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[New feature] Implement a new chests system for a MUCH BETTER randomness #64

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maxlehot1234 opened this issue May 11, 2020 · 3 comments
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Type: Enhancement Improvement or modification which is usually a new feature.

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@maxlehot1234
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Describe the solution you'd like us to implement.

Is it possible to implement a random option in chests so I can define a list of possible rewards with a chance for all of them and allow me to define an amount of rewards to give per chests.

So this will change the chest rarity system (Common, Uncommon, Rare and Epic) but will add a better system with a much better randomness thing.

Getting the "same" chest content over and over was bad and repetitive and 5 friends that test AOneblock on my test server told me that it's really bad to get the same thing over and over with chests.
I know I can add a LOT OF CHESTS per phase, but why?

So I want to know if an addon can be made for this.

So let us define different chest types and name. The chest name will be use for the chest "gui" name too:

  • &aCommon
  • &bRare
  • &5Epic
  • &6Master
  • &4&lLegendary

Each chest will have a possible rewards list with a chance system.

Here is a config example for you:
https://gist.github.com/maxlehot1234/a6f8f3216d8d19c88ce790286dad1149

I really think that this system will be much better than the one used for now.
If you can work on this feature, I am pretty sure a lot of server owner will prefer it over the actual one.

This will probably need a lot of code modification, but will make server lot more unique and each time the player will get a chest, they will have new things.

Thanks again for reading and I hope this system will be implemented in the near future.
Have a nice day/night

@tastybento tastybento added the Type: Enhancement Improvement or modification which is usually a new feature. label May 12, 2020
@tastybento
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Yes, this can be done.

The challenge with item stack definitions in YAML though is handling the meta data. Your config shows a simple approach, which could be used, but it won't work for complex items, like enchanted tools with names. That is why I use the Bukkit serialization. So the question is, do you define your chests using YAML, or do you want to define chests in-game with real crafted items?

@maxlehot1234
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I prefer to configure everything in YAML since its MUCH FASTER than the in-game GUI.

For me I can work with json tought :) Little bit harder than yaml. I know that a lot of person are NOT able to work with so maybe I can use the in-game thing for chest, but allow us to edit them in a file please :) EXample: change the rarity, chance, etc

@maxlehot1234
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I also wondering if you can implement a RANDOM-SLOT thing for items in chest. Not needed to choose the slot per item seriously.

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Labels
Type: Enhancement Improvement or modification which is usually a new feature.
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