Chapter 2 Mini Dungeon Adjustments

Of course there is always something when you first launch a feature. This story based mini dungeon is no exception.

Special thanks goes out to family members, MinePika94 and Zannewmar, for giving the new dungeon a test run!

To-Do List:

  • add more monsters/spawners
  • adjust loot tables for chests
  • reduce amount of loot found (players shouldn’t be maxing out their inventories prior to unlocking second set of doors)
  • possibly add a /cr regenall command upon entry of the dungeon to ensure all chests are ready
  • alternatively reduce cool down time on chest refills
  • remove some npcs and adjust npc trade lists
  • correct pig zombie aggression levels (shouldn’t be passive on spawn)
  • add herb mixing tutorial guide book
  • improve and strengthen the bosses guarding the door locks

As always, lots of things to do. Hopefully I can get it all worked out relatively soon.

Originally published on LiveJournal. Archived here on 09/13/2019.

Chapter 2 Mini Dungeon Complete!

Finally! I think I’ve got it finished and all the doors are locked, un-lockable, and reset-able. This makes the dungeon repeatable for all players. Now it’s ready to be opened to the players and tested out. I’m sure something is broken/buggy in there – always is on a first run.

Originally published on LiveJournal. Archived here on 09/13/2019.

Command Block Noob

Well I spent all last night trying to get the mini story dungeon using the Spencer Mansion done. I think I’ve got the Keys plugin working, but unfortunately the key leaves the door unlocked and I don’t see an easy way to reset the doors. I may go with my son’s lever/button idea after all. At least I can make those available with the RegenChests plugin and then use a command block that removes the buttons and levers once the player completes the dungeon.

Speaking of which, I had finally finished the dungeon using the Keys plugin and was setting up a command block to set the scoreboard objective for the story higher (so that players can’t skip chapters). Well, I messed it up and made the player parameter string too long and it caused the Netty to crash me out. After that, I couldn’t get back on and kept getting the same error. Ultimately I had to roll the server back, which fixed it, but naturally meant all the work I did last night was erased.

This is why I’m considering my son’s idea since I have to start all over anyway. Too bad I don’t have better working knowledge on redstone, otherwise I could probably work up better door mechanisms.

Originally published on LiveJournal. Archived here on 09/13/2019.

Looking for a Plugin that Locks Doors with a Key

I found a schematic that is a replica of the Spencer Mansion from Resident Evil. This really made my day and I felt it would be perfect for one of my mini story dungeons. However, it just doesn’t feel right that none of the doors are locked. Not to mention that because of this, players could just skip to the end of the dungeon and miss out on the story part. I’ve tried the plugin Keys, but since it’s beta it kicks up a never ending repeating error. This plugin sounds like it’s exactly what I want though, so I’ll be keeping an eye on it. In the meantime, I have some players chomping at the bit to give this story dungeon a run and need to figure out an alternative. Right now I’m trying to figure out how StickyLocks groups work and hoping that I can just make the permissions “key items” that are stored on the player’s data rather than in the inventory. If I can make it work, then that’s what I’ll run with.

Originally published on LiveJournal. Archived here on 09/13/2019.