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 Apr 20, 2015@Arthurdes
With max_level hardcapped at 150 you'll never get to 151 to master a class.
if you want classes to remain masterable then set both to 150
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Posted Apr 20, 2015@SableDnah
So...the config.yml setting is
max_level: 150(1-999)
hardlevelcap: true or false
mastery_level: 149(have to under max_level)
right?
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Posted Apr 20, 2015@Arthurdes
per level setting such as mana and health stop of max level - but you can continue to level up. If hard level cap is true then levels are capped at max_level and you cant level past that point.
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Posted Apr 20, 2015@RenKyoKrishna
I'm still awaiting reply from MagicSpelss author. If i don't get one soon i'll explore other options such as this.
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Posted Apr 19, 2015Is "mastery_level" and "hardLevelCap" options setting in config.yml? I understand "mastery_level" but i don't understand "hardLevelCap"...
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Posted Apr 19, 2015@SableDnah
Hey, I see the new update, about to test it out. Re: My question about magicspells compatibility, would it be possible for you to make it so that stats give permissions? Like if you have a strength of 10 maybe "legendquest.strength.10" With that, I could use the permission as a modifier to affect spells.
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Posted Apr 19, 2015@budopey
No LQ has no idea how other plugins permissions nodes work inside so it wouldn't know which one if for the command. It applies the permission(s) for the duration of the skill.
You can uses this format if you need to apply more that one node at once - if you need to add just parts of a wild card permission for example.
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Posted Apr 18, 2015I have a question related to perm skills. If you use an admin permission for a plugin to use an admin command will it only grant access to the perm for the skill to use the command? Or do they get the perm during the whole duration of the skill?
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Posted Apr 18, 2015@SableDnah
"/skill <info> <skillname>" to get info on a skill"
will...info? is description?
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Posted Apr 18, 2015@agentwolf44
Might be easier to go through all this in forums - feel free to open a new toppic.
"/skill <buy> <skillname>" to buy a skill
"/skill <info> <skillname>" to get info on a skill
"/skill <skillname>" to use a skill
if you can mention exactly where the typos are in the forum too then I can find and fix. In general skillname: and vars: nodes need to match the typing in the skills @manaefest in the source code - so as long as they are correct.
FYI the "defaults" skills jar has alot of skills packaged in one file - the ones I think would be used by most LQ installs ;)
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Posted Apr 17, 2015Ok, commands are also a bit confusing, how would you buy a skill? How does it show description? And whenever I test it gives a bunch of errors (although it mostly still works), latest version of legendquest with spigot 1.8.3
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Posted Apr 17, 2015@SableDnah
Nevermind, I got it now, skills in skills folder are removable and others are auto included, I have a couple questions, I saw a couple spelling mistakes, for example I think one of the classes had damag: instead of damage: so i changed it, will this make it undetectable? or in one of the skill you spelled invisability (i think) even though its actually invisibility, would we need to spell the way you spelled it so that it would detect it?
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Posted Apr 17, 2015SableDnah, Can you explain the links under sources then? Because it says extra skills? Are those skills also already included? When I compared them to the default skills in the skills folder already it seems that the extra skills source folder has extra skills? When I opened those zip files they only had .java files, also, is there extra downloadable skills? And could you give me the link to any extra unincluded skills in the skills default folder? Cuz after looking at the skills section on this webpage, it seems as though the skills folder for the server does not have all those skills, only seems like there are 10-15 while the skills page had a lot more, thanks for helping me, I feel like I should know this... Sorry if I'm acting dumb xD
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Posted Apr 17, 2015@agentwolf44
Yes SQLibrary powers all the database stuff - so I can focus on RPG. Just drop it in the plugins folder like any other plugin, it doesn't even need configuring.
The skills go into /plugins/LegendQuest/skills/ folder (created on first run). Just drop the skill jar files in there. If you have java files you've opened up a jar archive by mistake.
Everything ships in the main zip - all the current skills are in that. Any other skills download is already in the main zip bundle so you'd just be duplicating.
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Posted Apr 16, 2015When I saw this plugin I knew my search is finally over, this looks almost exactly like what I wanted, thought there was some kind of catch, and of course there had to be xD, can someone please help? First, do we need to have SQLibrary, and if yes, do we just drag the jar file into the plugins folder? or do we need to go somewhere deep inside the server and add some random code? can someone please explain that? Second, I downloaded the extra skills, how do I add them? the skills are in .java files while all the other skills that was in the zip file is in .jar format? do I need to convert these files? or is it another confusing code thing? I really really want this plugin, and I dont exactly have a lot of time to figure this entire plugin out since I still need to finish building the main town on the server and have at least 15+ plugins to still configure and set everything to work. Help is very very very much appreciated? (sorry for long text :/ )
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Posted Apr 9, 2015@SableDnah @Arthurdes
That was simple enough. I had tried some similar commands but not quite that one. And yes, I do think it would be nice to add /classes info and /races info so players can quickly read through the short descriptions of each all at once.
Thanks for responding so quickly. Cheers.
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Posted Apr 9, 2015@doitliketyler
@Arthurdes
Thanks Tyler :)
Arthurdes is indeed right. Class and Race both have description and longdescription nodes, that are displayed when you use /[class|race} info <race/class name>
At the moment they are only used there. But the intent is for "description" to be a one line description. and "longdescription" to be longer and more descriptive.
If you think it'd be useful - I may add a "/classes info" to display all the short descriptions in one go.
And, as ever, I need to update the documentation - I keep adding little fixes for people faster than I document them!
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Posted Apr 8, 2015@doitliketyler
name: Hobbit
description: 'Small Hairfoot'
plural: Hobbitses
size: 1.0
Are you use this format?
Have to use /class info classname or /race info racename(not have explain in Cmds page)
it will dispaly description
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Posted Apr 8, 2015This plugin is by far the best RPG plugin I've found. It is super lightweight and Its been nothing but a pleasure setting up and I've easily created my own races, classes, and skills. Thanks for your hard work.
One question a do have and this might be dumb but I have looked everywhere. I can't get my descriptions to display for my races and classes when going to choose a race/class. What am I missing?
Thanks again for this fantastic plugin :)
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Posted Apr 3, 2015@RenKyoKrishna
Could you put this in forums or a ticket? The comments is not the bast place to sort this kind of thing.
Open a forum topic - include the race + class files in config - and if you could also post your legendquest.log. Use pasetbin or similar it will probably be large! Probably best if you clear the log - restart server - try to weak different armours and then send me the log.