[Python3][Server] MBII Chaos V1 [Windows/Linux]

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For the last few days I have been working on a Python 3 plugin for MBII server-side and named Chaos below is a bunch of features. I was originally trying to create an ELO and tournament seeding/round robin using blakes_won as a template. I ran into issues where the server.log does not catch duel challenges and wins, only for kills. I am releasing this to the public as I think this could be an opportunity to bring back some of the fun.

The chaos.py script has evolved into a comprehensive RPG-style server management system that integrates character progression, a dynamic economy, and server-state awareness.

1. The Core Progression System
  • 20-Tier Career Paths: There are 14 distinct career paths (7 Hero, 7 Villain), each containing 20 unique titles that evolve every 2.5 levels.
  • Leveling & XP: Players earn XP through kills and lose a configurable amount upon death, with "Last Stand Protection" preventing XP from dropping below zero.
  • Dynamic Title Logic: The get_title system automatically assigns a color (Cyan for Heroes, Red for Villains) and a rank based on the player's chosen faction and current level.
2. "Smart Switch" Mode Awareness
  • Duel Mode Restriction (Mode 3): The script scans the server's g_authenticity setting; if set to Mode 3, all players are visually restricted to "Jedi" or "Sith" titles regardless of their chosen career.
  • Open Mode (0, 1, 2, 4): In all other modes, the full diversity of careers (Mandalorian, ARC Trooper, Droideka, etc.) is unlocked and displayed.
  • Command Blocking: If a player attempts to change to a non-Force career while in Duel Mode, the script blocks the change and provides a red error message.
3. Economic & Gambling Features
  • Banking System: Players accumulate credits (via passive gains or kills) to spend on bounties, bets, or pazaak.
  • Pazaak (Casino): A fully functional card game where players can !hit or !stand against a dealer, featuring a 3x payout for hitting exactly 20.
  • Bounty & Bet Systems: Players can place bounties on rivals or bet on allies; successful kills collect these pots and announce the payout to the server.
  • Peer-to-Peer Transfers: The !pay command allows players to transfer credits directly to one another.
4. Advanced Combat Logic
  • Force Surge: A rare (5%) chance on any kill to trigger a "Force Surge," granting the killer 3x XP for that combat encounter.
  • Nemesis System: Tracks "dominance" by announcing when one player kills another three times in a row on the same map.
  • Global Kill Feed: Replaces standard kill messages with high-visibility RCON announcements showing the titles, names, XP gains, and credit rewards for both players.
5. Persistent Infrastructure
  • Shared Database: Uses a players.json file to store XP, credits, and faction choices across server restarts.
  • Name-Based Syncing: Automatically recognizes returning players by their name or slot ID, even if they use private "tells" or different chat types.
  • Multi-Server Ready: The configuration system allows the plugin to be easily pointed at different IP addresses and ports via a .cfg file.

Github Chaos project here.
Github Chaos release here.


Feel free to leave any comments or suggestions.
 
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.biggs

uM Team Mapper
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this is cool man grats on completing it.
question; will there be silly hats and capes? I want to spend my money on ssj2 lightning aura
 
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