duckdoom5/RpgEssentials — Issue #35: Big list of small issues
Author: Flenix
Created: 2012-02-19 17:19:31+00:00
State: open

Just playing around with the plugin, here's my list of what seems to be bugs, then suggestions and then a few questions:

Bugs:
-Certain XP gaining events (as in the level config) don't actually give the XP. There's qute a lot, the ones I've noticed so far will be listed at the bottom or in a comment.
-Trying to chop a tree with a custom axe (example) gives an error
-The /npc command will clash with Citizens - which I can imagine a lot of people who want this plugin will be using already. Maybe add config option to disable that command and add an alias of /rpg npc (I know we can do this in some plugins plugin.yml file - I've yet to look in there but thought I should point this out anyway.

Suggestions:
Levels:
-Add events to the levelling page - for example we could add custom block datas from other plugins (so mining custom ores from MoreMaterials would level mining)
-Add level rewards (Especially Permission nodes) - Maybe go as far as letting us create our own levels by specifying what the player does to get XP (Not sure if possible, maybe every time a plugin checks if a player has X permission - if they do, they'd get XP?)
-Anti-grinding system. If a player is placing and breaking the same block, stop giving XP for X amount of time as a punishment.

Shops:
-Ability to rename and create shop categories
-Add and remove items to each category
-Shops which are only one category (eg, farmer shop)
-Add items to a category by ID/Data (for custom ones not in this plugin)
-NPC Shops, right click would be just the same as pressing "o" when that is enabled.

No XP from these, although Levelling says they should give it:
Placing Seeds
Breaking Wheat
Placing/Breaking Sugar Cane
Shooting Arrows (Could I also suggest XP is only given on successfully damaging a target? The config here suggests spamming arrows into a wall would level still)
Attack gives no XP at all

(There is probably a LOT more, I didn't test everything due to time)

One last thing, I mentioned the other day about that texture thing - Just letting you know my idea DOES work. If you remove terrain.png from the pack, it will force everything else but use whatever terrain.png the client has in their texture pack. Same would work for any other file :)

Sorry for the rambling wall of text. Hard to format it well on Github... :P