#QOL Additions and Feature Batch Requests
1 messages · Page 1 of 1 (latest)
Especially suggestion 4. would be extremely welcome. That makes it easier for server owners to balance the game to their liking.
^
I was thinking about an easy way to do that yesterday, perhaps it would just be a text file and you'd put "nodes" into it, mcMMO would read it and build a graph of what skills to disable, for example Primary_Skill.Mining.Double_Drops would be a node, I would also add support for wildcards *
Pimary_Skill.Repair would be a node in this scenario to disable the entire Repair skill
the text file would likely be YML or JSON
basically a yml that works like the permissions layout, but global and more strict if set to a wildcard (strict as this example would prevent unarmed XP and even showing as a command for info, etc)
#disabled skills
Unarmed:
- 'Berserk'
Repair:
- '*'
Yeah something along those lines, it would be easy to have mcMMO read it as if it were permissions and just disable it server wide for players
mhm mhm, thing is how I see it working now as perms, I have repair fully disabled right?
it still shows help for it, i can get xp for it, and if i interact with the defined "anvil" block it will still attempt to do the ability
which feels very fragmented
see these for examples of my perm layout, and the result of running the command for repair/unarmed
I also get repair xp when smelting, which I would think wouldn't happen if trying to fully disable a module
@marsh tendon I think repair.* doesn't disable the parent node (just repair)
which is probably why those commands still work, let me go double check in the source
@marsh tendon looks like the source code for this stuff is one big mess, do you mind filing a GitHub ticket with some label like "skill commands don't respect permission nodes" and another ticket for "anvil blocks interact with players without appropriate permissions"
would it be ideal to also include salvage in the repair blocks issue?
you can add it if you want but I will know what you mean if you leave it as just "anvils"
valid, lemme do that rq
These look all right?
with perms set as such below, skill commands can still be used, and XP gained by their triggers (repair xp being earned by furnace usage)
Thanks
-
Allow admins to have the ability to blacklist particular items from using skills (golden_shovel!?) (item+CustomModelData) (NBT Tag!?)
-
register MCMMO Parties as a faction provider for the mythicmobs API so that it's skills and abilities can target players in the same party correctly, without the need for another clunky additional system. servers with mcmmo and mythic would make great use of this and provide heaps of usability for MCMMO parties fleshing it out even more. think of an item that can heal all party members only.
-
/addxp,/addlevelsand other skill manipulation commands should have an optional silent argument since overriding the local sends a blank message. there are instances where it makes sense for the command to not give feedback to the client user, such as having an external plugin give xp arbitrarily via command if the plugin doesn't fully support the API for some reason (example would be mythic, that supports xp as a "drop" but is limited to swords xp type.) -
a MUCH more simplified config method to correctly and completely disable a skill or entire skilltree, trigger and all. Let me remove repair/salvage without jank workarounds please!
I hope MCMMO will continue being a useable system for my server, as it's been a long-term MMO stats provider that works well, but has these annoyances that have cropped up over time. Thanks for reading!
These are all good suggestions, and thanks for letting me know about that mythicmobs compatibility issue