KitMaster
KitMaster is a short-term inventory/effect/permission kit management plugin. As a server owner, you define kits in the plugin's configuration files. Your players can then take the kits either via a simple command, or by punching one of the kit selection signs depicted above. KitMaster provides you with the greatest amount of functionality possible, while at the same time remaining astonishingly lightweight and delivering rapid performance.
Click here to find out more about KitMaster and learn how to use the configuration and permissions.
This plugin uses the common MCStats data collection system to collect statistics about server version, plugin version, operating system, machine specs, etc. If this makes you uncomfortable, you can always disable it through the PluginMetrics configuration in plugins/PluginMetrics/config.yml.
In addition, this plugin by default will automatically download the latest versions of itself from BukkitDev and install them in order to keep itself up to date. If this makes you uncomfortable, you can disable automatic downloading of updates, OR disable the version check completely via the plugin's configuration in plugins/KitMaster/config.yml.
Features
- Dynamic and powerful syntax for defining items within kits
- All items are parsed using the same format, so you don't have to remember tricky formatting
- Different items have different data, but it's all configured using the same, simple format
- Kits can carry more than just items
- Define time-limited potion effects, or effects that renew automatically as long as you have the kit
- Add permissions to kits that will be granted to players when they take the kit, and revoked when it's lost (Vault required)
- Full MySQL support for saving internal data
- MySQL is a lightning-fast database that saves changes instantly and suffers no lag at startup, no matter how much data is stored
- Optionally enable MySQL to store internal data like sign locations, timestamps, and histories
- Never worry about lag on startup from loading massive files
- If your server crashes without saving data files, all your changes are still saved in the MySQL database
- Define timeouts for kits
- Configure kits so that a certain amount of time must pass before they can be taken again
- Apply a universal timeout so that nobody else on the server can take the kit until the timeout has passed
- Clearing inventories is completely configurable
- Individual kits can be configured to clear a player's inventory when taken, or leave it alone - useful for main class kits and auxiliary "supply drop" kits
- Selectively configure kits to clear inventories, potion effects (including recurring kit-granted), or kit-granted permissions
- Hook into economies
- Allow kits to either grant money or charge money when taken (Vault required)
- Special permissions to allow player's to bypass currency charges for taking a kit
- Powerful and effortless inheritance system
- Kits inherit both attributes and contents from their parents
- Multilevel recursive inheritance - parents, grandparents, great-grandparents...
- Allow a parent kit's permissions to override the child's, or require the parent's permissions in addition to the child's
- Simple, intuitive permissions granting
- Grant permissions per-kit
- Grant permissions for players to take a kit only by sign, or only by command
- Grant permissions to bypass timeouts and currency charges
- Never worry about needing to revoke permissions - permissions are always denied, unless explicitly granted
- Simple, clean kit list by command
- Players will only be shown kits which they have permission for
- Restrictions for how a player may take a kit are displayed next to the kit's name
- Kits may be configured to be invisible in the kit list
- Easy for other plugins to hook into
- Provides a capable yet secure API for other developers to hook into and manipulate the plugin, including custom events
- Kits can be defined with an extra "identifier" string to help dependent plugins find the kit they need or categorize kits
- Full item metadata support
- Save the contents of a book with a command and give the book to other players in kits
- Define custom potions within the custom data config and give them to players
- Give out your own skull (or somebody else's)
- Set up custom-colored leather armor to easily denote specific classes
- Save a firework with a command and give it to other players in kits
- Custom item names and lore
- Save or configure items with custom names and lore, and give them out in kits
- Access a custom item in a kit config simply by using its custom name
- Make up custom potions
- Use the custom data config to brew up your own unique concoctions with unique sets of effects
- Combine custom potion effect data with custom item names and lore to create completely new potions

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Posted May 19, 2013@AmoebaMan
Its already on Pastebin. You can't see the link? If not here http://pastebin.com/8PLvjsfC
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Posted May 19, 2013@AmoebaMan
Thanks so much! and thank you for the quick response!
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Posted May 19, 2013@Enjoicraft
It's a standing bug awaiting a fix. Give all your users the permission node kitmaster.sign and they should be good to go.
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Posted May 19, 2013@AmoebaMan
It won't let my users take kits from signs when I gave them the permission kitmaster.sign.[kitname] (Of course I replaced kitname with the kit I want to give them) Can you please help me?
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Posted May 19, 2013@warfront1
Currently the only sort of currency that is compatible is Vault-compatible economy currency, and I don't think Essentials money is compatible. I'd recommend you find some sore of intermediary currency to bridge the gap.
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Posted May 19, 2013@AmoebaMan
Thanks for the fast response, I have checked out all the documentation pages, including the link you provided.
All that the kit config page includes is information regarding using currency as in money. My economy plugin is essentials. So we use essentials money as our main form of currency.
Although when members vote they receive netherstars, and I would only like my kits to be obtainable with netherstars received from this process.
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Posted May 19, 2013@warfront1
If you have Vault and a Vault-supporting economy plugin, you ought to be able to use the economy attributes. Check out the Kit Config page.
@TheNarwhalWizard
This is not currently a feature, but thanks for the awesome suggestion!
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Posted May 18, 2013Is there anyway to charge items?
I would like to charge people for buying a kit netherstars
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Posted May 18, 2013Do you know how to make it so that people have levels that they need to get a kit?
Thanks!
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Posted May 18, 2013@ECRONCraft
You need to paste it on pastebin.com (or some other paste site) and put a link here. There may be a problem with indentation, which I can't see there.
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Posted May 18, 2013@AmoebaMan
Why doesnt the potion work?
http://pastebin.com/8PLvjsfC
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Posted May 18, 2013@AmoebaMan
Oh, Im sorry :) The problem was me doing something extra with server signs :( But sorry again :(
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Posted May 18, 2013@ECRONCraft
There is currently no way for plugins to store additional metadata on item stacks for their own use later on, so the only way this could possibly be achieved is by attaching a dummy enchantment to the item and storing the data in its level. The downside is that this is ugly, distracting, and misleading, and so basically I'm not willing to do it. If developers are ever given control over item stack metadata through the API, this will be possible.
@aaomidi
For starters, the bow line is improperly indented; it should be at the same indentation level as the other items. I don't think this is the problem though; the item giving code is long-overdue for a cleanup/rewrite.
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Posted May 18, 2013Can you make so the swords has Potion effects in it? (When you hit someone with any kind of potion effect they will be given the effect)
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Posted May 17, 2013Hi, For some reason the plugin tends to double what it gives in some classes. This has happened with this class: Kit: http://pastebin.com/S0pyfaNT Custom Item: http://pastebin.com/NbgLkmtF It works perfectly fine (except a few other bugs ill mention later) but tends to give the bow two times one with the lore and one without with this specific class :/
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Posted May 17, 2013Thanks @AmoebaMan; fixed.
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Posted May 17, 2013@BloodyChucklz
Not currently. I'll add that to the list of potential future features.
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Posted May 17, 2013Can I set the time a player is allowed to keep a kit before it is removed from their inventory?
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Posted May 16, 2013@MachoMan1
@mrsimnok
This is an unintended side-effect of a hasty pruning of my plugin.yml. If you make sure all players have the permission
kitmaster.sign(nothing on the end) the problem should be resolved.-
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Posted May 16, 2013@AmoebaMan Signs are now in place, but players can't click on them (I can as op). For my builder kit I have granted the following permissions in PEX: kitmaster.kit.builder for my builder group, they can access via the command /kit builder, but not by clicking on the sign. Any tips? Thanks.