Skye has detailed an update that she is working on for the upcoming RPG v2.0.5 update. She said that the change log on the repository will be updated when the exact features in the update are completed. For now, if you have any suggestions or requests for this upcoming update, or comments on the current to-do list, please let me know and I'll forward it to her.
RPG v3.0.1 Development List:
- Chance Multiplier for End of Map Rolls
Server operators have requested the ability to weigh different EOM roll options, separate from the standard roll chances during the game. Skye has created a new multiplier which will let you add a weighted calculation to determining the frequency of items awarded on successful End of Map rolls. The range is 0.0 to 1.0, with 0.0 meaning no chance of the item being selected and 1.0 being the current default.
- Store Additions (Optional)
Server operators will be able to add new store options to the menu. These include things such as purchasing backpack drops (which will then drop at the player's feet), as well as bulk experience, and several more options. As always, server operators can also choose whether these items show up in end of map rolls, and what their chance multiplier is on their frequency.
- Weapon / Level / Survivor-Character Specific Talents
There are keys in the config files that exist for "weapons required?" that were never fully integrated into RPG. Skye is integrating these keys to give server operators additional flexibility with talent creation. On top of that, she's adding an option for "survivor required?" where you'll enter something like "namvet" which would mean only bill would be able to use the specific talent. With that in mind, a classic feature from the original skyrpg plugin is making an appearance; the option to automatically "award" or "unlock" talents based on a player reaching a certain level. Simply set "talent level unlock?" to 1 and the plugin will ignore the key.
- Menu options configurable based on Game Mode
Some server operators run multiple game modes on their servers. This can be confusing or even problematic to players, especially if certain players only play, say, when the server is running a co-op gamemode. Skye wants to give server operators the option (she says it will be available in the config file) to make it so only gamemode-specific menus will appear. This means if the option is enabled, even if you have infected config options in your mainmenu.cfg, if a non-versus gamemode is running, it will not show in the menu to players.
- Weapon-Level System v2.0 (In Development)
Skye removed the original Weapon Leveling system due to balance issues in an older version of RPG. She felt that in a plugin that advertised its modularity and flexibility, a feature that was not flexible wasn't part of the vision. However, there are some major changes coming in the new system.
a. Flexible Weapon Designations
Previously, weapons couldn't be categorized, in the new iteration, weapon categories can be created, with no limit, and both the key and values designated by the server operator. For example:
Skye has created a category called "tier1" and all smg's, the pumpshotgun, the chrome shotgun, and all pistols are within it. Inside a weapon level hierarchy, under the "weapons required?" key, she would simply put "tier1" and any weapons within the category will be eligible. If she were to change it to "tier1,bolt" then all weapons in both the tier1 and bolt categories would be eligible.
b. Category Unlocks / Requirements / Etc.
Skye has furthermore decided that if you want the option to require a specific level or requirement to unlock a weapon level, or if you perhaps want weapon levels to not scale beyond the player's physical level, that those options should be available to you.
c. Weapon Level Bonuses / Penalties / Etc.
In the original weapon level system, leveling up a weapon level provided linear bonuses to damage dealt by weapons in that category. This time around, Skye is giving server operators a more flexible set of options for what leveling up rewards players. Maybe you want to give them a bonus talent point instead of a perk? Maybe you want them to randomly receive a backpack, store points, talents, or experience? Maybe you want to also increase weapon damage, or possibly have penalties of some sort to balance all these goodies? The choice is yours.
There's more coming in relation to this expansive system, and I'm looking forward to seeing the features she implements for it!
d. A Preview of the configuration options for the new Weapon Level System!
New Weapon Level System
A list of all weapons that a server operator wants in the weapon level.
- Must differentiate between actual weapon and weapon category, as well as
have starting experience to reach level 1 (because they start at level 0)
and the multiplier per level up, as well as the award for leveling up.
"pistols" // Because "weapon category?" is 1, this is the weapon category to search by, otherwise the weapon name goes here.
"weapon category?" "1" // This means it's a weapon category and not an actual weapon (governs more than 1 weapon)
"experience start?" "1000" // This is the experience that must be invested in this weapon (or category) to reach level 1.
"experience multiplier?" "0.03" // This is multiplied against the current experience requirement to determine the next level requirement.
"damage bonus per level?" "0.01" // 0.01 -> 1% (If you don't want this bonus, set to 0.0)
"maximum level?" "100" // It's possible a server operator may want different maximum levels for different weapons and/or categories. Here you go.
A list of all weapons categories that can be used in the weapons_menu.cfg, and
the weapons that are part of these categories.
"weapons included?" "pistol,pistol_magnum"
A list of the options, as well as the values, that players can choose from when
deciding how much experience to invest in a category at a time.
Note*** If a player decides to invest 100% of their current experience, if the
experience spent is greater than the experience required to level up the
weapon (or category) it will simply carry over into the next level.
"25pct of requirement" "0.25"
"50pct of requirement" "0.5"
"75pct of requirement" "0.75"
"100pct of requirement" "1.0"
"all available experience" "all"
The above would let the player choose from 5 options for adding experience from
their general experience container to the specified weapons' experience container.
A list of all bonuses for a specified weapon (or category) as well as when the player automatically
receives them, if any. This is the cool part.
"pistols" <- This section name can be re-used, for categories that have more than 1 upgrade.
"weapon bonus?" "l" // l -> Laser sight designation. You can't see the laser on pistols, but it's still there.
"chance per level?" "0.0" // The chance to "trigger / acquire" the upgrade per level in this weapon or category. 0.0 ignores.
"acquire at level?" "5" // If it's an item that can be assigned (like fire, explosive ammo, laser sight) at which level
the player automatically receives it when they pick up (or purchase) the weapon(s)
- New Within-RPG Gamemodes! (In Development)
In the older skyrpg plugins, we had gamemodes like VIP, where a player would glow yellow and be given a lonely pistol, in tribute to the classic counter-strike mode. Skye is bringing this back, and has hinted at a few other cool modes she'd like to introduce, as well as flesh out the current ones that exist.
- Modularity, Stability, etc.
Originally, Skye had intended to develop a completely new RPG plugin, but has decided instead to focus her efforts directly into the current release. She's rewriting major sections of code to provide added modularity and flexibility to server operators, as well as providing increased stability. She feels that it's important that other plugin developers be able to write additional modules specifically for RPG, and a foundation is being developed to allow this. When completed, an API specific to this feature will be provided for developers.
Last edited by sparksterRK; 01-02-2015 at 08:41.
Reason: removing change-log, will post separately.