MobArena
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Chest Based Waves
Summary
- This issue is a…
- [ ] Bug report
- [x] Feature request
- [ ] Documentation request
- [ ] Other issue
- [ ] Question
- Describe the issue / feature in 1-2 sentences: Chest based waves
Background
Feature request
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Feature type:
- [x] Arena configuration
- [ ] Classes
- [ ] Documentation
- [ ] Economy integration
- [ ] Leaderboards
- [x] New config settings
- [ ] Other (please explain)
- [ ] Rewards
- [ ] Third-party plugin support
What does it do?: While this would take quite a bit of work, having a ingame configurable arena I believe would be one of the nicest things for casual server admins, or people without FTP access. Using the /give command and custom spawn eggs, you can actually do very custom mobs and there will be support for other plugins mobs (supposing they have a spawn egg for their mobs)
Does it need new or changed commands? What are they?: Yes, probably linking each chest as different types of waves. or if you just wanted it simply, link the top chest in a "static wave" collection which would bypass all of the "generation"' that mob arena does and just use each chest in order until it got to the bottom of the list.
Does this feature affect other parts of MobArena?: Yes, probably.
This would require a lot of work, but it's a great idea!
Is there any particular reason why it has to be physical chests? Would an inventory-based GUI suffice?
Also, to even consider starting a feature like this, we need examples. Lots and lots of examples. Putting a spawn egg in an inventory only communicates a monster type. MobArena's wave definitions have a lot more configuration than just monster types.
Let's set the ground rules:
- Configuration or definition files are fine for writing to and reading from, but they should only be used for persistence, not for manual file editing.
- As vanilla as possible. No NMS of any kind must be necessary in MobArena. That means no reading or writing of NBTs and no ItemStack "hackery".
- Feature complete. It should be possible to do whatever is possible in the config-files with this GUI- or in-game-based approach. If the two approaches differ in feature completeness, there will be annoying segmentation like with items vs. class chests.
- Avoid lazy approaches like requiring writing stuff into books or typing things on a sign. Let's try to be creative about it.
I feel that not every wave type would benefit from being configurable by chests.
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Item based waves (supply, upgrade) would benefit from this easily (custom items, instant refresh without need to reload plugin)
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Monster based waves would be IMO much worse to configure via chests rather than other solutions (like inventory GUI), because of higher possibilities of configuration (amount, health, effects)
Now when I think about it, it makes more sense to configure item based waves via inventory than monster based via chests. When configuring item waves, GUI should act like clipboard, so that it could be possible to add custom properties to items.