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 Faction Plugin

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Lou
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PostSubject: Faction Plugin   Wed 14 Mar - 6:22

Hi,
I am trying to build the Faction Plugin using the tutorial by Slinky, but my Server does not fully init when started.
I have not implemented all the steps I just tried to do the template in step1.
Does someone have this built already or could I make a donation to have someone build it for me and then the community will
have a copy to use as well.
Lou
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Lou
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PostSubject: Re: Faction Plugin   Wed 14 Mar - 11:23

I found my user error.
I forgot to update the message domain server.
But the instructions are a little different. In the 1.5 version of the code you do not update the
message domain server directly rather you add the entry to:

set AGENT_NAMES=-a combat -a wmgr_1 -a mobserver -a objmgr -a login_manager -a startup -a proxy_1 -a instance -a voiceserver -a faction

which is at line 118 in the start-multiverse.bat.

I cannot confirm the Linux version.

Lou
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Tristan
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PostSubject: Re: Faction Plugin   Wed 14 Mar - 11:44


I'm glad you found a solution Very Happy
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Delurin
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PostSubject: Re: Faction Plugin   Fri 16 Mar - 2:45

Because so many people have inquired/requested a Faction Plugin I am going to start working on one.
I am planning on making it optional to use but that might change later (in which case everyone would have the same Faction)

It will be similar to the one in the tutorial but a little different in construction - namely to make it a little more universal an to allow people to modify it a little easier.

If you have any requirements for what it should do go ahead and post them
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Tristan
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PostSubject: Re: Faction Plugin   Fri 16 Mar - 5:16

Well, these aren't necessarily features that I'd use, but I can imagine others would:
  • Relations between factions, affected by actions of individual faction members (perhaps an average of the relations between Faction X and the players of Faction Y)
  • Relations between factions and individual players (which would affect the overall faction relations, as above)
  • Some sort of Faction leadership system (voting?)
  • Faction-owned regions system
  • Perhaps create a class in the API where particular items can only be used/equipped by particular factions, perhaps something that could be put in the template.py file as an attribute

That's all I've got!
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Delurin
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PostSubject: Re: Faction Plugin   Fri 16 Mar - 5:46

Ok I'll plan on architecting it to allow for those but I probably will not include all of them.

Currently this is how I am setting it up

Faction:
Name
Relationship to other factions (modifiable)

Npcs:
Belong to a faction with a value for that faction

Npc Behavior - Radius
When a player enters a radius of an npc triggers and action based on relationship.

Player:
holds as properties faction relationships (modifiable)


That will be the starting point and then we can added different actions and modification triggers based on the developers requirements


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Lou
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PostSubject: Re: Faction Plugin   Sat 17 Mar - 3:06

That is a good start. I would be happy to test it out once you have it up and running.
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jstrat74
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PostSubject: Re: Faction Plugin   Sat 17 Mar - 11:25

Tristan wrote:
Well, these aren't necessarily features that I'd use, but I can imagine others would:
  • Relations between factions, affected by actions of individual faction members (perhaps an average of the relations between Faction X and the players of Faction Y)
  • Relations between factions and individual players (which would affect the overall faction relations, as above)
  • Some sort of Faction leadership system (voting?)
  • Faction-owned regions system
  • Perhaps create a class in the API where particular items can only be used/equipped by particular factions, perhaps something that could be put in the template.py file as an attribute

That's all I've got!

I like the basic ideas here.

I'm not a programer, so I'm wondering if this only needs the basics. I'm asking because I'm thinking about Runes of Magic's PvP servers, while trying to come up with ideas. Funny enough, RoM has no factions at all, but it does have a reputation system, which I think works similarly to a faction system: gaining or losing faction based on action(s).

I'd love to use a tweaked version of RoM's original system. Maybe a plugin like this could be tweaked/adapted to fit a reputation system?

RoM had quite a few rules for its rep. system:
You could turn PvP on(activate it)
You could gain positive or negative reputation points. At certain point-values, you'd reach one of many different statuses that each provided pros and cons(buffs, bonuses or negative effects).
Negative points could go away fast, if you killed other "bad guys"(red names indicate), and negative points also went away, slowly, over time.
Those with enough negative reputation to be red-named, became enemies to guards in all cities.

If I'm too far off what's possible, just ignore me. Smile
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CobaltBlues
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PostSubject: Re: Faction Plugin   Sun 18 Mar - 2:18

The core Multiverse platform needs to accommodate all possibilities. We can't necessarily lock it into one particular method or idea. Since we are building the platform for everyone to build what they want. This means it must be flexible and allow a variety of implementations. This is quite a challenge but the team is up for it.

Shane
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Tristan
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PostSubject: Re: Faction Plugin   Sun 18 Mar - 2:38

scfischer7 wrote:
The core Multiverse platform needs to accommodate all possibilities. We can't necessarily lock it into one particular method or idea. Since we are building the platform for everyone to build what they want. This means it must be flexible and allow a variety of implementations. This is quite a challenge but the team is up for it.

Agreed
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jstrat74
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PostSubject: Re: Faction Plugin   Sun 18 Mar - 3:00

scfischer7 wrote:
The core Multiverse platform needs to accommodate all possibilities. We can't necessarily lock it into one particular method or idea. Since we are building the platform for everyone to build what they want. This means it must be flexible and allow a variety of implementations. This is quite a challenge but the team is up for it.

Shane

That's awesome! I don't know what is logistically bad/good or possible at this point in time, or within the near future. Would having a possible repository of various plugins for quick implementation or quick altering of basic ideas be a good idea? Or just go too much against the philosophy of what MV is and is trying to be?
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Tristan
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PostSubject: Re: Faction Plugin   Sun 18 Mar - 3:05

jstrat74 wrote:
That's awesome! I don't know what is logistically bad/good or possible at this point in time, or within the near future. Would having a possible repository of various plugins for quick implementation or quick altering of basic ideas be a good idea? Or just go too much against the philosophy of what MV is and is trying to be?

Well, we will eventually have a Developer Marketplace, where developers will be able to share and download, or sell and buy things like 3d models, music and plugins. So, someone could make a faction plugin that focusses at RPGs with faction-owned land areas. They could either post it on the Marketplace and the forums as a free plugin, or they could charge $50 for it on the Marketplace

We (the Foundation) would also maintain some sort of plugin repository. This hasn't been discussed all that much yet, so it's still a vague plan.
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jstrat74
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PostSubject: Re: Faction Plugin   Sun 18 Mar - 3:13

Tristan wrote:
jstrat74 wrote:
That's awesome! I don't know what is logistically bad/good or possible at this point in time, or within the near future. Would having a possible repository of various plugins for quick implementation or quick altering of basic ideas be a good idea? Or just go too much against the philosophy of what MV is and is trying to be?

Well, we will eventually have a Developer Marketplace, where developers will be able to share and download, or sell and buy things like 3d models, music and plugins. So, someone could make a faction plugin that focusses at RPGs with faction-owned land areas. They could either post it on the Marketplace and the forums as a free plugin, or they could charge $50 for it on the Marketplace

We (the Foundation) would also maintain some sort of plugin repository. This hasn't been discussed all that much yet, so it's still a vague plan.

Ah, I see. I thought maybe I just wasn't seeing the "vision" or plan.

Well, flexibility sounds really great. I'm at the tip of the iceberg in learning all this, but every time I learn more, it seems that MV can do just about anything.
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CobaltBlues
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PostSubject: Re: Faction Plugin   Sun 18 Mar - 5:36

The "Plugin" nature of the Multiverse engine really is at the core of its flexibility. For example there could be 5 different types of faction plugins available for you to use. It's up to you to decide how to pick and choose, plug and play, and build your implementation in a modular fashion. The marketplace will be the repository for all these components. This is because Multiverse will accommodate all sorts of mmo games and virtual worlds, from RPGs, to educational platforms, to architectural walthroughs, etc.

At least this is the vision. Different teams or individuals can donate or sell their particular components on the marketplace. Creating a bustling community of entrepreneurs, hobbyists, enthusiasts, and even large businesses.
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Tristan
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PostSubject: Re: Faction Plugin   Wed 18 Apr - 5:39

Delurin wrote:
Ok I'll plan on architecting it to allow for those but I probably will not include all of them.

Currently this is how I am setting it up

Faction:
Name
Relationship to other factions (modifiable)

Npcs:
Belong to a faction with a value for that faction

Npc Behavior - Radius
When a player enters a radius of an npc triggers and action based on relationship.

Player:
holds as properties faction relationships (modifiable)


That will be the starting point and then we can added different actions and modification triggers based on the developers requirements




Any progress on this, Jono?
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AWM Mars
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PostSubject: Re: Faction Plugin   Wed 18 Apr - 19:43

One thing to keep in mind, is cheating. In my experience, some people will always use a 'plug-in' style architecture, to create exploits. If the plug-in is inserted into the world editor, then 'compiled' so it cannot be changed, that should work. Having said that, having it so it could be dynamic (insert plug-in and click refresh), that would be very useful for the vast majority of projects I would use Multiverse for. My goals are in creating instances of a build, with different assets in each, or just duplications, but always within their own secure layer, giving access to multiple layers for designated users. Using multi layer, or individual group/person communications across layers, even through a firewall for conferencing.
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