DwarfCraft
Please post all issues on the Github page(under the issues tab on github)
Description:
DwarfCraft is a plugin that allows players to improve their characters skills and capabilities. Players can pay trainers to improve their skills, which provides benefits such as increased weapon damage, decreased tool wear, increased drops from blocks or mobs, etc. Because of the training system, DwarfCraft can provide an interesting and fun RPG base for Survival MP servers that will remain relevant and interesting for casual and intense players alike.
Thread Page: Here
Original Thread Page: Here
Features:
- Players may choose to play as Dwarves or Elves. Switching resets all skills. The race names are entirely configurable.
- Races allow players to specialize in certain skills which allows them to train it past the vanilla level.
- Dwarves have 40+ skills that progress from level 0 (worse than normal) to level 30 (extremely proficient). Each skill has several effects. Most effects reach par at skill level 5. New supported skills will be released.
- Skills are improved by paying a training cost to a trainer. Server admins may place trainers and customized messaging NPC. Skill costs increased with level and balanced to encourage specialization. Example: To train"Pickaxe Use" from 0 to 1 cost 16 cobblestone. To train from 15 to 16 cost 640. At level 0 pickaxes degrade 20% faster than
normal, at level 20 they degrade about 45% slower. - Skills and Effect details are easily found through in-game commands. More Information on the Bukkit Dev Page.
Github: Here
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Posted Feb 13, 2013@Megachin502 Yes, in that case you have to remove the unused skills from the effects.xls or you'll be unknowingly nerfing a lot.
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Posted Feb 11, 2013You begin at a lower state in the game right? And what if you dont make a trainer for a skill and will that skill be in a lower state or will it be normal?
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Posted Feb 10, 2013How about permissions to level up a skill, and a permission for amount of levels? We have 5 different ranks for each profession on my server, and I want to use DwarfCraft as the ranking system. So to level up past Novice to Apprentice, you need at least 6 levels in that profession(skill), and without leveling up to Apprentice your skill can't go higher than 6. Then, once you're Apprentice, your skill can go up to 12.Then on the next rank 18, then 24, then 30.
The node can be something like this:
dwarfcraft.skills.<name>.<level>
For those who want players to be able to do every skill, they'd give the node:
dwarfcraft.skills.*
Or for a certain skill, but all levels they can do:
dwarfcraft.skills.<skillname>.*
I hope that this isn't a hard addition, and that it can be made possible. I love the concept of the plugin, but making more limitation possibilities would make it better. Hopefully my suggestion is agreeable :D Thanks!
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Posted Feb 9, 2013Possibility too add few skills to one NPC? Because i dont want tons of npcs around the town
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Posted Feb 8, 2013@midnightfender
for initiator, you have to put the cooked id item i think as well as result but if that doesn't work put the uncooked id in initiator and the cooked as the result. Its one of the two lol.
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Posted Feb 7, 2013@Jessy1237
Yeah tested it extensively the smelt function isn't working for food, it works perfectly for gold/iron but food there is no extra output nor any reduced output. Thanks.
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Posted Feb 7, 2013@midnightfender
well root farmer sounds good also smelt the effect type should work you just need to make the skills and effect and it should work. It drops the item as extras on the floor so you may not be noticing it, it also doesn't work with right clicking, bukkit has this weird thing of ignoring right clicks for some events. Also gunpowder is sulphur they are the same item just different names for each item, in minecraft history it was originally gunpowder but then in beta it changed to sulphur then it changed back to gunpowder, pretty sure it changed many times and also there might be different names in different language packs.
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Posted Feb 7, 2013Hey Jessy,
Btw, I implemented the carrot/potato into a skill called Root Farmer, not sure if you want any info on that, but where I wanted to go is there is no way to control drops for beef, pork, or fish being cooked in a furnace. I tried with the smelt variable and the craft variable, neither allowed control of received cooked variant. Not sure if a cook variable would be possible but would be much appreciated alongside the mobdrop/armor durability fix. Side note, there is no sulfur in the game only gunpowder. Thanks in advance and I would love to hear if you plan on support for 1.5.
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Posted Feb 6, 2013@schneiderbecket
Well when i first picked up the plugin i tested mob drops and they seemed to be working but something must have changed in the latest version of CB so i will check it out. Also no one else has pointed this out previously.
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Posted Feb 5, 2013Thats what I thought (and why it didnt work :) ). I think this would be a cool new effect but this is, in my opinion, less important than mob drops. Has anyone else contacted you with that problem? Do you know if anyone has tested mobdrops before?
I would greatly appreciate a fix to the mobdrops.
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Posted Feb 5, 2013@schneiderbecket
Well this is probably too late but i just woke up, you may not be able to do it now that i remember as all those durabilities only work for tools in your hand not armour you could be wearing so i will need to put in a ARMOURDURABILITY effect type.
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Posted Feb 5, 2013I have tried the mobdrops at level 30 and they always drop at vanilla rates. (Ive tested every mobdrop skill at lvl 30)
As for durability I see SWORDDURABILITY, PLOWDURARBILTY, TOOLDURABILITY, and PLOWDURABILITY effect types (and, FYI, I have noticed that at least TOOLDURABILITY works in my experience). Which of these would I use and how would I need to configure it? In a few hours I will be off work and I will start trying to answer that question myself through trial and error but a push in the right direction would certainly help.
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Posted Feb 5, 2013@schneiderbecket
I'll look into that issue for you, one quick question you have tried the mobdrops at a higher level right... because if you haven't it isn't at a vanilla standard until around about level 5 or more, also you can check out the page on creating skills and effects, you will easily be able to make your armour skill/effect with the DURABILITY effect type.
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Posted Feb 4, 2013Hello I am a big fan of this mod and it has made minecraft more fun for me and everyone else on the server.
However I have a problem, I want to be an elf but none of the mobdrop effects are working. Specifically: effects 810-813, 820-823, and 850-851. This is very important to this race and the mobdrop effect type doesn't have a single working effect that I know of.
p.s. I'd also like to request an armor durability skill effect, but working effects are more important than new ones.
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Posted Feb 4, 2013@WsupPanda
Not in this plugin but say if you had permissions on a iron door or a certain block that teleports the player to a trainer of your rank. So certain players have perms to tp to certain trainers which train to a max of a certain level, this is a solution to your problem but you still need NPCs. The reason why we use npcs is its easier, players don't have to be online there doesn't have to be any bitterness about if you want to train people unless you have certain trainers in certain towns and also its not really how RPGs work either and this plugin i think was originally based of DwarfFortress and RPGs in general, what you want is some sort of MMO that relies on clans to train their members to certain levels, I'm sorry but if i did implement that i would have to change the whole plugin for me it would be easier just to start from scratch but i don't really want to do that. Maybe put in a plugin request on the forums and someone will make the plugin for you.
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Posted Feb 3, 2013Hello
Can we make it so that people are trainers, instead of NPC's? On my server, we have 5 ranks for each profession in which will have certain limitations. For example: The 5 ranks of a blacksmith are Novice, Apprentice, Journeyman, Adept, and Master. Those are also the same for each profession, but give different permissions. So only blacksmiths can make tools, only chandlers can make torches, etc. Anyway, I want the Master ranks to be able to train their apprentices. Is there a way to make this possible?
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Posted Feb 2, 2013@evooni
Sorry but i was unable to replicate this bug you sure its still happening in one of the latest versions of DwarfCraft. I tried the CB 1.4.7-R1.0 version of DwarfCraft and there was no problem with yaw nor pitch for trainers even with the command and last i checked it didn't happen for CB 1.4.6-R0.3 version of DwarfCraft.
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Posted Feb 2, 2013@evooni
Hmm did it break again in 1.4.7... sigh i will look into that again, probably have to change some float value again and yes i do know what citizens is lol.
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Posted Feb 2, 2013@Tokesho
Do "lookatnext" command and punch the NPC. They don't follow players anymore but I noticed the same issue with Citizens (another NPC plugin).
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Posted Jan 30, 2013@Tokesho
I was fairly sure in the version b4 the latest i fixed that issue. What version of DwarfCraft and CB are you running.