Thanks mamxan I will look at that.
(06-26-2012 10:04 AM)larperdoodle Wrote: In order for this to work, it might have to be in its own world. There is a plugin called Ultra Hardcore, that would force that world into Hard mode. It would also disable health Regeneration, a some other things too. It is a world specific plugin, and all features can be enabled or disabled for each individual world.
So, what are the current settings on the Mob Arena world? What difficulty? I thought there wasn't health Regeneration there anyway. Also hunger is disabled there too right?
(06-26-2012 08:10 AM)mamxan Wrote: if you want to, take a look at arena-parameters:
https://github.com/garbagemule/MobArena/...onfig-file
you can allow players to place blocks and arena will reset to it's start-configuration after everyone has died.
I looked at these, and this is the general setup I think we'd like to have
Spawning:
clear-wave-before-next: False
first-wave-delay: <time> Have a bit of delay for the team to set-up
wave-interval: <time> Have this be the main spawning mechanism
Arena Destruction:
soft-restore-drops: False - Destroying objects does not drop blocks
protect: [true|false] - If false, the arena will not be protected from explosions and players breaking the blocks.
^^ This could be an issue, do we would want players to be able to break blocks? This could make creepers absurdly Over Powered.
Ideas on that?
force-restore: [true|false] - If true, the arena region is saved on arena start, and rebuilt on arena end. This is useful if the arena is encased in Obsidian, and server hosts want a destructible arena. Note that with a large arena region, the server will "lag" for a few seconds on arena end and arena start. This is because the region is saved to the harddrive.
soft-restore: [true|false] If true, all destroyed blocks will be saved in a "repair list", which will be used to restore blocks at arena end. This is different from force-restore in that no data is saved to the harddrive - it is also much faster (no lag). Note that this setting, if true, ignores both force-restore and protect.
Can i get some more info on how those 2 work? I'm not quite sure what the difference is. And why does soft-restore ignore protect? Doesnt protect just allow people to break blocks? I'm confused
Refillable containers (optional)
This would allow there to be bonuses on the map, or premade traps. However for bonuses once they are found once they will be extremely easy to get every time. I suggest combining this with the ability to destroy blocks, that way the chests could be well hidden.
Rewards
We could use this system to give refills on arrows, or more doors. Any ideas?