Champions
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Champions aims to be a fully customizable and extensible RPG plugin. We want to bring a complete MMORPG experience to minecraft. The Champions plugin and API library helps you bring your RPG vision to life.
Champions Core Plugin
Races
Is your champion a dwarf, ogre, fairy, or even an alien? The races system lets you create your own races and set restrictions or bonuses for each. You could have a race that naturally has more mana, health, access to certain skills, or even restricted from using particular classes. The API for custom races allows for even more possibilities, letting you define your own behavior for leveling up, using a skill, hitting with a weapon, etc, etc. If you want to make a custom race that regains mana when attacking with a weapon, it's completely possible.
Classes
The classes system is one of the main features of Champions. There's very little you can't do here. We support multi-path class tiers, custom experience sources. You can restrict use of skills and weapons, modify mana costs, add bonus health, modify the stats (health and mana per level), set class mastery and level requirements, and just about anything else you can think of. Like the races system, the classes API is extremely flexible and allows developers fine control over all of their custom classes.
Skills
It's difficult to explain the full depth and flexibility of the skills system. If you can think of it, you can do it, and if you can't, then we'll modify the API to be sure you can. The basic skill configuration allows modification of mana, stamina, and health costs. Everything else can be done via the Champions API library.
Custom Weapon and Armor Types
We're currently in the process of completing implementation of custom weapon and armor types. Weapon types can be specified in the item's lore and classes can be configured to give bonuses to each weapon type. If you'd like an Assassin class that does more damage with Daggers, it's extremely simple to configure. We'll be putting some effort into making the lore formatting as configurable as possible but for the time being we're focusing mainly on the format used by the RPG Items plugin.
Experience Sources
You can specify custom experience sources for all of your classes. We currently support block break, block place, mob kill, player kill, furnace use, and skill use sources. You're able to specify the exact experience gain for each block, mob, player or skill. In your class configuration you're also able to set a modifier to adjust the experience gain from each source. There's also support for setting the experience gain for killing a specific player, either via the configuration or dynamically with the API. In the future we may add support for experience gain based on the level of the player that was killed.
Add-on Modules
We've designed the Champions Core plugin and API library to be as extensible as possible. We have several add-on modules planned to add even more features to Champions. This includes integration with existing plugins, support for weapon, armor and skill classes, a questing system and a whole lot more. After the core is finished, keep checking back for updates on these modules.
For developers: You can develop modules either: a) independant of Bukkit, or b) requiring Bukkit currently. For more information, look at the docs and tutorials sections on the wiki (coming soon).
Champions API Library
The API library is the primary focus of development for the time being. This library is completely independent from bukkit and can be used either to extend the Champions core plugin, or create your very own RPG plugin. It has everything you need for creating classes, skills races, experience sources, assigning restrictions, leveling, experience, events and just about everything else you can think of. This library is the root of the Champions core plugin. As the codebase becomes more stable, we'll be releasing a number of tutorials to help you learn how to use the API and explain what exactly can be done.
Notice: Currently looking for people willing to write docs and tutorials on various parts of Champions! PM YoshiGenius or add him on skype (yoshigenius) to apply.




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Posted Jun 3, 2013@ccyc
Already done :)
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Posted Jun 3, 2013I hope you will add (i'm sorry if its already done, i don't have time(=i'm lazy) to read source) class loader for skills and let devs code what they want(like heroes plugin). i already worked with two rpg plugins heroes and ancient rpg, and creating skills with ancient rpg is extremly stupid.
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Posted Jun 3, 2013@Tehkiah
Hi,
Champions is extremely extensible, not only via the API but the configuration as well. We're doing our best to make it easy for non-technical users to implement their own classes, skills, etc. The API adds a lot of flexibility for developers but it wont be necessary in simple cases :)
The entire API and core plugin is designed to be extended. We can't say for sure if we'll be adding any direct support for MCPC, but we'll gladly accept any pull requests related to those modding projects, as long as it's consistent with the rest of the code base.
With that being said, I'd like to mention that the API library is completely free of any bukkit dependencies. It could very easily be used in client mods or MCPC or anything else.
Thanks for the support, if I missed any of your questions or you'd like some clarification just let me know :)
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Posted Jun 3, 2013@Tehkiah
The current api library of Champions is able to easily be ported from system to system. You never know, we could make it a forge mod too. ;)
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Posted Jun 3, 2013@Tehkiah
The Spell Maker is planned as we want the community to make its own customisable rpg system. With the mod support i'm not sure, we want to support as many rpg roots as we can. If we do not directly support it, chances are someone else will create a module for it.
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Posted Jun 2, 2013So on a recent server test run, I was utilizing AncientRPG, a nice little RPG plugin with a lot of flexibility. It had its own system for developing skills that did not not require coding knowledge (though I think it did help). There was a lot of editing text files and whatnot and there were syntaxes and commands and whatnot to consider, but it's much easier than trying to figure out how to code and compile your own spells.
I know you guys are busy developing this plugin but I'm curious if you're doing something similar with this plugin, seeing as aRPG always seems to have bugs and its developer is very flaky about updating in a timely fashion.
Do you also have any plans to support the modding community and projects like MCPC+ in the future? Maybe allowing your plugin to hook in to custom mob and weapon/armor information from their attempts to bridge Bukkit and Forge?
Either way, this sounds like a very promising project and I wish you all luck! Thanks for stepping up and attempting to provide a proper RPG plugin to fill the void that Heroes has seemingly left behind!
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Posted Jun 2, 2013Dayum man. You know your shit. Thanks as always for all the friendly and correct answers!
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Posted Jun 2, 2013@caw3
All of that is outside the scope of the core or API. Anything of that sort will be implemented as separate modules. At some point I plan to write up an article to clarify all of this, but generally here's how it goes:
Core Plugin: Mechanics, Events, Basic Commands
API Library: Classes, Skills, Races, Restrictions, Weapons, Armor, Player data saving/loading, etc, etc. (nothing related to bukkit)
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Posted Jun 2, 2013One tiny suggestion : when you choose a class a command will be executed. This would be useful. it would be nice if you had replaceable tags like @player.
And is there going to be a possibility to add prefixes to each class?
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Posted May 31, 2013@Gacubi
Hi, We plan on making a GUI to help configure Champions. One of the features may very well include converting your skills. This is tricky though and it wont be possible to make it completely automatic. The configuration is substantially different but we're going to do what we can :) We'd like all transitions from existing RPG plugins to be as hassle-free as possible.
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Posted May 31, 2013Could you make it compatible with heroes skills? I cant wait for alpha version :D
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Posted May 31, 2013@caw3
Very well. We're getting closer and closer to an alpha release. The API code base is becoming relatively stable but there is still some minor refactoring to be done. We'd love to have as much feedback as possible from developers.
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Posted May 31, 2013How is it going guys?
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Posted May 28, 2013@B2OJustin
check forums and pm :)
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Posted May 28, 2013Hi there :)
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Posted May 28, 2013@Mre30
I can help with docs too! :D I've got time to kill. This was something I was actually thinking about yesterday.
Also I'd like to apply as a tester if at possible.
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Posted May 27, 2013@Mre30
http://dev.bukkit.org/server-mods/champions/pages/champions-ci/
dev builds might destroy the world.
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Posted May 27, 2013@caw3
There will be user generated skills, so if it is not in the default skills one can be easily made by another user.
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Posted May 27, 2013@Mre30
"This is true. In theory, once we're done with the weapon class system, the configuration should allow for any arbitrary type of classes. I haven't taken a very close look at CrackShot but if it uses item data values or metadata or anything of the sort, our weapons class configuration should handle it just fine." - B2OJustin Legends Page
We aim to be as highly configurable as possible, and will try to support as many RPG plugins as possible.
@Mre30
You can ask to join the Champions Dev page, add me on skype: tai_peter and I will ask B2OJustin. You are free to test the plugin anytime you want, as we are a open sourced project. The plugin is not ready yet, and there are risks it may damage certain things but it is unlikely. As for the documents and tutorials, you are free to create your own docs and tutorials.
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Posted May 27, 2013I also have ONE tiny suggestion... and I know it will go well with this.
As I am sure you guys have played your fair share of mmo's... the one class that is missing from ALL rpg type bukkit plugins, is some sort of gunslinger.
If there is a way to permit a class to a weapon from, say....CrackShot Guns, that would really be a cool feature. Moreover; no other rpg class plugin uses that option.
Server owners can handle what guns they are allowed to use through that plugin, but champions could handle the option to use that as a permitted class weapon.