Can you create default configurations for races, classes etc ?.. I need it, because hard to configure them without examples.
Sorry for my bad english.
Can you create default configurations for races, classes etc ?.. I need it, because hard to configure them without examples.
Sorry for my bad english.
Here is a vanilla configuration:
some things may be broken with recent updates to the code; report them there and i’ll handle them.
Thank you very much!
I would suggest you to jump on the discord server where you can already find more examples, much stable builds, and its easiest way to contact me directly, im not very active on sponge forums.
A new version has been released for NT-Rpg, it is available for download here.
Plugin now supports any modded inventory (eg.: baubles)
Plugin now supports any item from mods
Formated experience gain above boss bar to two decimal digits
Fixed and pretified some texts in inventory menus
Added /char list command which displays all player’s characters
All mob configuration was merged into one file. MobHealth.properties MobDamage.properties and MobExperiences.properties file may now be removed from the config folder
Mob experiences, health and damage now has to be defined per each world
Improved Javascript bindings
Added skill manashield
…And much more
…And much more
The plugin requires at least SpongeForge 1.12.2-2655-7.1.0-BETA-3079 (or similar version of spongevanilla) otherwise inventories will glitch.
Thanks to @hellbringer616 There are some configuration examples now!
For any more information/or support jump on my discord server https://discord.gg/YerUbgd
A new version has been released for NT-Rpg, it is available for download here.
Current stable release of Sponge (both vanilla and forge platforms) contains a critical bug related to inventories, which may lead to the server crash
It’s required to use at least Sponge Vanilla 1.12.2-7.1.0-BETA-70, or SpongeForge 1.12.2-2705-7.1.0-BETA-3227, where the issue has been fixed
I wonder if thats the source of my issue; not likely but hey! i’ll give it a shot!
Can I share this nice plugin to the MCBBS?
This the biggest froum in China.
If you allow me to do that.
I’ll link the cursegorge page. Thank U
Can I share this nice plugin to the MCBBS?
This is the biggest forum in CHina.
And can you write a passage to tell us how to create the job?
As far as I know,this plugin will collide with UltimateChat.
That means switch the char and it can caused the server shout down.
How can i solve this problem?
Thank U for your checking!
Sorry im not very active on sponge forums.
Can I share this nice plugin to the MCBBS?
Yes you can. Remember that you have to link NTCore as well, otherwise it wont work.
And can you write a passage to tell us how to create the job?
What do you mean “create the job”?
As far as I know,this plugin will collide with UltimateChat.
That means switch the char and it can caused the server shout down.
That sounds strange, but thanks for reporting. I’ll check that.
If that happened on your server and you do have the log related to the server crash upload it somewhere. It will save some time on my end.
Can we have different Damage types, like Magical and Physical or Fire, Water, Earth and Air? And of course, a way to define weakness for each armor items to some damage types
Best way to make requests is to use the github. NeumimTo rarely checks Sponge.
Yes you can create skills with different damagetypes.
You also can create armor pieces with custom enchantments which increase or decrease player resistance to specific type of damage
A new version has been released for NT-Rpg, it is available for download here.
Example configuration:
Skills: [
{
#This skill is equivalent of a javaskill cz.neumimto.skills.active.SkillMegabolt.
# Id must be unique
Id: "ntrpg:megabolt2"
# The name of the skill.
# Name may be changed per each skilltree, but there must not be multiple skills with the same name
# skills may be executed via /skill <skill:id> or /skill <skill-name>
Name: megabolt
# Parent node defines if the skill is type of Active/passive - its requires to target an entity etc
# Parent node may change which variables maz be referenced in the Script section.
# Eg. Inheriting from active wont make accessible varible _target
Parent: active
# Skill types
Skill-Types: [
"ntrpg:aoe",
"ntrpg:lightning"
]
# If the skill may deal damage there must be node DamageType.
# If the skill deals no damage to anyone (eg simple healing) this node should not be defined
Damage-Type: "magic"
# Optional node, some extra informations related to skills, skill lore can be found in ingame inventory menus
Lore: [
line1
"&4line2"
]
# Brief description of the skill, skill description can be found in some ingame inventory menus
Description: "Damages nearby entities with a lightning strike"
# Default config nodes you with to use, this section has to have all nodes, if you wish to execute skills via /nadmin command, otherwise it may be left empty
Settings: {
"damage": 10
"damage_levelbonus": 5
"range": 15
"range_levelbonus": 1
"mana": 10
"mana_levelbonus": 10
}
# How you with to load the skill, lets keep there js for now
Loader: js
# The bussines logic for a sklll
# The script is called AFTER all validations such as mana pool check, cooldowns etc
# If you need to debug anything simply call function log(<data>)
# For more documentations check out wiki, or functions.md file
Script:
"""
var totalDamage = param("damage", _context);
var totalRange = param("range", _context);
for_each_nearby_enemy(_caster, totalRange, function(entity) {
var location = get_location(entity);
if (damage(_caster, entity, totalDamage, _context)) {
spawn_lightning(location);
}
}
);
"""
}
fixed lots of bugs related to inventory menus, skill execution etc…
Refactored large portion of skills which makes entire system more flexible.
Make some changes to prepare the plugin to allow skill packs (jar files) to be reloadable on the fly
Changed way how the plugin manages the database schema. If you are running mysql or postgres hibernate no longer generates tables automatically, this approach is generally more safe.
Bunch of another features which i already forgot about.
Added some placeholders which you can use together with placeholderapi
Its now possible to configurate skills that they will cost specific amount of items to be casted.
Example:
InvokeCost {
Items: [
{
Amount: 10
ItemType: "minecraft:paper"
Consume: false
}
],
Insufficient: [
{
Id: "ntrpg:adjusted_skill_settings_value"
Key: "cooldown"
Value: "{{value}} + 25000"
}
]
}
You can grab skills here:
(as usual you place the skills jar to the ntrpg config addons directory)
Dont forget to download NT-Core
NeumimTo / NT-Core
Thanks to @GlassSpirit Theres now Bridge between this plugin and forge mod custom npc. Lets you to configu exp gain per npc kill or quest completition; The classes needs to have ExperienceSource QUESTING
GitHub - Sponge-RPG-dev/NT-RPG-Mods-Bridge
Very simple examples how to setup classes, races and skilltrees may be found here.
The documentation is lacking and due to complexity its not so easy to configure this correctly For more question reach me out on discord:
A new version has been released for NT-Rpg, it is available for download here.
A new version has been released for NT-Rpg, it is available for download here.
Replace InventorySlots
section with following code:
InventorySlots: [
{
type: "net.minecraft.entity.player.InventoryPlayer"
slots: [
"9;ANY"
"10;ANY"
"11;ANY"
39
38
37
36
]
}
{
type: "baubles.api.cap.BaublesContainer"
slots: [
9
10
11
12
13
14
15
]
}
]
A new version has been released for NT-Rpg, it is available for download here.
Reworked the class system
Minor changes to skill trees - skills dependencies now require to define minimal skill level as well.
Optimized character initializations
Its required to update skillpack
Ore still do not support multiple jars per version so you will have to grab it from github.
!! The skills jar goes into /config/nt-rpg/addons folder
!! do not put it into mods folder, it wont load from there
!!! Plugin still requires NeumimTo / NT-Core to run
A new version has been released for NT-Rpg, it is available for download here.
Fixed a bug which caused wrong damage output with an empty hand, if previous item broke
Added a command /nadmin invoke .
Added two new experience sources:
A new version has been released for NT-Rpg, it is available for download here.
Fixed a bug which caused the plugin not to load on mysql.
This version requires at least NT-Core-13-Snapshot-9
NeumimTo / NT-Core
A new version has been released for NT-Rpg, it is available for download here.
Updating from previous SNAPSHOTs:
In your Settings.conf delete section CLASS_TYPES, or add Order: [Number] Node to each type.
Updated config examples GitHub - Sponge-RPG-dev/NT-RPG-Configs-And-Assets as well. They should now properly load and work
Bugfixes