Add an option for increasing point requirements per level with each level-up #274

Description

@Sapokee

Is your feature request related to a problem?

No, this is a result of me tampering with the levels system in hopes of integrating it into a MMO-style leveling system. I'd like to make the player's MMORPG level the island level, by connecting it to a plugin like MMOItems or something of the sort.

That way, players are incentivized to level up their island to unlock new weapons, tools, bosses, dungeons, quests, anything you can think of, instead of having to connect it to mcMMO and have give players no reason to place blocks on their islands.

You can already use the %Level_[gamemode]_island_level% placeholder for integration into the MMO plugin, but the constant level growth means that they can just get a butt ton of blocks and level up hellishly quickly, or even get blocks from other players, which gives them an early advantage, which takes away all the fun of going through the progression.

Describe the solution you'd like.

What I'm suggesting is that an option be added in the levelcost section. Here's how I think this could be implemented:

# Value of one island level. Default 100. Minimum value is 1.
levelcost: 100
next-levelcost: levelcost + (x*levelcost)/100

...where x is the percentage you wanna multiply the next levelcost by.
That way, if level 2 requires 100 points, and you want level 3 to require 150 points, you could do this:

next-levelcost: levelcost + (50*levelcost)/100

...therefore making each level 50% harder to reach than the previous.

Obviously, this would make use of the equations used in the level-calc setting, so you could make the next level exponentially harder to get to, or just about any mathematical function you need for your purposes, not just a percentage.
And if you want levels to be obtained at a constant rate, you just do this:

next-levelcost: levelcost

That way it's entirely togglable and would not inhibit any existing servers using this system, and hell, constant leveling could easily be the default, and anyone that is in this feature's use case can easily find it and implement it, should they need it.

Describe alternatives you've considered.

I have considered putting a limit on how many blocks of a certain type someone can place on their island, to make leveling harder the more blocks you place.

So at a certain point you've placed all the diamond, emerald, gold, lapis, redstone, iron (you get the idea) blocks that you are allowed to (within the predefined limits), and now you have to rely on blocks that are worth like a 10th of a level, but that would also mean that people who are in the endgame can just give the blocks they don't need away, or sell them (cause they can't place them, what the hell are they gonna do with them), thus getting them into the hands of newer players, which is the whole thing I was trying to avoid in the first place.

Certainly, this doesn't mean people won't sell their blocks, but at least this way there's a much smaller chance that they will, because every block matters, and people will have less of a reason to give their blocks away because it means they're gonna reach the next level slower.

Agreements

  • I have searched for and ensured there isn't already an open issue regarding this.
  • I have ensured the feature I'm requesting isn't already in the latest supported BentoBox build or Addons.

Other

A small auxiliary feature to this, maybe a "total points" placeholder to compliment it? So you can see how many total points you have so far.

So if level 0 -> level 1 = 100 points, and level 1 -> level 2 = 150 points, you could have a placeholder to indicate that a player at level 2 has 250 points total (plus whatever intermediary value they have, if they're not at level 3 yet but working their way towards it). That would be nice.

Thank you for reading!

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all \u003cpre\u003e\u003ccode\u003e blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks"); } } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); } })(); (function(){ try { var __m = "github.com"; var __re = new RegExp('^' + "github\\.com" + '
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Add an option for increasing point requirements per level with each level-up #274

Description

@Sapokee

Is your feature request related to a problem?

No, this is a result of me tampering with the levels system in hopes of integrating it into a MMO-style leveling system. I'd like to make the player's MMORPG level the island level, by connecting it to a plugin like MMOItems or something of the sort.

That way, players are incentivized to level up their island to unlock new weapons, tools, bosses, dungeons, quests, anything you can think of, instead of having to connect it to mcMMO and have give players no reason to place blocks on their islands.

You can already use the %Level_[gamemode]_island_level% placeholder for integration into the MMO plugin, but the constant level growth means that they can just get a butt ton of blocks and level up hellishly quickly, or even get blocks from other players, which gives them an early advantage, which takes away all the fun of going through the progression.

Describe the solution you'd like.

What I'm suggesting is that an option be added in the levelcost section. Here's how I think this could be implemented:

# Value of one island level. Default 100. Minimum value is 1.
levelcost: 100
next-levelcost: levelcost + (x*levelcost)/100

...where x is the percentage you wanna multiply the next levelcost by.
That way, if level 2 requires 100 points, and you want level 3 to require 150 points, you could do this:

next-levelcost: levelcost + (50*levelcost)/100

...therefore making each level 50% harder to reach than the previous.

Obviously, this would make use of the equations used in the level-calc setting, so you could make the next level exponentially harder to get to, or just about any mathematical function you need for your purposes, not just a percentage.
And if you want levels to be obtained at a constant rate, you just do this:

next-levelcost: levelcost

That way it's entirely togglable and would not inhibit any existing servers using this system, and hell, constant leveling could easily be the default, and anyone that is in this feature's use case can easily find it and implement it, should they need it.

Describe alternatives you've considered.

I have considered putting a limit on how many blocks of a certain type someone can place on their island, to make leveling harder the more blocks you place.

So at a certain point you've placed all the diamond, emerald, gold, lapis, redstone, iron (you get the idea) blocks that you are allowed to (within the predefined limits), and now you have to rely on blocks that are worth like a 10th of a level, but that would also mean that people who are in the endgame can just give the blocks they don't need away, or sell them (cause they can't place them, what the hell are they gonna do with them), thus getting them into the hands of newer players, which is the whole thing I was trying to avoid in the first place.

Certainly, this doesn't mean people won't sell their blocks, but at least this way there's a much smaller chance that they will, because every block matters, and people will have less of a reason to give their blocks away because it means they're gonna reach the next level slower.

Agreements

  • I have searched for and ensured there isn't already an open issue regarding this.
  • I have ensured the feature I'm requesting isn't already in the latest supported BentoBox build or Addons.

Other

A small auxiliary feature to this, maybe a "total points" placeholder to compliment it? So you can see how many total points you have so far.

So if level 0 -> level 1 = 100 points, and level 1 -> level 2 = 150 points, you could have a placeholder to indicate that a player at level 2 has 250 points total (plus whatever intermediary value they have, if they're not at level 3 yet but working their way towards it). That would be nice.

Thank you for reading!

Activity

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Add an option for increasing point requirements per level with each level-up #274

Description

@Sapokee

Is your feature request related to a problem?

No, this is a result of me tampering with the levels system in hopes of integrating it into a MMO-style leveling system. I'd like to make the player's MMORPG level the island level, by connecting it to a plugin like MMOItems or something of the sort.

That way, players are incentivized to level up their island to unlock new weapons, tools, bosses, dungeons, quests, anything you can think of, instead of having to connect it to mcMMO and have give players no reason to place blocks on their islands.

You can already use the %Level_[gamemode]_island_level% placeholder for integration into the MMO plugin, but the constant level growth means that they can just get a butt ton of blocks and level up hellishly quickly, or even get blocks from other players, which gives them an early advantage, which takes away all the fun of going through the progression.

Describe the solution you'd like.

What I'm suggesting is that an option be added in the levelcost section. Here's how I think this could be implemented:

# Value of one island level. Default 100. Minimum value is 1.
levelcost: 100
next-levelcost: levelcost + (x*levelcost)/100

...where x is the percentage you wanna multiply the next levelcost by.
That way, if level 2 requires 100 points, and you want level 3 to require 150 points, you could do this:

next-levelcost: levelcost + (50*levelcost)/100

...therefore making each level 50% harder to reach than the previous.

Obviously, this would make use of the equations used in the level-calc setting, so you could make the next level exponentially harder to get to, or just about any mathematical function you need for your purposes, not just a percentage.
And if you want levels to be obtained at a constant rate, you just do this:

next-levelcost: levelcost

That way it's entirely togglable and would not inhibit any existing servers using this system, and hell, constant leveling could easily be the default, and anyone that is in this feature's use case can easily find it and implement it, should they need it.

Describe alternatives you've considered.

I have considered putting a limit on how many blocks of a certain type someone can place on their island, to make leveling harder the more blocks you place.

So at a certain point you've placed all the diamond, emerald, gold, lapis, redstone, iron (you get the idea) blocks that you are allowed to (within the predefined limits), and now you have to rely on blocks that are worth like a 10th of a level, but that would also mean that people who are in the endgame can just give the blocks they don't need away, or sell them (cause they can't place them, what the hell are they gonna do with them), thus getting them into the hands of newer players, which is the whole thing I was trying to avoid in the first place.

Certainly, this doesn't mean people won't sell their blocks, but at least this way there's a much smaller chance that they will, because every block matters, and people will have less of a reason to give their blocks away because it means they're gonna reach the next level slower.

Agreements

  • I have searched for and ensured there isn't already an open issue regarding this.
  • I have ensured the feature I'm requesting isn't already in the latest supported BentoBox build or Addons.

Other

A small auxiliary feature to this, maybe a "total points" placeholder to compliment it? So you can see how many total points you have so far.

So if level 0 -> level 1 = 100 points, and level 1 -> level 2 = 150 points, you could have a placeholder to indicate that a player at level 2 has 250 points total (plus whatever intermediary value they have, if they're not at level 3 yet but working their way towards it). That would be nice.

Thank you for reading!

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length \u003e 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Add an option for increasing point requirements per level with each level-up #274

Description

@Sapokee

Is your feature request related to a problem?

No, this is a result of me tampering with the levels system in hopes of integrating it into a MMO-style leveling system. I'd like to make the player's MMORPG level the island level, by connecting it to a plugin like MMOItems or something of the sort.

That way, players are incentivized to level up their island to unlock new weapons, tools, bosses, dungeons, quests, anything you can think of, instead of having to connect it to mcMMO and have give players no reason to place blocks on their islands.

You can already use the %Level_[gamemode]_island_level% placeholder for integration into the MMO plugin, but the constant level growth means that they can just get a butt ton of blocks and level up hellishly quickly, or even get blocks from other players, which gives them an early advantage, which takes away all the fun of going through the progression.

Describe the solution you'd like.

What I'm suggesting is that an option be added in the levelcost section. Here's how I think this could be implemented:

# Value of one island level. Default 100. Minimum value is 1.
levelcost: 100
next-levelcost: levelcost + (x*levelcost)/100

...where x is the percentage you wanna multiply the next levelcost by.
That way, if level 2 requires 100 points, and you want level 3 to require 150 points, you could do this:

next-levelcost: levelcost + (50*levelcost)/100

...therefore making each level 50% harder to reach than the previous.

Obviously, this would make use of the equations used in the level-calc setting, so you could make the next level exponentially harder to get to, or just about any mathematical function you need for your purposes, not just a percentage.
And if you want levels to be obtained at a constant rate, you just do this:

next-levelcost: levelcost

That way it's entirely togglable and would not inhibit any existing servers using this system, and hell, constant leveling could easily be the default, and anyone that is in this feature's use case can easily find it and implement it, should they need it.

Describe alternatives you've considered.

I have considered putting a limit on how many blocks of a certain type someone can place on their island, to make leveling harder the more blocks you place.

So at a certain point you've placed all the diamond, emerald, gold, lapis, redstone, iron (you get the idea) blocks that you are allowed to (within the predefined limits), and now you have to rely on blocks that are worth like a 10th of a level, but that would also mean that people who are in the endgame can just give the blocks they don't need away, or sell them (cause they can't place them, what the hell are they gonna do with them), thus getting them into the hands of newer players, which is the whole thing I was trying to avoid in the first place.

Certainly, this doesn't mean people won't sell their blocks, but at least this way there's a much smaller chance that they will, because every block matters, and people will have less of a reason to give their blocks away because it means they're gonna reach the next level slower.

Agreements

  • I have searched for and ensured there isn't already an open issue regarding this.
  • I have ensured the feature I'm requesting isn't already in the latest supported BentoBox build or Addons.

Other

A small auxiliary feature to this, maybe a "total points" placeholder to compliment it? So you can see how many total points you have so far.

So if level 0 -> level 1 = 100 points, and level 1 -> level 2 = 150 points, you could have a placeholder to indicate that a player at level 2 has 250 points total (plus whatever intermediary value they have, if they're not at level 3 yet but working their way towards it). That would be nice.

Thank you for reading!

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

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Type

No type

Projects

Milestone

No milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Add an option for increasing point requirements per level with each level-up #274

Description

@Sapokee

Is your feature request related to a problem?

No, this is a result of me tampering with the levels system in hopes of integrating it into a MMO-style leveling system. I'd like to make the player's MMORPG level the island level, by connecting it to a plugin like MMOItems or something of the sort.

That way, players are incentivized to level up their island to unlock new weapons, tools, bosses, dungeons, quests, anything you can think of, instead of having to connect it to mcMMO and have give players no reason to place blocks on their islands.

You can already use the %Level_[gamemode]_island_level% placeholder for integration into the MMO plugin, but the constant level growth means that they can just get a butt ton of blocks and level up hellishly quickly, or even get blocks from other players, which gives them an early advantage, which takes away all the fun of going through the progression.

Describe the solution you'd like.

What I'm suggesting is that an option be added in the levelcost section. Here's how I think this could be implemented:

# Value of one island level. Default 100. Minimum value is 1.
levelcost: 100
next-levelcost: levelcost + (x*levelcost)/100

...where x is the percentage you wanna multiply the next levelcost by.
That way, if level 2 requires 100 points, and you want level 3 to require 150 points, you could do this:

next-levelcost: levelcost + (50*levelcost)/100

...therefore making each level 50% harder to reach than the previous.

Obviously, this would make use of the equations used in the level-calc setting, so you could make the next level exponentially harder to get to, or just about any mathematical function you need for your purposes, not just a percentage.
And if you want levels to be obtained at a constant rate, you just do this:

next-levelcost: levelcost

That way it's entirely togglable and would not inhibit any existing servers using this system, and hell, constant leveling could easily be the default, and anyone that is in this feature's use case can easily find it and implement it, should they need it.

Describe alternatives you've considered.

I have considered putting a limit on how many blocks of a certain type someone can place on their island, to make leveling harder the more blocks you place.

So at a certain point you've placed all the diamond, emerald, gold, lapis, redstone, iron (you get the idea) blocks that you are allowed to (within the predefined limits), and now you have to rely on blocks that are worth like a 10th of a level, but that would also mean that people who are in the endgame can just give the blocks they don't need away, or sell them (cause they can't place them, what the hell are they gonna do with them), thus getting them into the hands of newer players, which is the whole thing I was trying to avoid in the first place.

Certainly, this doesn't mean people won't sell their blocks, but at least this way there's a much smaller chance that they will, because every block matters, and people will have less of a reason to give their blocks away because it means they're gonna reach the next level slower.

Agreements

  • I have searched for and ensured there isn't already an open issue regarding this.
  • I have ensured the feature I'm requesting isn't already in the latest supported BentoBox build or Addons.

Other

A small auxiliary feature to this, maybe a "total points" placeholder to compliment it? So you can see how many total points you have so far.

So if level 0 -> level 1 = 100 points, and level 1 -> level 2 = 150 points, you could have a placeholder to indicate that a player at level 2 has 250 points total (plus whatever intermediary value they have, if they're not at level 3 yet but working their way towards it). That would be nice.

Thank you for reading!

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

Type

No type

Projects

Milestone

No milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Add an option for increasing point requirements per level with each level-up #274

Description

@Sapokee

Is your feature request related to a problem?

No, this is a result of me tampering with the levels system in hopes of integrating it into a MMO-style leveling system. I'd like to make the player's MMORPG level the island level, by connecting it to a plugin like MMOItems or something of the sort.

That way, players are incentivized to level up their island to unlock new weapons, tools, bosses, dungeons, quests, anything you can think of, instead of having to connect it to mcMMO and have give players no reason to place blocks on their islands.

You can already use the %Level_[gamemode]_island_level% placeholder for integration into the MMO plugin, but the constant level growth means that they can just get a butt ton of blocks and level up hellishly quickly, or even get blocks from other players, which gives them an early advantage, which takes away all the fun of going through the progression.

Describe the solution you'd like.

What I'm suggesting is that an option be added in the levelcost section. Here's how I think this could be implemented:

# Value of one island level. Default 100. Minimum value is 1.
levelcost: 100
next-levelcost: levelcost + (x*levelcost)/100

...where x is the percentage you wanna multiply the next levelcost by.
That way, if level 2 requires 100 points, and you want level 3 to require 150 points, you could do this:

next-levelcost: levelcost + (50*levelcost)/100

...therefore making each level 50% harder to reach than the previous.

Obviously, this would make use of the equations used in the level-calc setting, so you could make the next level exponentially harder to get to, or just about any mathematical function you need for your purposes, not just a percentage.
And if you want levels to be obtained at a constant rate, you just do this:

next-levelcost: levelcost

That way it's entirely togglable and would not inhibit any existing servers using this system, and hell, constant leveling could easily be the default, and anyone that is in this feature's use case can easily find it and implement it, should they need it.

Describe alternatives you've considered.

I have considered putting a limit on how many blocks of a certain type someone can place on their island, to make leveling harder the more blocks you place.

So at a certain point you've placed all the diamond, emerald, gold, lapis, redstone, iron (you get the idea) blocks that you are allowed to (within the predefined limits), and now you have to rely on blocks that are worth like a 10th of a level, but that would also mean that people who are in the endgame can just give the blocks they don't need away, or sell them (cause they can't place them, what the hell are they gonna do with them), thus getting them into the hands of newer players, which is the whole thing I was trying to avoid in the first place.

Certainly, this doesn't mean people won't sell their blocks, but at least this way there's a much smaller chance that they will, because every block matters, and people will have less of a reason to give their blocks away because it means they're gonna reach the next level slower.

Agreements

  • I have searched for and ensured there isn't already an open issue regarding this.
  • I have ensured the feature I'm requesting isn't already in the latest supported BentoBox build or Addons.

Other

A small auxiliary feature to this, maybe a "total points" placeholder to compliment it? So you can see how many total points you have so far.

So if level 0 -> level 1 = 100 points, and level 1 -> level 2 = 150 points, you could have a placeholder to indicate that a player at level 2 has 250 points total (plus whatever intermediary value they have, if they're not at level 3 yet but working their way towards it). That would be nice.

Thank you for reading!

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Add an option for increasing point requirements per level with each level-up #274

Description

@Sapokee

Is your feature request related to a problem?

No, this is a result of me tampering with the levels system in hopes of integrating it into a MMO-style leveling system. I'd like to make the player's MMORPG level the island level, by connecting it to a plugin like MMOItems or something of the sort.

That way, players are incentivized to level up their island to unlock new weapons, tools, bosses, dungeons, quests, anything you can think of, instead of having to connect it to mcMMO and have give players no reason to place blocks on their islands.

You can already use the %Level_[gamemode]_island_level% placeholder for integration into the MMO plugin, but the constant level growth means that they can just get a butt ton of blocks and level up hellishly quickly, or even get blocks from other players, which gives them an early advantage, which takes away all the fun of going through the progression.

Describe the solution you'd like.

What I'm suggesting is that an option be added in the levelcost section. Here's how I think this could be implemented:

# Value of one island level. Default 100. Minimum value is 1.
levelcost: 100
next-levelcost: levelcost + (x*levelcost)/100

...where x is the percentage you wanna multiply the next levelcost by.
That way, if level 2 requires 100 points, and you want level 3 to require 150 points, you could do this:

next-levelcost: levelcost + (50*levelcost)/100

...therefore making each level 50% harder to reach than the previous.

Obviously, this would make use of the equations used in the level-calc setting, so you could make the next level exponentially harder to get to, or just about any mathematical function you need for your purposes, not just a percentage.
And if you want levels to be obtained at a constant rate, you just do this:

next-levelcost: levelcost

That way it's entirely togglable and would not inhibit any existing servers using this system, and hell, constant leveling could easily be the default, and anyone that is in this feature's use case can easily find it and implement it, should they need it.

Describe alternatives you've considered.

I have considered putting a limit on how many blocks of a certain type someone can place on their island, to make leveling harder the more blocks you place.

So at a certain point you've placed all the diamond, emerald, gold, lapis, redstone, iron (you get the idea) blocks that you are allowed to (within the predefined limits), and now you have to rely on blocks that are worth like a 10th of a level, but that would also mean that people who are in the endgame can just give the blocks they don't need away, or sell them (cause they can't place them, what the hell are they gonna do with them), thus getting them into the hands of newer players, which is the whole thing I was trying to avoid in the first place.

Certainly, this doesn't mean people won't sell their blocks, but at least this way there's a much smaller chance that they will, because every block matters, and people will have less of a reason to give their blocks away because it means they're gonna reach the next level slower.

Agreements

  • I have searched for and ensured there isn't already an open issue regarding this.
  • I have ensured the feature I'm requesting isn't already in the latest supported BentoBox build or Addons.

Other

A small auxiliary feature to this, maybe a "total points" placeholder to compliment it? So you can see how many total points you have so far.

So if level 0 -> level 1 = 100 points, and level 1 -> level 2 = 150 points, you could have a placeholder to indicate that a player at level 2 has 250 points total (plus whatever intermediary value they have, if they're not at level 3 yet but working their way towards it). That would be nice.

Thank you for reading!

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

Type

No type

Projects

Milestone

No milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Add an option for increasing point requirements per level with each level-up #274

Description

@Sapokee

Is your feature request related to a problem?

No, this is a result of me tampering with the levels system in hopes of integrating it into a MMO-style leveling system. I'd like to make the player's MMORPG level the island level, by connecting it to a plugin like MMOItems or something of the sort.

That way, players are incentivized to level up their island to unlock new weapons, tools, bosses, dungeons, quests, anything you can think of, instead of having to connect it to mcMMO and have give players no reason to place blocks on their islands.

You can already use the %Level_[gamemode]_island_level% placeholder for integration into the MMO plugin, but the constant level growth means that they can just get a butt ton of blocks and level up hellishly quickly, or even get blocks from other players, which gives them an early advantage, which takes away all the fun of going through the progression.

Describe the solution you'd like.

What I'm suggesting is that an option be added in the levelcost section. Here's how I think this could be implemented:

# Value of one island level. Default 100. Minimum value is 1.
levelcost: 100
next-levelcost: levelcost + (x*levelcost)/100

...where x is the percentage you wanna multiply the next levelcost by.
That way, if level 2 requires 100 points, and you want level 3 to require 150 points, you could do this:

next-levelcost: levelcost + (50*levelcost)/100

...therefore making each level 50% harder to reach than the previous.

Obviously, this would make use of the equations used in the level-calc setting, so you could make the next level exponentially harder to get to, or just about any mathematical function you need for your purposes, not just a percentage.
And if you want levels to be obtained at a constant rate, you just do this:

next-levelcost: levelcost

That way it's entirely togglable and would not inhibit any existing servers using this system, and hell, constant leveling could easily be the default, and anyone that is in this feature's use case can easily find it and implement it, should they need it.

Describe alternatives you've considered.

I have considered putting a limit on how many blocks of a certain type someone can place on their island, to make leveling harder the more blocks you place.

So at a certain point you've placed all the diamond, emerald, gold, lapis, redstone, iron (you get the idea) blocks that you are allowed to (within the predefined limits), and now you have to rely on blocks that are worth like a 10th of a level, but that would also mean that people who are in the endgame can just give the blocks they don't need away, or sell them (cause they can't place them, what the hell are they gonna do with them), thus getting them into the hands of newer players, which is the whole thing I was trying to avoid in the first place.

Certainly, this doesn't mean people won't sell their blocks, but at least this way there's a much smaller chance that they will, because every block matters, and people will have less of a reason to give their blocks away because it means they're gonna reach the next level slower.

Agreements

  • I have searched for and ensured there isn't already an open issue regarding this.
  • I have ensured the feature I'm requesting isn't already in the latest supported BentoBox build or Addons.

Other

A small auxiliary feature to this, maybe a "total points" placeholder to compliment it? So you can see how many total points you have so far.

So if level 0 -> level 1 = 100 points, and level 1 -> level 2 = 150 points, you could have a placeholder to indicate that a player at level 2 has 250 points total (plus whatever intermediary value they have, if they're not at level 3 yet but working their way towards it). That would be nice.

Thank you for reading!

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

Type

No type

Projects

Milestone

No milestone

Relationships

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Development

No branches or pull requests

Issue actions