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
If may ask, what mechanics were you asking for a license to use? I hope they weren't any major things :(
Other than that, awesome :D
a big delay on the overall process, our liscense to use the mechanics we were going to be implementing has been denied so we're goign to be making it more customizable as far as building classes and spells and races, on the positive side though most past plugins are implemented and a beta release will be coming very soon!
as promised here's a parkour plugin once it's approved by bukkit, this plugin is kind of the basis for how i'm going to be handling alot of events with the rpg api, and is really just a combination of code snipets from the api, but it's a great example of how customizable the api will be.
http://dev.bukkit.org/bukkit-plugins/parkourpalace/
@CJstyles412
a tiny time delay from having to rewrite the data structure of locale and saved files for convenience and to lessen expected server usage, but with three of us working on it now we're all able to focus on different aspects of it and are making some really good progress. Some time in the next couple days i'm going to be releasing a "parkour plugin" that is really just a combination of code snipets from the api to show people how easy and customizable the plugin will be to use once it's done. I'll toss a link up for it here (only took about 30 minutes to build, but i'm having people test it before it's released just incase it's buggy).
Any recent updates? Looking forward to use your plugin on my server! :D
@Thanozz
lots of progress has been completed on it, but i still don't have a 100% release date yet, still working on it constantly so i promise it will be out as soon as is possible!
any news? any update?
@Rotebay
progress is moving along well, we've added one more programmer to our team to hopefully help get it out sooner as welli still don't have a "getting released on this day" time table for you cause we're trying our hardest to make sure we get everything right the first time, so we're taking our time and trying to make a quality product.
@diannafire Can we get some informations about the progress?
@KevinABC96
My best suggestion is to use rei's minimap client side mod, unfortunately there's not really much we can program to work as a minimap yet that i am aware of, but i can try to look into it more just in case.
After a couple days break I'm back to coding, chat is now finished and working so starting up party's and friends today, since they "should" be easy to add in hope to have them done tonight if all goes well.
unrelated update, i got bored and took a days break from the api to let my brain relax for a bit and made a new minigame, you can check it out at play.versuscraft.com, it's called shift.
@diannafire
Awesome!
Small example of what the locale file will be like
Under the commands section you can change every command to be whatever you want your players to type in so for example you could have the set warp command be "Associated_Spacial_Anomaly_Placement" if you wanted to and players would have to type [ /Associated_Spacial_Anomaly_Placement warpname ] in order to set a warp. every message that displays in game from any plugin will be in the config file so you can easily translate your own version of messages or completely customize them for you server. My only request is that you don't after customization try to state that you made the plugins, i've spent more of my time than i care to think of working on this so please be respectful of that :P
I've had a few people ask me what the charactor files will look like for people that use yml instead of mysql databases. I would like to start by noting that that these files will not be editable while the server is running, the files will get overwritten by players logging off from the server. it is not intended as a way to edit player stats but is instead designed as a storage system and that is all. these files are saved in /plugins/RpgAPI/RpgPlayer/playername.yml while things in these files can still change as more features are added in and updated, here's an example of what the file looks like right now.
@KevinABC96
as for your map idea...
http://mc.iluthi.us:8123/
dynmap is still teh best answer to that.
@KevinABC96
well first off there is a shout chat premade, but more importantly those are example of how to use the config to make your own channels the Use * lines are to use specific behaviors that are programmed in, like Use langhuage means that people can use different languages in that chat, Use world means that people are only talking to people on their same world in that channel, distance is how far your voice travels while talking in that chat... nickname btw is the command you can use to talk in that channel without having to switch you active chat.
so if your active chat is general chat and you type /w hey man what's up
it whispers to everyone within 5 blocks and says hey man what's up while still keeping your active chat as general chat.
@diannafire
example of the newly finished chat config
the first line is how you can set up your chat display for your servers and the follow config sections are two channels that work completely seperately, when I am ready to upload that dev version of the plugin with the chats system i will make a usage page to describe what each of those true false statements do.
@DJNinjaLegend
I wish i could give you a for sure roughly but i still don't have one, i am working about 10 hours a day on it but there's just so much to do. i finished implementing the new version of the rpg chat system into it today and am going to do friends and partys tomorrow, should be able to get those finished by the end of the weekend and start on guilds (which other than classes and quests is the largest one) after guilds is done i'll upload a new dev version that has those features implemented before starting on food, achievements, and spawns, then trade and banks once those are done and that will be the release of the first "beta" version i'll update the beta with each new feature i get coded in races, classes, quests, minions, monsters, bosses and so on so you'll be able to implement them as they get released
but it's a ton of coding and most of it is just being done by me, since linksbro has a full time job and gf so it's gonna take a while longer than i first thought i'd be able to get it done in.
As for your suggestion I am planning on implementing that or a system very similiar anyway that will probably be put in as part of trades.
I have an idea;
Could you set maximum stack sizes for different permission groups/classes? For example, only allow arrows to stack to 16. I think this could add realism and challenge :P
I know plugins that do this, but ones I've found do not do it very well, as a lot of glitches can be done. I think you'd be able to implement it better :)
Can't wait for this to be finished, roughly, when will there be a usable version for download?
got the languages part of the chat programmed in and am currently adding all the default chat channels, local, regional, shout, whisper, global, party, guild, op, ect.. but thought i'd share the simplicity of the languages config file so people could start making some languages in advance.
Undead.yml
cypher and key have to be the same length
Key is the letters that are initially there, cypher is what they get replaced with. as long as they are the same length you can make the cypher and key as long or as short as you like. any charactor can be replaced with another as long as it is not a : or - to replace spaces use ' ' as demonstrated in the undead language above.
For help with making languages, the most commonly used letters from most common to least in the english language are
- ETAON RISHD LFCMU GYPWB VKJXQ Z
Hope you guys enoy pre-emptively making some languages!