iProfessions

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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

TagPurposeExample of configuration
craftItemAllows the craft of an itemid: 257
hasnot: You can't craft that.
smeltItemAllows the player to put an item in the smelt slot of a furnaceid: 14,15
hasnot: You can't smelt that.
breakBlockAllows 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.
placeBlockAllows the player to place a type of blockid: 2
hasnot: You can't place that block.
gainMoneyOnBreakBlockPlayer will win money when he'll break a block (Don't win money with a block they have placed)id: 1
reward: 1
gainMoneyOnKillCreaturePlayer will win money when killing a creature. (List of all types of creature here)type: PIG,CREEPER
reward: 50
dropItemAllow the player to receive drop when breaking an item.id: 1,5,2
wearItemAllow 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:
Explanation
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. :)

CategoryKeyDescription
blockdestroyiron, dirt, ironore, stone, ...Block destroyed, I don't think you need more explanation :P
itempickupsapling, dirt, ...Idem
craftingwood, ...This is crafting item
blockcreateironore, ...Placed and not craft item !
deathstotal, fall, ...Number of deaths
statschatletters, chat, login, move, playedfor, firstlogin, lastlogin, lastlogout, totalblockcreate, totalblockdestroy, damagehealed, move,This is stand-alone stat
killsskeleton, spider, total, ...People killed
damagetakenfall, arrow, skeleton, total,...
damagedealtarrow, skeleton, entityattack, ...
itemdropwood, ...
expcurrentexp (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 Explanation


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About This Project

  • Project ID
    39372
  • Created
    May 5, 2012
  • Last Released File
    Sep 30, 2012
  • Total Downloads
    14,903
  • License

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