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Stuff we need to make it happen

worm424 edited this page May 25, 2017 · 1 revision

Also, I think I figured out how to do the track swapping, at least in principle, without a special plugin. I make a track called Career that has three groups: default, Explorer, and Engineer. These groups are necessarily childless. Engineer sets all Explorer perms to false. Explorer sets Engi perms to false. Both have higher weight than other groups. Swapping careers is now as simple as promotion or demotion on the Career track, and they can stay in both Eng1 and Exp3, for example, and still swap careers. They just need an initial promotion to Exp1 or Eng1 to see it in action. We still need to swap or clear their Inv (and xp and status fx) on demotion to Explorer on the career track. Which could be done by a plugin, or a simple command block if I want to be brutal. Reminder to self: make and test an Engi region handler as Eng1 and then Exp1 DONE! Perhaps this can get done by two Macros (using the Macro Sponge Plugin)?

We want a handler that counts (and logs) Explorer deaths.

Also, DUNGEON RESET needs to occur after players have looted it. The region must be free of Explorers for a minimum time (1 game day?). Chests get restocked, mobs replaced, and any broken blocks repaired (the last one is a stretch goal, but could be used for TNT, ice, or even have special blocks breakable by Explorers under certain circumstances).

Eng1-5 and Exp1-5 need distinctions. Rank permission development WIP: https://docs.google.com/spreadsheets/d/1QCDKlJKqUzM2NCSi4iabTrORryxWfCtKH359gJcrQbQ/edit#gid=0 Custom Scoreboards per-dungeon and logging of looting If scoreboards are too hard to manage, shoving it into chat will do. Or a book, or hologram...

Per-Dungeon Stats: Record player deaths (name, time, cause), Trophy recovery (name, time). Total Kills. Number of Trophies taken. Player-available stats: Dungeon Title, Dungeon Lore (if any… maybe a book?), Design Credits, Total Kills, Trophies Taken, Overall Rating, Last 5 Adventurers (Kills/Trophies).

Per-Player Stats: Explorer: Player deaths per dungeon, deaths overall, Trophies consumed, Rank (Exp1-5). Dungeons Upvoted (max 1 per build). Engineer: Total kills in dungeons (proportional to # of builders), Total Dungeon Upvotes (builder), Rank (Eng1-5).

All visible to admins, the player, and certain ranks.

Dungeon List: A registered list of Dungeons looks needed too, so that each can be referenced in the “Trophies” and “Upvotes” lists. This list could also serve as a kind of Tour guide, even if co-ords are not provided. As dungeons are completed they can be registered onto the list. It can also be called if a player wants a more specific list of deaths per dungeon (eg an admin), or for an Engineer to see which dungeons have provided the most kills/upvotes etc.

Leaderboards Engineers - Fiendish Wizards, The Top 10 Engineers with the most Kills/highest Rank Explorers - Hall of Fame, The Top 10,Explorers with the most Trophies/highest Rank Wooden spoon award: Explorer who has died the most times. Dungeons - Grim Reaper’s Top 10, The Dungeons with the most Kills/highest Rating

We need a “reset” function to restore chest contents, dispensers, pistons, etc (basically reset the entire dungeon schematic). Mobs and all?

Chests and Looting: Tracking of chest-access would also be cool, if we could change chest contents based on whether that player had “looted” it previously (something like chestrestock once did). Special bonus items could be removed, or chests could even be empty if looted too many times… Randomising the contents of chests within certain parameters would also be great, perhaps each chest can be assigned to a certain loot table. This would only be applicable to empty chests that appear when the schematic is placed. We’d also want a special trophy item for each Dungeon, as a reward for completion that could be sold, consumed for rank, or placed somewhere as a decoration (eg in a display cabinet). That (And any other special goodies) would need to be handled outside random loot. Death-chests, if they are available, may only appear in wilderness - and not in Dungeons. They might be used as exploits otherwise (Note: is this a bad thing? It’s kind of cool to be able to hop across the remains of your dead colleagues to get to the treasure…)

Trophies: As far as I’m concerned they can be a re-skinned potato. They can give the dungeon completion reward to a player only once, and afterwards are only useful as a snack, trade goods, or as an actual Trophy. Perhaps they get rarer once you eat the first one. Problem: we don’t want players getting dungeon completion achievements just by buying one. Can we stop them being used this way, or do we re-think Trophies entirely? How can we tell when an explorer has completed a Dungeon?

BOSS MOBS I have no freaking ideas here.

BREAKABLE BLOCKS It is possible to give Explorers the ability to break only certain block types, and restrict that to specific tools or tool types, as well as specific regions (per dungeon). Adventure mode allows this to be fully configured, although we could use specific tool instances (ie a Magic Pickaxe) instead. This is not necessary, but could be a cool feature we add later.

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