LegendQuest
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[ Main | Guide | Races | Classes | Skills | Default Skills | Effects | Skill Anatomy | Cmds | Perms ]
Compatible with craftbukkit-1.8/spigot-1.8, 1.8.3 and 1.8.4 builds (as well as 1.7.9)
Checkout the new LegendQuest addons:
ManaBar: An always visible ManaBar on the GUI
MagicItems: MagicItems that modify stats and have classic +X enchants, as well as a customisable RPG friendly enchanting overhaul, and 3 new skills for working with items.
LegendQuest was created to power SableCraft's RPG servers, and with it players are able to become heroes and shape their character with a wide range of races, classes and skills.
LegendQuest is designed from the beginning to be completely configurable, highly flexible, and totally adaptable to your needs. Consisting of a system of configurable races, classes and skills. LegendQuest is the core of your servers RPG setup, and powers all your RPG elements.
Server owners have the option of completely customising their RPG setup.
Want to go high fantasy Tolkien style? Setup Humans, Elves, Orcs, Dwarfs and Hobbit races, with fighter, mage, bard, ranger and more as classes.
Want a modern setting? Turn of races, and setup classes for mercenary, merchant, soldier, etc. Or use "race" for a body type - Brute, Athletic, Intelect...
Want a more classic MineCraft feel - Make races for Human, Ender, Wither and Pigmen. And classes for miner, farmer, hunter, crafter...
It's your RPG experience - your way.
As characters gain experience, they can gain more skills, health, mana. Either unlocking skills automatically as they level up - or by earning skill points to choose the skills they want. Its up to you the server owner which system to use, you can even mix and match both.
More importantly, each class and race can have limits placed on allowed, weapons, tools, armour and "abilities" such as crafting, smelting, enchanting, repairing etc... And you can (per class/race) turn them on/off, use the inbuilt groups (or add your own) to quickly give sets of allows, or control down to specific item at individual levels, as general or as detailed as you need.
LegendQuest also lets you use other plugins as skills by setting and removing permissions nodes and issuing commands complete with delays, build-ups, duration, cooldown, mana cost, cash, karma and material costs! Way beyond the simple on/off mechanisms of other systems.
For example this config lets you use essentials Fly, Jump and Workbench commands as skills:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 |
permskills: blinker: level: 0 cost: 0 perm: essentials.teleport.timer.bypass type: PASSIVE portabench: level: 0 cost: 0 cooldown: 6000 perm: essentials.workbench command: workbench fly: level: 10 cost: 0 buildup: 1000 delay: 1000 cooldown: 20000 duration: 10000 consumes: FEATHER perm: essentials.fly commandon: "fly on" commandoff: "fly off" blink: level: 0 cost: 5 cooldown: 6000 delay: 1000 buildup: 1000 perm: essentials.jump command: jump |
You can read more indeph info here.
Features
Complete, configurable RPG plugin.
Advance your characters by earning experience.
Completely configurable classes, races and skills.
Alignment tracking - are you being good, or evil?
Easy setup - drop in the jar, and go! Run with the default setup - or go wild with your own settings!
Feature Details
This plugin is now out of Beta (yay!) and has the following features...
- Worlds
- Configure LQ to work only in selected worlds, if required
- Stats + levels
- Classic RPG stat-line for all players
- Adjusts many game elements especially combat
- /stats command to view your stats, optionally view others
- Optional '/stats journal' to spawn a Journal book, that updates to always show your stats.
- Unlock skills, stats, health, mana, mana regen, item use, and many more as you level up
- Configurable max level to allow mastery of a class and unlock other dependant classes.
- Block repair level loss and (with MagicItems enchanting level loss).
- Configurable xp loss on death.
- Classes and races
- Permissions nodes to allow limitation of races and classes to certain player groups
- Stat mods for each class/race. Make your figters stronger, mages more wise, rouges more dexterous, dwarves more tough...
- Customise race and class names, chat tags and descriptions
- Configure ex gains by exp type such as kills, smelting and mining.
- Races
- Optional use of race types in your server.
- Fully customisable by adding/removing/editing config file for each race.
- Adjustable base health, mana, mana regen and skill points per race
- Adjustable mana, health and skill points bonus per level
- Classes
- Optional use of Class types in your server.
- Fully customisable by adding/removing/editing config file for each class.
- Each class can be limited to one or more races.
- Dual class system with option to limit class to prime or secondary.
- Flexible dependency system allowing you to build complex class-paths, from simple parent > child to sprawling chains with multiple requirements and optional lists.
- Health, mana and skill point modifiers per class to further modify base given by health
- Further adjustable mana, health and skill points bonus per level
- Item control
- Control weapons, tools, and armour user per race and class.
- With flexible overrides and per level item control.
- Control item use per level, for crafting, repairing, smelting, brewing and enchanting
- Use global race and class controls, item groups, or per item per level control. As broad or as complex as you want.
- Skills
- Each class and race can allow either unlocking classes at various levels OR accumulate skill points to allow players to select from a list of skills for each class/race.
- 58 skills and counting - most with numerous configuration options. For example Summon can summon any one of over 40 Entities, Hurt can be used to produce any number of ranged damage options and Hex; Aura; PassiveAura and Enchant can be used with any of 28 effects - that's 152 variants from just 5 skills without breaking a sweat :)
- Where appropriate skills can have build-ups, delays, durations, cooldowns, manacosts, permissions requirements, consume items, give xP, cost money and more!
- Use skills with /skill <skillname> - by /link to an item (or /bind) or via the flexible loudouts system.
- Native skills use a jar loading system to allow developers to code new skills and drop the jar in the skills folder. You can even package bundles of skills in one jar package.
- Reuse any skill with multiple alias' to perform different effects
- Flexible weaponmaster skill allows configuration of damage per item per level.
- Permission skills
- Either add permissions nodes as you level, or go the phole hog and use a permskill to allow any permissions node (or nodes) to be used solo in combination with a command or a start and stop command pair - to use 3rd party plugins as skills.
- Lets use use almost any permission based plugin as a skill. Complete with all the LQ skills power; cooldowns, delays, build-ups, durations, mana costs,
- Can provide passive always on effects, or active skills that use /skills <name> and can be /link'ed to an item or used in loadouts just like 'regular' LQ skills.
- Permissions
- your class, race level and optionally karma and stats are added as permissions nodes.
- Excellent for use with plugins like Quests to lock a quest to a class/race.
- Mechanics and Combat
- Global scaling for falling damage
- Combat system - Your statline will affect how often you hit, dodge and damage in combat.
- Configurable base hit chance, dodge change, block chance, height bonus and size difference modifiers.
- Health scale cap to limit hearts shown in client - even with extreme health levels.
- Mana system for powering skills. Adjustable per race/class/level and with configurable regeneration.
- Optionally, replace or reduce repair levels and add a money cost, item cost and/or mana cost
- Renaming blacklist to protect custom items
- loadouts - (NEW)
- Specify class items to use to quickly select and use skills.
- left click with one item to toggle skill selected
- right click with another (or even same item) to use selected skill
- Alignment
- Your deeds count!
- Option to track players actions and reward or remove alignment points as appropriate.
- Now with optional kamra rewards, penalties or requirements for skills.
- Persistence
- Use SQLite or MySQL for data storage.
- Parties
- Join with friend to share experience, give/receive buffs, stop PvP and teleport back to your group :)
- Adjustable Bonus XP for groups
- Adjustable party range
- party tp command to take you to where the "bulk" of your party is adventuring.
- Chat
- Built in chat prefix system
- or use your own and allow LQ to process {class} and {race}
- chattags for shorter char prefix tags.
- MChat and deluxe chat integration
- API
- LQ has many many events and a flexible PC (player character) object to make coding addons and skills highly flexible.
Interoperability
The following plugin API's add extra optional features:
- Vault - each skill can have a monetary cost applied.
- Factions - prevents some skills causing PvP damage and altering blocks in rival factions.
- GriefPrevention - prevents some skills causing PvP damage and altering blocks in other players claims without permissions.
- Towny - prevents some skills causing PvP damage and altering blocks in rival towns/plots.
- MChat - adds variables for use in MChat formats.
- Deluxechat Placeholders. See list of available codes here.
- WorldGuard - honour no PvP and protected regions.
Planned updates:
- CityWorld - because I can, because it's awesome ;) - mainly thinking detection of nature zones for ranger bonus's and urban zones.
- AntiCheat - So skills don't trigger cheat warnings. (You can always use perms to add the exceptions :) )
Please feel free to leave feedback - and let me know what you want to see in this RPG plugin.
Setup/Usage
See the following pages for help on each aspect of LegendQuest config and usage.
- Guide
- Races
- Classes
- Skills
- Default Skills Configurations
- Effects
- Anatomy of a skill
- Commands
- Permissions
Dependancies
CraftBukkit 1.7.9+ / Spigot 1.8.1+
SQLibrary For database persistence.
Please note that LegendQuest is built against Bukkit and is NMS/OBC free. Minecraft updates should not affect LegendQuest, only Bukkit API changes. This should make things much simpler during updates. (Each extra skill jar may or may not be NMS free.)
Source code
https://github.com/Sablednah/LegendQuest
https://github.com/Sablednah/LegendQuest-Skills
https://github.com/Sablednah/LegendQuest-Skills-Extras
Donations
Donate now to help keep LegendQuest alive :)
If you love LQ and use it on your server, especially if your server is generating an income, then please think of us and help us keep LegendQuest alive up to date!
You can support me via Patreon at https:www.patreon.com/sablednah
You can donate via PayPal (in £) - PayPal (in $)
Custom skills are also available on request, whether its something bespoke, or just adding particle effects - PM me for details
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Posted Jun 18, 2015@TheKnight787
Re the skills`you get a number of basic skills (quite a few actually) with the plugin by default. More can be made by you, or others, and then added into the appropriate directory.
As to the statpoint issue ... I'm kinda sure that Sable wants it to be without stat points, possibly to stop older players being too far in power from the newer; but I don't want to put words into his mouth on that so best to wait for him for confirmation. I do hope I'm wrong on that though as it would be a nice addition.
I do know however that he's crafted / is in the process of crafting an add-on which gives stats to items. MagicItems, linked at the top.
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Posted Jun 18, 2015@SableDnah
statLevelShort, statXP, everything else seems ok.
A few questions:
Is it possible to change the scoreboard title?
Is it possible to translate /xp command?
Are all skills already included in the plugin or do I need to download extra skills from github?
Are skill points only used to buy skills, or is it possible to level up stats (for example: STR) with it?
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Posted Jun 18, 2015@TheKnight787
Anything not transatable should be so i'll fix those up
storedExperience: ""
is the node for that one - forgot to include it in the default lang file.
playerName is not being read from the file - i'll fix that too.
Let me know what others you can find! I'll make sure they can all be tweaked.
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Posted Jun 18, 2015I can't seem to change the language of some things.
For example: there is no option to change "Stored Experience" text
Another thing, if I change "playerName" from "Name" to "Bacon" it will still show Name in /stats
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Posted Jun 11, 2015@TheKnight787
Yes, scoreboard shows skill timeouts. http://dev.bukkit.org/bukkit-plugins/legendquest/images/4-skill-use-duration/
You can see here a level 50 skill with 28 seconds left - several skills ready to use and 2 more that you don't have the level for yet..
See also http://www.spigotmc.org/resources/featherboard.2691/
Featherboard has built in support for displaying legendquest stats.
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Posted Jun 10, 2015Is there a scoreboard for this plugin?
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Posted Jun 9, 2015@fung311
If you have no other plugins managing health - then leave manageHealthNonLqWorlds as true.
Without it there is nothing to track health in those other places. manageHealthNonLqWorlds lets it manage and track a second "normal health" for these other worlds.
You would disable manageHealthNonLqWorlds only if another plugin was doing this management for you.
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Posted Jun 9, 2015@SableDnah
and I have one more question about the "menageHealthNonLqWorlds Setting"
I have two world, one for spawn and one for survival.
When I die in survival world,I will respawn on the spawn world, Next,when I try to back to the survival world,I will be dead there. even if I use creative.
die in survival world>>>respawn in spawn world>>>go back to survival world>>>dead
this problem arise when I set the mana....worlds be false. But it will not happen when i have not enable LQ in survival world.
In addition, I have removed any plugins will control player's health
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Posted Jun 9, 2015@fung311
ok looking at that the +x Heath options will not work with LQ
But you can do the same thing, and many more cool lore based stuffs, with MagicItems.
debugMode true is WHY you are seeing the health debuging information. Set it back to false to hide it again.
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Posted Jun 9, 2015@SableDnah
http://dev.bukkit.org/bukkit-plugins/lore-attrubites-revival/
It is Loretest
And I have set debugmode to true in config already.
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Posted Jun 8, 2015@fung311
Have you set debugmode to true in config? That's where the health information is coming from.
I don't know what "Loretest" is. Where can I look at it? I cant find it in dev.bukkit.
LQ checks health is correct whenever you interact with inventory or take damage. It then sets max health to the correct figure. Without knowing more about "Loretest" I dont know how to help.
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Posted Jun 8, 2015Hello,I have a problem about this plugins. Can you let this plugins support other plugins that have"base health"? I wanna use this plugins and also "Loretest" But Loretest will be error with this plugins because the "base health". That ERROR IS type E to open the inventory
>and close that>GET HURTMoreover,my server version is 1.7.10 when I use this plugins and get hurt in minecraft,the msg box will appear"HP: 45.0 | D: 5.0 | hHP: 40.0 | p.max: 45.0 | pc.max: 45.0" How can I fix this problem?
Anyway,Hope that u can let this plugin support Loretest PLEASE!!!! >_< Thank you.
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Posted Jun 7, 2015@KCQuetzal
@budopey
As budopey says there's various ways to adjust prefixes per world.
LQ does have simple chat management for prefixes - but its main task is to just look for and replace {class} and {race}.
I'll see if I can add a config flag to stop LQ the prefix processing in non-lq worlds. But it sounds like something your chat-plugin should be doing? which chat plugin do you favour?
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Posted Jun 6, 2015@KCQuetzal
I am not sure if you make permission groups for classes but if you do you can have more control over prefix's that way. You just use the classes permission groups prefix and disable the legendquest prefix. Now you can set that permission group to only certain worlds with most permission plugins.
Also this is good to control what classes can do with the group permissions in case you have content you don't want a specific class to access.
I would also suggest disabling the use of /class command from players and make them use a class trainer. This way the trainer can be scripted with a menu to allow players to click the class they want to be and the script would change the users permission group along with the legendquest class.
This is a favored way for me to do it anyways! I thought I would suggest it in hopes it would help.
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Posted Jun 6, 2015I see there is a way to set this to only be enabled in certain worlds on a multi world server however is there a way to not have a player's Race|Class prefixed in chat on disabled worlds? Thanks in advance for your attention.
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Posted Jun 4, 2015@RenKyoKrishna
Ok then yeah its like I said - its not the Health scaling - just set those to the same number of hearts to show and that side is all fine.
You can use MagicItems instead for lore based health bonuses - as well as awesome new bonuses to stats.
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Posted Jun 4, 2015@SableDnah
It's item lore stats. It has a base health and health scaling of its own, as well as the ability to add bonus health as a lore to armour. I've disable the health scaling but I think the base health is conflicting with my lq health. Whatever the base health + bonus health for ILS is, it seems to be fighting with LQ for what it says health should be. If I have a race with 40 hp in LQ, but in ILS I have based health 20 and a helmet that gives +10 equiped, my health alternates between 30 and 40 every time I take damage, scroll the hotbar, or just every few seconds.
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Posted Jun 4, 2015@RenKyoKrishna
Which plugin?
All health scaling is is setting a max number of hearts for the client. So just set it to 32768 or something as silly to "disable it".
I seriously suspect that that is NOT the issue you are having. It more likely the fact that LQ resyncs heath every heal/hitlevel up. And therefore overrules any other plugins attempts to set max-health.
This max-health is the ONLY major incomparability that LQ has with other plugings.
But let be know what plugin and I may be able to hook-in, or make a bridge add-on.
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Posted Jun 4, 2015Is it possible to disable the health scaling? It's clashing with another plugin I have that affects health
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Posted Jun 1, 2015@klartofle
Ahh it fixed the "levels:" node in races. where you can do things like this:
If you lose levels skill points left will go negative. skills will remain - but they cant buy new skills till they re-earn enough skill points. If the skills have a level as well as a cost, they they would become unavailable if you drop below their level.