general. There are several ways to break this effect. a configurable time in which a server wide revive will occur. Placing of gravestones before death will bring you back to life the moment you die. After you die friends can revive you by placing gravestones. Admin have a full set of commands to override any state. Haunt your killers with the haunt command. Full range of permissions. Give your players access to as few or as many of the commands as you wish.
Features:
- When your players die they become ghost.
- Full range of commands to affect or counteract any state.
- Full range of permmisions.
- Configurable autorevive revives your players after so much time has passed.
- Gravestones allow your players to revive themselves using lapis, iron, gold, or diamond blocks.NEW emerald blocks
- Value of block determines starting hit points and hunger! NEW! Emerald also adds strength 2.
- Afterlife effects, Wade through a world of darkness.
- The dead leave a trail of smoke behind them.
- More to come.
Command:
- /CharonsFerry Revive [Playername] Return a player from the dead.
- /CharonsFerry Ghost [Playername] Force a player into ghost state. No loss of items or experience.
- /CharonsFerry Haunt [Playername] Teleport to a player while a ghost.
- /CharonsFerry Boon [Playername] Check if you have a revive stored for when you die,and check other players status.
- /ReviveAll Revive all players on the server.
- /CF works for all commands as well.
Permission node
- CharonsFerry.Revive: description: Allows you to revive a user default: op
- CharonsFerry.Ghost: description: Allows you to "die" without the messy parts. default: op
- CharonsFerry.Haunt.Killer description: Allows you to tp to a to your killer while a ghost default: op
- CharonsFerry.Haunt: description: Allows you to tp to a player while a ghost. default: op
- CheronsFerry.Poltergeist: description: Allows a ghost to be interact with its environment, and removes most negative ghost effects. default: op
- CheronsFerry.Boon: description: Allows a user to see if he he will revive upon death default: op
- CheronsFerry.Boon.Other: description: Allows a user to see what players revive status is. default: op
- CheronsFerry.ReviveAll: description: Allows a user revive all players. default: op
ToDo
- Possible fly mode for Ghosts"
- Talking to a priest for a revive?
- Break death sign to revive.
- Economy support
- Define regions a player can revive in.
- If player has a prerevive Give them the option of resuming where they died.
- Suggestions.
Other information
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If you have any problems, please comment on here.
- Suggestions or problems are always appreciated.
OK Updated to 1.4. Only requested feature I got around to this time was fixing the autorevive to be more clean and accurate. It no longer pings global chat, players stay as ghost the full auto revive time, and players will not get an autorevive without being online for the set amount of time required. Also a bugfix with /cf revive that caused an annoying but harmless null pointer has been fixed. /ReviveAll has also been reworked to be much cleaner. Most parts of the plugin have been reworked to function better and more accurately.
@Dustinduse
I didn't forget but school has been consuming massive amounts of my time. I am converting the entire system to use java persistence instead of a config which will allow me to cleanly store the data for things such as respawning where you died. Please be patient with me as I finish figuring out persistence and grind though my college homework.
My ownly Suggestion in case you forgot. is the spawning as a ghost where you died.
Sorry everyone I started school recently and that has really slowed down the whole process. I haven't forgotten this gem I just have to get a bit ahead of my work first.
@grevinelveck
yep thats right, thanks for taking time! :D
@Beejee
OK first just to double check. Something like a hook into worldguard where you have to be in a specified region to get the global revive which by the way in the upcoming update will be per player and not global anymore. And second your requesting that you should be able to go to where you died and revive as well.
If I have this correct they are both pretty easy to accomplish (easy being relative) The regions is just hooking into worldguard and adding a few things. As for location. The best way to do this would be to have it so if you broke your R.I.P. sign at the location of your last death you would revive. I will take both these into consideration over the next few days as I wrap up the new update. I like both ideas but they might or might not make it into this release. If not this one I will try to implement it the next pass.
First of all, thanks for the nice plugin (and sorry for my english, which is a foreign language for me)
I have a suggestion: Have an option to set whether or not ghosts can revive anywhere when the server wide revive occurs.
That could mean that players have to stay in customizable zones to be revived, unless they reach the place where they died. By customizable zones I mean this could be some default spawn location, worldguard region, or a radius arround a bloc
Along with this, option to deactivate possibility to revive by runing to the place where player died, or pemission node (correct me if it this already up, I read up and made some test and I believe it is not but I could be wrong)
But I realise yet that all those requests will probly way to much coding / complications..! So if it's impossible I'll understand and don't worry, this would just be extra, your plugin it already realy great
Alright I'm back around to this project. Look for another big update sometime soon.
@drfrozenfire
Ahhh I see what you want. Well when you die you go back to your spawn location. This was decided by asking staff from several servers for input. I can however get it so that that individual has the full amount of time as ghost and not just a global revive every x amount of time. Which I probably should have done the first time around but its not to much trouble to fix.
I suppose it would be nice to have a customizable setting of how long ghosts have to get to their deathplace before they are automatically sent to some spawn location
@drfrozenfire
That variable is how many minutes between the global revive. It converts it to ticks so trying to set it to 24 hours probably went beyond what a long could hold. I have a little more work to do on skylab, a day or so, but once I am done I will work to make a longer time like this possible. Also configurable text and the ability to customize the ghost effects more. Are you wanting more features or just the ability to turn on/off blind, slow, smoke effects exc?
@grevinelveck
I have been trying to do hours. 24 to be precise. What is the purpose of that variable though? I would like people to have 3 minutes of being a ghost before they are reverted back to normal status with a loss of items
@drfrozenfire
I had planned on making the message configurable eventually. Actually all of them configurable but especially that one so that it could be left blank if the owner so wished.
Could you explain your problem with the delay? Are you using whole numbers? I have tested every number up to thirty minutes and it worked what value are you trying to put in? It might be that if your trying to get into hours I need to change the variable type or add a hours feature rather than minutes. Please get back to me soon so I can get working on this issue.
I would like to be able to configure the plugin more... perhaps make some of the effects configurable? Particularly the server-wide announcement of new life constantly... it needs fixing
Every time I change the value to not equal three, it reverts back.
Alright all the test server that I know are using this plugin are reporting no bugs found. This makes me feel pretty good about this release so I am going back and updating My other plugin and its sister with what I learned making CharonsFerry. If you find a bug that has been overlooked report it here or on the irc channel #ElveckInc.
Hope you guys like the latest update.
Hmm I might add that to my todo list. Right now I'm finalizing a release that takes care of most my todo's so Ill be looking for more ideas. But I will probably stop to upgrade skylab with the new stuff I learned making this plugin after the next update so the more ideas I come up with/get while doing that the bigger the release after will be.
Heres an idea: why dont you make it that time still accelerates through night even if a ghost (or ghosts) is/are not in bed?
Looks nice, need any help programming it? :P