FC_Rpg
FC_Rpg is a plugin that completely converts bukkit servers into RPG servers. FC_Rpg aims to be the number one RPG plugin that can be easily installed to any world of a server, or all if you prefer, and setup quickly by not requiring spout or client mods. By using FC_Rpg, you can bring an RPG experience to your server like no other! Do not let this short description fool you, FC_Rpg is backed by nearly a year of development time with easily 1,000+ work hours invested. FC_Rpg is jam packed with more features than you might believe. With 125+ commands, unique features you can find nowhere else like instanced dungeons, old-school stats, custom enchanted items, and spells, FC_Rpg is the clear plugin of choice to bring the medieval age to your server.
I will have a dungeon creation video and Final Showcase video upcoming soon.
FC_Rpg 1.24 Showcase Video:
To get started using the plugin, visit this link: FC_Suite_Shared
For information on making tickets or contact information, please visit: Click Me
@StilleVande
Had someone tell me the same thing. Hard for me to tell atm due to I' still building my server and my friend that isn't an admin / owner said /rpg does nothing for him. But it works fine for myself and my admin's.
Okay, all looks well.
Ive gotten everything up and running, except I just found something interesting, and I wanted to see if its happening elsewhere.
I see that there are only 3 permissions for FC_Rpg. Ive given my Admin .admin and myself .owner respectively.
That being said, my players are unable to change their class. It says they don't have permission, and it does it to all people that doesn't have at least the .admin permission.
Just making sure I didn't miss something in the config, etc.
Great Plugin - Can u please make a video tutorial how to create a Dungeon? Im having some problems -.-
Is there a way to make it Swordsman not be a players first class when they join the server? I tried making it Number 6 and making my custom class number 0. Still Swordsman was the auto picked. Thanks man keep up the good work!
Excellent. Thank you sir. :)
EDIT:
Now that Ive looked into it a bit, it may just work!
Looking at the requirements of Hyperconomy:
Requirements
Vault
An economy plugin such as BOSEconomy, iConomy, or Essentials Economy
And I use iConomy6. Going to go toy with it now.
Highly excited my friend. Something like this is what I was looking for :)
To answer your question, yes there is a way to do it. Though I doubt that's all that you meant.
If you're asking if my plugin has it included, then if it's supported by Vault, then my plugin supports it. It doesn't seem that Vault supports hyperconomy so my plugin doesn't support it. Make a request to the Vault team to add support for hyperconomy.
Is there a way to hook the money to an economy system, such as hyperconomy?
My plugin grants absolute control over exp rates. You can disable exp, enable it, or even multiply it by any number :)
This is one of the less advertised features but it's there. There are tons of non-advertised features .
How does the Vanilla EXP / Enchantment system work. Do you still get EXP from killing mobs to do enchantments?
It's much too early for me to even begin speculating spout compatibility. I'm already in the process of mastering client-side guis, mastering MySQL, and determining new and more efficient algorithms for some of the code I already have implemented. My workload is quite a lot and Spout would come way after everything as lowest priority, sorry. :S
Maybe if I ever get a co-dev that is a spout pro one day :P
Nice Plugin! Have it Spout HUD in the future?
@Kluberge
I've considered doing this, but, there are many reasons that there is no "FC_Dungeons".
As much of a bummer it might be for me to type and for you to read, you should already be able to use only the dungeons if you want without intervention from anything else. So there isn't really much point in me splitting the code out because you gain nothing more from me doing this. You're already able to just use "FC_Dungeons" if you want.
The second is that they are highly integrated. For example, pvp arenas, and dungeons, work on the same event class in my code. There are ways around this, splitting out the rpg integration and the event class, but it's not something I want to do right now because it seems like a lot of work.
Third, this is definitely the weakest reason but it's 100% true for me. I really don't want to keep adding on plugins to my bukkit dev page. It's quite a lot of work for me keeping all five of my plugins updated and each time I decide whether to add another one, I have seriously consider the challenges involved and if I really want to deal with them.
So basically it's a lot of work for no real reason in my mind, that's why it isn't split. If you aren't able to just use "Dungeons" by itself, then there is a problem with FC_Rpg and I will work to fix it. Just because the plugin is like 240 kbs, if you have other stuff disabled, the plugin should never have a noticeable impact on your server. I mean it already shouldn't but still.
@xpheonixxx
Yeah I know sorry xpheonixxx. Thank you for the help! I will be working that out all that soon. What you wrote will be helpful I'm sure. :)
If you have squashed all the initial bugs;
When you have time dont forget a dummies guide to installation.. :)
You have many of the bits there all around the place, but you really need a single numbered list of steps.
Eg -
I mean installing plugin. (basically you have this bit already, drop your jar etc etc)
Assigning permissions. (if you read around you can work this out)
Setting which worlds the plugin is active on. (if you read all the details about the config yml files you can work this out)
Creating your first dungeon -- (well obviously build something first but lost from here on.. have added best guesses of what is needed below based on what is in the config files and common sense)
-- Pros/Cons building it in current world or another or use dedicated dungeon world
-- Marking the dungeon area *blank stare*
-- naming the dungeon *blank stare*
-- setting its player level scale
-- marking the dungeon spawn point
-- marking your boss zone and setting your boss type
-- traps? ambush zones? doors/keys etc?
-- marking your loot zone and setting loot
-- creating your lobby or entry point for dungeon *blanker stare*
-- adding your dungeon signs to your lobby *scratches head*
-- assigning special costs($$ or XP), mobs or loots to your dungeons *stares at feet somewhat*
-- ?? setting the exit warp point where you go when you beat the dungeon ??
Etc :o)
Could you maybe make the dungeon part of this it's own separate plugin?
Ahh I'm so sorry. I must have missed it. I think I highlighted it in email but maybe didn't read it, or skimmed it and thought it was something else. My bad! I'll be responding immediately!
edit: Responded
@Destro168
I have, my ticket has been up for 3 days, I've been updating it frequently.
Took down 0.81, added 0.82 which fixes the mobs being invulnerable in the guild update.
@zacura8998
If you make some tickets I'd be more than happy to help you out (:
I'm still getting errors from events like eating and player interactions with things. Dunno why, but its enough of a problem to crash my server.
Just a quick update. If you aren't in a guild, then you won't be able to kill monsters and they will glitch. Sorry about this. I'll have it fixed in next version (release). I have a good group of testers helping me out and we're finding and fixing a lot of tiny things.