RpgAPI
Rpg API
This Page is being rewritten for the beta release and the features the beta will have! expect it to be updated sometime in the future!!!
Dev builds now available
These builds are untested so it is advised that you wait for the released versions on DevBukkit , although you are free to use any of the development builds release. You can find these builds by going to our Jenkins website.
Note: kumpelblase2 has been added onto the project discription as a contributer, not because he has in anyway agreed to work on the project but rather because of the use of his Remote Entities API in the project itself.
SwiftSwamp has been added to the project as a Documenter, anything below is either unfinished or just a place holder until more information is submitted.
Features
- A more detailed features list will be coming soon!
Links
TODO
All suggestions are welcomed!
- MySQL Support
More caffeine means more time spent coding :) donate a cup below!
@diannafire
ignore the : true after list items, that's been fixed it'll now be - item like usual list items are
@diannafire
newest feature added into the api is the RpgWarps system (which will be used for any type of teleporting spells or abilities the rest of the system uses)
here's a sample config of a warp to give you and idea what you can with with the warps. (The sets warps belong to can be set to randomised so when you warp to any warp in that set it could send you to any one of the ones in the set.
@SunsetKingdom
Working as quick as i can on it, but no way to know exactly when it might be done at this point
When is the plugin finished? Or don't you know that?
@monstercat101
me too :) that would mean i finally finished the coding part of it :)
Looks amazing! Can't wait for the release.
Feature update: Added in RpgBorders, set a radius on a world from any location, players walking past that radius will be teleported to the opposite side of the world to give your worlds a nice "wrap" effect.
Progress report: 60%-ish most backbone work is done for developers to work with, rpg players are now properly saving in their own files for yml saves (mysql not done yet). rpg borders and poisoned earth are both working in game. Config file has the options to turn whole plugin features on and off. Each sub-plugin will have it's own config files to also turn individual parts of those sub-plugins on and off as well.
just got done programming a new feature into this yesterday that i figured i'd share on here cause it's pretty neat. You're able to set up "regions" where you can apply effects to players just by being there, as of right this second it's only potion effects that already exist in game, but for developers there is a behavior system to add new behaviors to the regions so you could program whatever types of effects you want it. (as an example i have a custom effect programmed in for my server that has players poisoned in an area but only taking damage if they stop moving while in it, but having the poison take full effect if they leave it as well since part of their life is "trapped" in the area.)
For server owners you'll be able to set up effect regions in Poisons.yml with the following config style.
@CrazyCloakedMSC
haha ok no worries then, i suppos ethe answer is yes then, it'll be able to do exactly what you want.
@diannafire
Ah I didnt mean to leave that out. I guess admins would build the towns themselves. Sorry for not being clear. Thanks :)
@CrazyCloakedMSC
i don't plan on having the api generate buildings like that at all, but with the control you'll have over npc's and "safe zones" from the api you'll easily be able to set up towns you build as safe quest hubs.
@diannafire
NPC towns like neutral towns or villages that are scattered among maps. Players can visit them and quests can be hosted there. They can also act as a safe zone. I just thought of it while reading over your plugins and I thought it's an idea that you could smooth out a bit.
@CommodoreAlpha
your config file will be check on enable and anything you have set to false won't even load so it will take up 0 resources while the system is running.
@CrazyCloakedMSC
not sure what you mean by npc towns, but there will be a very easy to use gui for setting up monsters and npc's (both player npc's and monster non attacking npc's if you choose) as well as a very in depth quest system. The npc's will take a bit of getting used to since they will be very customizable as to what they do, but we're hoping the gui will make it easy enough to follow how they work.
Is there any thought of having Quests and NPC Towns?
Since you're merging all the other RPG plugins into this one, if we turn off what we don't want, will the disabled features take up exactly (or almost) zero resources? In other words will it be possible, for parts of the plugin that we don't want, to act like they didn't even exist?
Sorry if I sounded nitpicky, but I'm slightly OCDish, and if I have a feature of a plugin I don't use (and it still takes up resources), I get the urge to use or lose the entire plugin.
@Rotebay
should have a dev version up later today, just without the classes / races / and spells though the api for the objects for them is in place.
Can't wait for it to be released :D