Suggestions
I already know a lot of you would like me to add Heroes or economy for example. I noticed that and I'll don't forget to take care of when I have time to implement those. But here are some things that I have in mind and need you opinion about them. Are they worth adding, or how they should be structured etc. So here are my suggestions:
- Heroes integration
- (free space for more :D)
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Posted Feb 2, 2012Heroes - I absolutely love this plugin and would love to see them work together. That being said I do not know about everyone else but I do not think you will have to integrate much with heroes so long as it does not prevent heroes from doing its normal things like xp or other plugins from giving money.
Bosses - At the end of each the dungeon before going to the next level it would be fun to have to battle a configurable boss.
I will add some more comments later after I have had more time to go through all of the features of this plugin.
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Posted Feb 2, 2012Yes definately bosses. I would say something kindda in the same pallpark as how mobarena does it.... have a set list of skills/abilities you can give them. Then just let us pick the mob, what abilities they have, hp, and drops. Maybe have something along the line of in the beginning the mobs are easy, but as you get further down the increase in strength and numbers so its more of a challenge. And of course heros compatible =)
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Posted Feb 3, 2012I would like temp pemissions for certain classes so i can make custom magic spells for my arenas. As well as chests after each level is complete to restocks.
So my suggestion: Magicspells..And as a caveat? mobriders?
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Posted Feb 3, 2012Environment / Stage settings, traps and timed/random events
Cool stuff like these, that can make levels entertaining :)
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Posted Feb 3, 2012-
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Posted Feb 5, 2012Bosses.yml
Bosses
-Boss1
--Bossname: Terragog
--BossModel: CaveSpider
--BossEffect: True
--BossHP: 5000
--BossATkType:1(1-melee,2-arrows,3-fireballs)
--BossBaseDamage: 4
--BossBaseDefence: 6
--BossAbility1: &name raises his head and readies his pincers!
--WarmupTime: 4
--AbilityID: 1
--Cooldown: 30
--BossAbility2: &name is tired!
--WarmupTime: 1
--AbilityID: 2
--Cooldown: 120
--BossAbility3: &name invokes the powers of the titans!
--WarmupTime: 4
--AbilityID: 3
--Cooldown: 60
--BossAbility4: &name how dare you irritate &name! I will crush you!!!
--WarmupTime: 0
--AbilityID: 4
--Cooldown: 700
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Abilities.yml
Abilitys:
-Ability1: Crush //This is just a note for the editors of the yml, as well as a seperator
--AbilityTargetType: 2 (1-Self,2-TargetedPlayer,3-Frontal Cone of Players,4 All Players local, 5-RandomPlayer, 6, RandomPlayerExceptTarget)
--AbillityType:1 (1-Damage, 2-Healing, 3-ModBaseDamage, 4-SpawnBlock, 5-Knockback,6-SetFire,7-Poison,8-Weakness/Strength(potion effects, positive strength, negitive, weakness,9-SpawnMob,10-ModArmorValue)
--AbilityValue:16
-Ability2: Lower Defence
--AbilityTargetType:1
--AbilityType:10
--AbilityValue:-4
-Ability3: Frontal Cleave
--AbilityTargetType: 3
--AbilityType: 1
--AbilityValue:12
-Ability4: EnrageTimer
--AbilityTargetType:1
--AbilityType:3
--AbilityValue: 500
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Ok So there are two main files, Bosses, and Abilities, this way abilities can be reused by bosses without more data being typed/loaded (like the enrage timer i have set up.
This is a description of the boss for those of you having a hard time reading the config setup i mocked up.
* A Spider that has the mob spawner effect on it, every 30 seconds will tell the players hes going to hit the tank hard, and then 4 seconds later, slam him. for high damage(16 points of damage).
* every 2 minutes(120 seconds) The boss needs to rest, during this phase the boss drops his armor down to 2, and players should blow all their high cooldown damage spells during this phase for maximum dps.
* Every 60 seconds the boss will use a frontal cleave that is slightly less damage than the slam, but hits any player besides the tank, in front of the boss(45 degree arc)
* After 700 seconds the boss buffs the crap out of himself and enrages, dealing an unhealable amount of damage, and wipes the group.
This setup allows for super complex boss setups, with ease of coding. Just make everything modular when creating the abilities, I assume there should be one "Ability" function call
UseAbility(Int Ability, int warmup, string say)
{
SayLocally(say);
WAit(warmup);
array targets = getTargets(Ability(Ability).AbilityTargetType);
For (x=0;x=targets.size;x++)
{
Do each type of ability code here
}
}
I wish i knew java better, I could probably code bosses in a heartbeat :/
But yeah, this is just my 2 cents, enjoy.
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Posted Feb 12, 2012If you have more things about bosses please post it here: http:dev.bukkit.org/server-mods/mobdugeon/pages/bosses/
Thanks.
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Posted Feb 25, 2012Already added bosses and abilities configuration page, See here
Bosses: http://dev.bukkit.org/server-mods/mobdugeon/pages/bosses-setup/
Abilities: http://dev.bukkit.org/server-mods/mobdugeon/pages/abilities-setup/
Have fun!
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Posted Mar 16, 2012When the Heroes intergration is done i will start instandly with settup of some aweome Dungeons. Thx for this. (HardcoreMode
> cant whait :) )-
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Posted Mar 28, 2012Updated list. Heroes integration is the next thing on my list that I'm working on.