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
Will this work for 1.16.5?
Please let me know if this works in 1.7.2!
Unfortunately armor is easily exploitable to a point where you can shift-click or right click armor on, bypassing the restrictions.
@HiveHD
There is a sign for that
Its working fine in 1.6.2 :)
I love this plugin and its a key part of my server but I am having difficulty creating a simple system for people to forget their professions...
I am trying to remove all the commands from the mechanics and apply everything to in-game blocks/ signs that people right click and have the commands performed for them, but there is no simple system for a sign that lets people forget their profession because the forget sign also requires to enter the type of profession meaning i would have to create a forget sign for each different profession.... Is it possible to create a command/action that lets people forget any profession from one command/sign?
It works for me, even in 1.6.
last update sepember think its has stopped
I found the same plugin, but updated for 1.5.2: http://dev.bukkit.org/server-mods/stevejobs/
please update if you can for 1.5 *_*..
This plugin is perfect.....
y u no update? D:
Heu... Bon ba ça a l'air d'être un peu mort ici... Personne ne connait un plugin capable de créer des métiers en bloquant les crafts des autres métiers comme iProfessions ?
Merci !
Salut,
J'utilise la version que tu as donné plus bas (beta) sur un serveur avec la dernière version recommandée de crafbukkit (1.4.7) mais j'ai l'impression que le plugin ne fonctionne pas vraiment... J'ai attribué le craft d'un bloc à un métier mais j'arrive quand même à le crafter bien que je n'ai pas de métier...
Hi, im in the setting up of a new RPG Adventure server, this seems like an awesome plugin, but I have a few questions that I would like answered please..
1) Is there any plans for this to become saved on a mySQL database? 2) Will there be a way of limiting the use of enchantment books in a anvil or the use of anvil?
Many thaks, and keep up the good work!
@failtolawl
My advice .... used another way to create jobs, I am currently using the plugin Noitem and permission groups.
I found a severe exploit my players are doing
Shift-clicking overrides every restriction, sorry to say this, but it is pretty urgent you fix that :s
Okey, I tried to fix the bug when 2 professions have the same skill. Before I release, i'd prefer that some users try it. Here is the Beta v3.4 Link Removed: http://www.mediafire.com/?o2kob6rb1z2nzv5
@Jemrada
Yep, about 90% features of iProfessions still work well. The other 10% is either I haven't tested yet or broken. I only found 2 bugs in this plugin so far and none is actually critical. Now that my break has started, I will start making a thread like Q2Lummox's.
@failtolawl
Same for me. Just wish I knew all the stats programmed in before I need to start making my own with beardstats.
still works for me lol. hopefully it will stay as such.
Of course, you can make a new topic to explain it more clearly.
You attempt to add in some way, the "mistakes" that I mentioned.
Greetings ;)
@Q2Lummox
I don't think anyone will want to take over the plugin. You list too many errors, too many suggestions, and many of those errors are not really the plugin's fault. Someone will take this over if you format the request into simpler terms, separated sections, and basic method of how to fix the problem. Putting them into spoiler is even better. Do you mind if I suggest thread title and content? If you do, I will create a new thread because I believe I can do a better job.