DiabloDrops

Currently generates 2,679,707,091,600 unique items with default settings!
This plugin adjusts the mob dropping mechanics to include regularly dropped enchanted items that could be commonly found in Diablo.
Github Source
Wiki (Under Construction)
#deathmarine EsperNet
Features
* Creates tools and armor named with popular diablo prefixes, suffixes, and colors.
* Mobs can spawn with enchanted tools and armor
* Allows mobs to randomly drop enchanted, lore, and custom items
* Everything is calculated randomly with configurable chances
* Completely customize the names list
* Add your potion effects to your items
* Easy to use just drop it in you plugins folder and reload/restart your server
* Create custom items that can be dropped on a configurable chance
* Add Lore to you items with enhanced abilities and effects
* Burn socketted gems and enhance socketted items with a furnace
* Identify Magic items with Identity Tomes
* Automatically updates to the latest version found here
* Ruins that generate in the world with chests containing magic items

Permissions
Command Permissions can be found below.
Permissions
Sockets
For the moment socket-ting is disabled.
Detailed explanation of the use of socketted items.
Socket Enhancements
Information
For information concerning the plugin, consult the Wiki.
See It In Action!
Bugs
Still working around some bukkit/vannila minecraft issues.
Notes
See forums.bukkit.org/threads/formatted-req-magicfind-items.70390/ for the request plugin.
-
View User Profile
-
Send Message
Posted Dec 6, 2012Just Finished a Chest AutoRegen plugin. Which can be found at http://dev.bukkit.org/server-mods/ddchestregen/.
-
View User Profile
-
Send Message
Posted Dec 5, 2012@Sicarius531
Alright. We'll look into it. Thanks for the report!
-
View User Profile
-
Send Message
Posted Dec 5, 2012Sorry guys, but I have yet encountered another bug with the Multiworlds. When I activate the Worlds List in the config, the mobs never drop anything related to Diablodrops. I am using build #214. When I disable the worlds list, the items are being dropped.
I've tried many times. Even when I set everything to 100% drop rates it still doesn't yeld anything. I am pretty sure that it is a bug with this plugin.
-Sicarius531
-
View User Profile
-
Send Message
Posted Dec 5, 2012@WhyHaveALife
Sets have absolutely nothing to do with drop rates. Yes, I will make a wiki page for them.
EDIT: Wiki page has been made.
-
View User Profile
-
Send Message
Posted Dec 5, 2012@rmh4209
Thank you for letting me know. I am fully aware about the risk of using dev builds, but I liked the new idea, I just had to be the first to try it out :p I hope it gets fixed soon, and thanks for your hard work as always!
EDIT: Will you add the wiki page for sets? I've tried to test them out and put 100% as a chance on one of the pre-made ones(Amber) but nothing with the Amber set name seems to be dropping. Is it just another fault with the dev build? I've had this error with both 215 and 218.
-
View User Profile
-
Send Message
Posted Dec 5, 2012@WhyHaveALife
Looking into it.
EDIT: Might be because features aren't always finished when they're built; we often build part of a feature and then send the code to the other to finish it or improve about what we just finished. Development builds are not always the most reliable builds to use. Any new features we add in them may break at any time. Just a warning.
Also, it's been replicated, we'll be fixing and finishing it soon.
-
View User Profile
-
Send Message
Posted Dec 5, 2012Build 218 doesn't seem to generate the files for the new naming system that says was added in that version.
-
View User Profile
-
Send Message
Posted Dec 5, 2012@Faldonboy
It is multiworld compatible.
-
View User Profile
-
Send Message
Posted Dec 5, 2012Question, Is this multi-world compatible(IE: I want it in our hardcore world but not our main world) If it isn't then it would be a great feature to think about.
-
View User Profile
-
Send Message
Posted Dec 5, 2012@cembry90
Thanks for the report, we'll look into it.
I'm fairly certain we did check for the projectiles, but we'll check into it nevertheless.
-
View User Profile
-
Send Message
Posted Dec 5, 2012Skeletons shooting players fires an NPE (caused by line 243 in Effects Listener.java)
You should check if the attacker is an instance of a projectile and if so, get the entity that is the owner of the projectile.
-
View User Profile
-
Send Message
Posted Dec 5, 2012@Zilacon
Add (Socket) to the lore.
-
View User Profile
-
Send Message
Posted Dec 4, 2012Is there a way to add sockets to custom items through the custom.yml?
-
View User Profile
-
Send Message
Posted Dec 4, 2012@Sicarius531
Looking at it now.
-
View User Profile
-
Send Message
Posted Dec 4, 2012@rmh4209
Posted it. Please take a look. Thanks!
-Sicarius531
-
View User Profile
-
Send Message
Posted Dec 4, 2012@Death_marine
Oh i need the ( ' ' ) on the materials and lores?
-
View User Profile
-
Send Message
Posted Dec 4, 2012@Ajaxan
Considering we were really unsure what effects to put in there we decided to allow the file to be editted to include whatever effects you want. in the offenselore.txt/defenselore.txt/setbonus.txt put -/+{amt} {effect} and the plugin will recognize it after a reload. For a complete list of potion effects see https://github.com/deathmarine/DiabloDrops/wiki/Potions
-
View User Profile
-
Send Message
Posted Dec 4, 2012@Zilacon
Just Tested and In your Tier.yml under the tier add
this only works in build 214 and above
Keep in mind that this works on the "Tier" So you may receive a legendary wooden axe.
You can further configure the tier and even add more
-
View User Profile
-
Send Message
Posted Dec 3, 2012@Ajaxan
I am using ArmorControl as a plugin to specify what level people have to be to use certain gear. I talked with DeathMarine and RMH and they added a customizable lore option to the tier.yml so you can add the Required Level: 30 text in the description. However this is not working for me.
-
View User Profile
-
Send Message
Posted Dec 3, 2012How do you add potion effects to the lore file? And also I saw Zilacon's question about adding a required XP level and a mention of it on the wiki. Does that work? Can enchantments on tier items naturally be over 5? I haven't seen a single enchantment over this level before unless it is custom.