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
@log234
I see plenty of things wrong here. I'll go from top to bottom. First, the '- Miner' is not spaced correctly. Second, 'required:' under 'Miner:' should be deleted, because it is blank. Third, space the skill type in by 2 more, then space the '- id' and 'hasnot:' in by 6 more. Fourth, under 'Toolsmith:', under 'required:', the field 'required: #' should be changed to 'require: #', and 'blockdestroyed' should be 'blockdestroy'. Fifth, you MUST set at least one skill type for any profession. Take at this. Test that and see if it works.
Hey again, I tried to do as you said: http://pastebin.com/H5XZgmta
still doesn't work... And btw I have already set Notepad+ + to replace all tabs with 4 spaces, but thanks for the tip anyway :)
Thank you very much for the help i really appreciate it! :)
@nhoclesnar
Great find, I will look at it some more. It seems it hasn't been updated in awhile, but it may work for what I need. Thanks
@Jemrada
Hey, do you still want to control brewing? Check out this plugin. Just create a new perm group with brewing perm and link the profession to that group. But if you are using PEX, ModifyWorld is more powerful, even tho it takes a while setup perms. In my case, I just create a 'brewer' profession and put skill type: craft glass bottle. Since glass bottles are used only in brewing, brewers will not be worried about having someone stealing his brewing ability, unless he wanted to. I can't think of another solution for now :|
@log234
Hey, never indent in yaml like you do in word. Use space, don't use tab.
@log234
Yes, the fields "key:", "required:" and "hasnot:" Need to be inline with category.
Thank you very much! :D
I almost got it to work, but I still get an error for the required part, I've been testing different indentations and usually I only get the same error, but with this: http://pastebin.com/hEYXqtpz
I get this error: http://pastebin.com/MjGBtSsd
Though I suppose that just means I've indented it too far, right?
@log234
Since you only have one world change line 39 to
Under professions, your spacing is still off. I edited the first job until it worked. Follow the same spacing for the rest of your jobs and it should work. As I mentioned before, add one at a time. After you add one, restart iProfessions and make sure it loads. THis will help find out which job is wrong. If it messes up again. Example Config
Alright, I've fixed the indentation issues as far as I've noticed, here is an updated config:
http://pastebin.com/CsCBcRAL
The error message have changed slightly:
10:50:50 iProfessions: Enabling iProfessions v3.3 10:50:50 CONSOLE: [SEVERE] Error occurred while enabling iProfessions v3.3 (Is it up to date?)
A thought from my side, have it stopped supporting 1.2.5? or is 1.2.5 still supported?
Thanks for all help!
@Q2Lummox
Ah, I see. Thanks for informing us. I think I will really try to learn java seriously and continue this plugin, as it is the core of my future server. I will PM MsPtibiscuit for permission to take over this project. I really hope someone else can continue this plugin tho.
@log234
I see multiple issues with your config. I suggest starting over and add parts of your config in stages. The space is very important.
Here is one I started with Example Config Add this a restart iProfessions. Then slowly add your config in piece and test as you go. THis will help you keep it working as you go.
@Q2Lummox
Can MsPtibiscuit share the source code so someone else can take it over? As it stands its listed as all rights reserved.
@nhoclesnar
MsPtibiscuit he said he will not continue with this plugin. If anyone wants to take charge ... because if not, this plugin is abandoned.
Im currently getting this error:
20:55:14 iProfessions: Enabling iProfessions v3.3 20:55:14 CONSOLE: [SEVERE] Error occurred while enabling iProfessions v3.3 (Is it up to date?) 20:55:14 CONSOLE: input string: " 307"
Here's my config:
http://pastebin.com/qyrDt0p8
Any clues for why it doesn't wanna work?
Thank you for any help!
Is it possible to make the plugin show the job title in the chat?
example:
If I am a Miner when i said something in chat it would say:
Miner Log234: Hey!
@Jemrada
Take a look at this page. Strength Potion, for example, has the ID of 373:8265. The :8265 is the damage value. Damage value is not supported at the moment, so prevent brewing potion won't work very well :| . Plus, I don't really know if it is possible to prevent brewing a certain potion, because the author of RecipeManager claimed that he could not control the brewing recipes.
@nhoclesnar
Thanks, iProfessions just uses the id of each item. Each potion has its own id, so I assume it would work if we have the brewItem skill.
@Jemrada
Not yet implemented, I guess. Right now I'm hoping that MsPtibiscuit will update this plugin once CraftBukkit 1.4 is out.
EDIT: Brewing is a pretty good idea too. However, I don't think controlling what potion you can craft is possible. Well, right now even damage value is not possible :(
@nhoclesnar
What about these options?
@Jemrada
You can learn and forget as much as you like, no time limit for anything. I know there should be penalty to prevent that, but it has not yet been implemented. In my case, I will just give them no permission for /pforget. I think a good penalty would be the player have to wait x time before learning another profession. I tried contacting the author about three days ago but I haven't received any reply back. I suppose she is busy right now, so we have to be patient and wait for her.
About /preload (/plearn reload?), I'm sure the plugin automatically reloads the config after a certain amount of time. However, if you want to force it reload, use PluginManager for now. That plugin let you reload, load, or even unload plugins for updating them without having to restart the server. I hope that help :)
@ MsPtibiscuit Please support damage value. Item IDs like 17:3 unfortunately does not work.
EDIT: I think the source code is in Repository section (I don't know :| ), so coders can take a look at that.