diff --git a/Plugins/World/Per-World.md b/Plugins/World/Per-World.md index be8468b..d7e96f6 100644 --- a/Plugins/World/Per-World.md +++ b/Plugins/World/Per-World.md @@ -2,70 +2,70 @@ the basic functionality is done it can store and retrieve inventories, playerdata, and player locations -####THINGS I WILL ADD: -"object-based" configuration: - -LOCATIONS: +####THINGS I WILL ADD + locations, excursions, storylines, player tracking + + LOCATIONS + + world-specific, or + categorical (ie "spawn" - every world has one) + + able to create, if you want, entire unique trees of defaults for each location category, + to be used when a world does not have a coordinate set for the location category + DEFAULT default is server spawn. + + A teleport command to that location can be given its own per-command defaults + including "none" - ie, cancel the teleport if the target world has no coords set + for that category - world-specific, or - categorical (ie "spawn" - every world has one) - - able to create, if you want, entire unique trees of defaults for each location category, - to be used when a world does not have a coordinate set for the location category - DEFAULT default is server spawn. - - A teleport command to that location can be given its own per-command defaults - including "none" - ie, cancel the teleport if the target world has no coords set - for that category - --- -EXCURSIONS: -an excursion is an ongoing "visit" to a world. -each player can have multiple stored excursions per world -every excursion has its own inventory and/or data - - world-specific - categorical - excursion tracking: some excursions might terminate if the player dies, respawning them elsewhere, - or, perform some other action in response to an event occuring within the excursion + EXCURSIONS + an excursion is an ongoing "visit" to a world. + each player can have multiple stored excursions per world + every excursion has its own inventory and/or data + + world-specific + categorical + + excursion tracking: some excursions might terminate if the player dies, respawning them elsewhere, + or, perform some other action in response to an event occuring within the excursion + --- -STORYLINES: -a player can have multiple storylines, each one a separate path through the server, almost like multiple -accounts per player. There could be, for example, a utility admin storyline, a path completely separate -from the admin's journey as a player - - world scope: for each storyline, set which worlds are, or are not, part of the storyline. - those worlds when entered might default you to a different storyline, or deny your entry entirely - until you switch to an allowed storyline for that world. - --- -PLAYER TRACKING: -certain player data points must be tracked and stored, such as last known location, last death, number of deaths, etc. -These are all stored in the following way: - - per player - per storyline per player - per world per storyline per player - per excursion per world per storyline per player + STORYLINES + a player can have multiple storylines, each one a separate path through the server, almost like multiple + accounts per player. There could be, for example, a utility admin storyline, a path completely separate + from the admin's journey as a player + + world scope: for each storyline, set which worlds are, or are not, part of the storyline. + those worlds when entered might default you to a different storyline, or deny your entry entirely + until you switch to an allowed storyline for that world. + - And the incomplete list of automatically tracked data points: - - LAST KNOWN LOCATION - - (PLAYER) - LAST DEATH - LAST KILL - # DEATHS - # KILLS - - (MOB) ...? - LAST DEATH - LAST KILL - # DEATHS - # KILLS - - - maybe just implement a sort of "per-world scoreboards" type thing - allowing for arbitrary named objectives with arbitrary integer values + PLAYER TRACKING + certain player data points must be tracked and stored, such as last known location, last death, number of deaths, etc. + These are all stored in the following way: + + per player + per storyline per player + per world per storyline per player + per excursion per world per storyline per player + + And the incomplete list of automatically tracked data points: + + LAST KNOWN LOCATION + + (PLAYER) + LAST DEATH + LAST KILL + # DEATHS + # KILLS + + (MOB) ...? + LAST DEATH + LAST KILL + # DEATHS + # KILLS + + + maybe just implement a sort of "per-world scoreboards" type thing + allowing for arbitrary named objectives with arbitrary integer values