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