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BobMe

updated quotas

Dec 20th, 2019
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  1. 1. Design the datastore to store a player's inventory, money, quest rank, and other valuables
  2.  
  3. 2. After the datastore is finished, complete the inventory system
  4.  
  5. 3. Once the inventory system is complete, ask a gui designer for ideas of constructing
  6. a nice looking shop gui.
  7.  
  8. 4. Construct the shop gui to be able to buy unlocked items, using the server as the host
  9.  
  10. 5. Finally, create the quests. Design a system to where quests are automatically updated
  11. through the cloud, and can be completed with ease and have no errors. Obviously these
  12. quests will error if updated to a newer version, so mark each and every quest with their
  13. own version number (an interger).
  14.  
  15. 6. Once everything of the gui is completed, it's time to create a xp system. Leveling up is
  16. the way to discover new unlockables and purchasables. Of course, the player must play the
  17. game to level up, so that functionality will be developed first.
  18.  
  19. 7. Using the Main Admin Module, add a return function near the end somewhere to tell the
  20. server to add experience based on how frequently a player is issueing commands, and using
  21. that specific command
  22.  
  23. For example; if a player spams ;kill all, no exp will be awarded after the first command
  24.  
  25. but if a player spams ;kill all every 6 seconds, exp will be awarded every single time, but
  26. less and less for every command due to it being the same command
  27.  
  28. If a player uses unique commands every 6 seconds, or waits out the 30 second unique cooldown
  29. the player will be awarded full exp credit.
  30.  
  31. 8. Now it's time to update the current admin commands. Try to bring back every single
  32. initial non-abusable command.
  33.  
  34. 9. Now finally, time to make another admin. This new admin will be either a simple test
  35. object, or something that you can come up with right now.
  36.  
  37. - if you can't think of anything, create a simple test admin.
  38.  
  39. - No admin will have a different prefix, but some can behave differently; for example:
  40. a command like teleport seperate it's arguments using a space between each player.
  41. but a different admin command can have a slash or a semicolin.
  42.  
  43. - For this next admin, it's simple set of commands will be "face, particles, tshirt, and
  44. tshirtback". It will cost $100, and will be visible when the player completes their first
  45. quest.
  46.  
  47. 10. If you haven't already, create some scenary for the game. Add nice looking terrain
  48. that is 100% orginal by you or someone else that made it for the game.
  49.  
  50. - the terrain must have alot of flat spaces, and some small hills may exist, and very few
  51. large hills may aswell.
  52.  
  53. - the terrain must be located under workspace.Map
  54.  
  55. - The terrain must include surrounding hills like the previous MAH
  56.  
  57. - If the terrain contains parts that have a classname other than "Part", put them in a
  58. seperate folder named "Other", this is for commands to be easier to create.
  59.  
  60. - Seperate hills, trees, and other simular parts of terrain into their own seperate folders.
  61.  
  62. 11. Also, if you haven't already... Just like MAH and other admin house games, create
  63. admin house pads.
  64. - The pad must be locally positioned, and if it's destroyed locally, automatically
  65. ban the player for malicious intentions (1 day ban)
  66. - Save the Pad's data to a string in serverstorage, just incase one of the pads are
  67. damaged, they can refresh themselves indefinatly.
  68. - A player may only be able to grab one admin pad at a time
  69. - When the pads are reset, show a small notification to all players, and showcase
  70. the player who reset the admin pads.
  71.  
  72. 12. Player and NPC Nameplates
  73. - they must look simular to MAH, and have a healthbar
  74. - They will have icons that show up depending on the player's statistics and ranks.
  75.  
  76. 13. For the clone command, find a player model that exists in the toolbox, copy it, and
  77. delete all unimportant instances. Then, when a player must be cloned, copy all of the
  78. player's character data and import it into the clone, parent it to workspace,
  79. make it's joints, give it it's gui and call it good.
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