Lore Attributes Revival
Disclaimer
Nighteyes604 sadly has stopped development on this, and has noted that anyone can pick it up and work on it. His post here : http://forums.bukkit.org/threads/dev-needed-plugin-revival-loreattributes.171252/#post-1845003 Because of this I will be taking over, and writing the new versions. I have already fixed it so it "WORKS". the main thing stopping the plugin from working was the health, and some other hooks to things like Mob Arena. Sadly I've disabled the mob arena hooks, but I have fixed health and it works. SO BIG THANKS TO NIGHTEYES604 for letting people take over.
DEC 2015 UPDATE
THIS PROJECT HAS EVOLVED. We went from a simple little plugin and it turned into a full blown full-scale mmorpg. More info can be found here:
A Little About Me
I'm 28, Married, Have a small child that loves to watch me play League of Legends, and a job that has me out for 50 hours a week. Why is that relevant you ask? Because it leaves me little time to work on things like this. Though making games and such is my passion, I will do my best to continue this at a decent pace, fixing bugs and adding features.
Lore Attributes REVIVAL
We've gone up to 1.6.4 and things are chugging nicely.
As with the Original Lore Attributes the following works :
Damage
Damage boosting can be applied to items in one of two ways - a random range, or a fixed increase.
"+5 Damage" on an item will increase damage dealt by 5 "2-6 Damage" on an item will set the player's damage to be a minimum of 2, maximum of 6.
Damage looks at the sum of all items equipped, and the item in the player's hand. Every range applied to an item is summed together, and then boosts are applied afterwards.
Example:
Helm: 2-3 Damage, Chest: +5 Damage, Sword: 5-10 Damage Overall Damage: 12-18
Health
Max health can be increased by fixed values and can be applied to any item the player has equipped.
+50 Health will increase the player's health by 50.
This action just sets the max health, not current health. If the player removes boosting armor and would have more health than their new max, their health will be lowered to their new max. Regeneration
Health regeneration can be increased by fixed values and can be applied to any item the player has equipped.
+50 Regen will increase their regeneration by 50.
Regeneration boosts are applied when health would typically be regenerated - the player is satiated / has a high food bar.
Attack Speed
Attack speed can be limited / increased and can be applied to any item the player has equipped, and the item in the player's hand.
+2 Attack Speed will increase the player's attack speed by 2.
All player's have a default attack speed of 1, and the "cooldown" between attacks is determined by "base-delay" in the config / attack speed, in seconds.
Example:
Sword: +1 Attack Speed. Base-Delay in config: 2 Attack Speed: Can deal damage once per second (2 / 2 = 1)
Attacks faster than the player's cooldown time will display the message in the config. If the message is set to "none" nothing will display. To use attack speed as a lore, it must be enabled in the config. It is disabled by default.
Dodge
A player can gain a % chance to dodge damage taken from another entity. The dodge attribute can be applied to any equipment the player is wearing, and the item in the player's hand.
Example: +5% Evasion will increase the chance to dodge damage from another living entity (such as monster or another player) by 5% (players start at 0%).
Critical Chance and Critical Damage
On dealing damage to another player or entity, players can be given a chance to have a critical attack - which deals critical damage. Players will need both the critical chance lore and the critical damage lore for crits to be noticable.
Example: +5% Critical Chance +10 Critical Damage
Means the player will deal an extra 10 damage on average 5% of the time.
Life Steal
Life steal lore gives players and monsters the ability to heal when they attack. Anyone with the life steal attribute will heal a maximum of their life steal bonus or the damage dealt, whichever is smaller.
Example: +10 Life Steal Any attacks done by this player will heal the attack damage, up to a maximum of 10.
Armor
Armor lore adds defensive traits to the player or monster, and reduces damage done by other entities based on the armor value.
Example: +10 Armor Any damage this player would have taken from another player or monster will be reduced by 10.
Level Required
Requires a certain level to be equipped. Items will pop off if it is not able to be equipped. This can not be edited at this time do it EXACTLY like below, ( with the ability to change the level required obviously )
Example: Level 5
When does Lore get applied?
- Health - Applied on login, closing inventory, respawn, targeting (for mobs).
- Damage, life steal, attack speed, critical chance, critical damage - Applied on attack.
- Regen - Applied when player would normally regenerate health.
- Item Restriction - Checked on inventory close, shooting bow / attacking, and crafting
- Dodge, Armor - Applied on taking damage from another player or mob
- Level Required - Checked on inventory close, shooting bow / attacking, and crafting
Commands
/hp show your specific , un-rounded, mathematical health. /lorestats show all of your buffs from lore items.
Known Issues
- Hp bar flickers to full and back down
- THAT GOD FORSAKEN DEFAULT MINECRAFT CRAP AT THE BOTTOM.
- Also looks like damage is not being applied when you take a hit ( but it is ) you'll notice the correct value appear in your hearts when you regen. ( for accurate checking of health use /hp )
Planned Features
Level required to use ADDED!- Chance on strike ( for weapons) to do effect
- Chance on hurt ( for armor ) to do effect
- Chance on Effects : Heal X hp, Light Target on fire, Cause Slow, Cause Nausea , cause blind, cause hunger, cause poison, etc
Change Log
Frequently Asked Questions
How do I use this? I cant add things...
Indeed! This plugin only reads the lores. Please find another plugin to help you add them. I suggest Lores, http://dev.bukkit.org/bukkit-plugins/lores/ but there are other options available.
Can you make this work with X
No. No i can not. While I have my ambitions to add support for other plugins, we are not at that point yet. Please notice there is no release, or no beta, and all the release files are labeled as alpha.
Hey XXXX is broken !?
While not technically a question, it deserves response. Please post these in the comment box, i will get to them as i can. Please understand that if you are not running a server with JUST this, and Lores( or similar plugin ) I wont be able to assist. PLEASE IF YOU ARE REPORTING A BUG, LIST THE SERVER VERSION, AND PLUGIN VERSION, AND A FULL LIST OF LORE TEXT INVOLVED.
Why haven't you answered my question?!?!!?!
I get this a lot. This is because you're not @#$%^ing paying attention ^^. I will IGNORE all questions that have answers already in the description. So if you ask something stupid, I'll ignore it. If you set something up BLATANTLY wrong, I'll ignore it. I'm here to make a good plugin, not babysit and assist those with poor reading skills. This may seem harsh, and unlike most plugin makers. But let's look at it this way, I can spend my time correcting typos, and saying "please read X section of the description", or, I can code and work on the plugin.
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Posted Nov 17, 2013@LordPhrozen
It's no problem everyone could make a reading mistake. Thanks I just wanted to know that! Also, looking for you upcoming features. Just take your time :)
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Posted Nov 16, 2013@demellion :
Can you make this work with X
No. No i can not. While I have my ambitions to add support for other plugins, we are not at that point yet. Please notice there is no release, or no beta, and all the release files are labeled as alpha.
@TheDavroar : Your original question was "What is the default regeneration" which i took as "What is minecrafts default regeneration". The answer to your original question if asking about the default value of regeneration on this plugin, is 0. the values for + X Regen are flat values added to the regen pool whenever it ticks.
@zxclove1996 : Yes. Correct.
@CommodoreAlpha : specific damage type resistances is something I would like to add, down the road.
I'd also like to be able to replace (x-y) with a value between x and y, when you equip an item. For example this item
David's Hat of Crap
first time you equip the item would permanently become;
David's Hat of Crap
or
David's Hat of Crap
or
David's Hat of Crap
Etc. etc. thoughts? This is outside of my area of expertise, but random variance on items seems worth the research.
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Posted Nov 16, 2013Health does not seem to support the Heroes plugin?? my english is poor.I ues Google translator
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Posted Nov 14, 2013@CommodoreAlpha
thanks
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Posted Nov 13, 2013I've totally stolen this idea from another plugin, but resistance to certain potion effects (they have poison, burning, and wither) sounds like an extremely RPG-like feature to have. Didn't know why I didn't think of that before...
@TheDavroar
Yup, that's what he's (or she's) referring to.
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Posted Nov 12, 2013@smsunarto
what minecraft crap at the bottom? The default mc lore on weaponry?
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Posted Nov 12, 2013Anyone that's searching for a plugin that remove 'THAT GOD FORSAKEN DEFAULT MINECRAFT CRAP AT THE BOTTOM.'
Here you go, love you all :x http://dev.bukkit.org/bukkit-plugins/attributehider/
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Posted Nov 11, 2013@LordPhrozen
Doesn't answer my question about the plugin. The default health regen for this plugin? Is it in %'s? or is 1 the default or is 100 or what?
So we know when it is 1, and we put +50 that it regens 50 times faster, but if the default is 100, it regens half faster.
Simple question, simple answer please.
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Posted Nov 10, 2013@LordPhrozen Sorry, found no exact answer in description, but nvm.
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Posted Nov 10, 2013@Natlink722 : +5 Attack is wrong, re-read. also re-read the "Hey XXXX is broken !?" section.
@demellion : Addressed in the description, re-read.
@KelvinKam : + Attack is wrong, re-read.
@pandapipino : +5 Regen ( + 1 default regen) = 3 hearts per tick.
@TheDavroar : check this link : http://bit.ly/1gB9snm
Also the 1.6.4 fixes the issue with the blinking hearts, and updates sucking butts. Looks like it was not an error in my code :].
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Posted Nov 10, 2013Hello, i have a litle problem ( sorry for my bad english, i'm french :( )
I use the latest recomanded build of bukkit, your last version of Lore Attributes, and the last version of Lores For exemple, i have a wouden axe with no change in my hands, I type /lore add +5 Attack
But the lore is in purple dark color, italic, and thaht not working, It's for all objetcs, and all lores ...
I d'ont know for what i have this problem, and if you can help me :) thanks !
Plugins : DeathMessage Essentials EpicBossRecoded ( they have the same fonction of your plugins, but not totaly perfect ) mcore; Faction, FactionChat, werewolf, vampire Lores LoreTest ( your plugins ) Multivers Vault ShopKeeper wg, we worldborder.
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Posted Nov 9, 2013I may be annoy you asking about supporting Heroes plugin, they moved back to Bukkit platform, so any future plans about this? Also is it possible for you to code that HP System will not apply (enable)? Your plugin is double unique and Im missing it because of Heroes being unsupported ^( Thanks.
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Posted Nov 9, 2013@LordPhrozen
What is the default Health Regeneration? Asked this before but I guess you missed it..
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Posted Nov 8, 2013@LordPhrozen
Hey, Phrozen. Great work so far on the plugin, I will be watching the updates closely.
As a server that has used Lore Attributes since it was created, and have had it re-coded for our server's purposes, here are some issues that we ran into that could be nice to see done in your version, if you continued to take the plugin further with added updates and content.
- Lifesteal is over powered without modification, especially when combined with attack speed. We ended up adding a definable chance modifier, causing the effect to only "proc" X% of the time, bringing it down to a reasonable level.
- Regen is also over powered, especially on high defense armor. We also made this attribute have a definable chance modifier to trigger the regen, otherwise out of combat people were getting their life back really quickly, even with low values of regen.
- Attack Speed is coded in such a way that it breaks all compatibility with other RPG plugins. Currently, Attack speed will deny attacks made by a player that aren't weapon or item attacks, and has HORRIBLE compatibility with just about any RPG or Ability system that any other plugin would provide (Like McMMO, MagicSpells, Heroes), which is sad because these attributes otherwise compliment systems like this. An example would be, if any other plugin would have a player attack more than 1 thing at a time (Cleaving attack, spray of projectiles, multiple arrows etc) the lore attributes plugin prevents all but 1 of the attacks as it considers all the other attacks to be "too fast" for the player's attack speed, and deny all of the other abilities. I suggest having an option to limit Attack Speed to only care if the player physically hits an entity with a weapon, tool, or bow.
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Posted Nov 6, 2013@ CommodoreAlpha :
Sort of, nto so much required/suggested level, but that is a neat concept as well. I will ponder it.
but ratings would fall off as you level and get farther from the requirement. This makes upgradeing armor and going on the hunt for something worth while.
Say at level 10 you find a sword with 25% crit chance. thats huge. A play may choose to not upgrade this even at level 25, and to stack damage on the rest of his armor, because that's mathematically better.
I personally don't want to advocate items that should not be replaced, though the occasional over powered item while you're leveling makes the game fun. but those items should taper off as you level, and require upgrading again.
That's what im pondering.
@KelvinKam : Something is conflicting. I will only support vanilla installs with no other plugins running. This plugin is alpha, as noted, use at your own risk. also. 1.6.4 build uploaded waiting for approval.
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Posted Nov 6, 2013+attack sword not working + error
http://pastebin.com/HJZC4L76
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Posted Nov 5, 2013What is the default Health Regeneration if i can ask? Thanks.
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Posted Nov 4, 2013@LordPhrozen
I'm a bit unsure as to what you mean by "decreasing potency". When you refer to levels, do you mean the level of the player equipping the item, or the level of the equipment (assuming you can somehow level up equipment)?
If you mean leveling up equipment, and that causing it to lose its potency, that wouldn't make sense. But if you were talking about the level of the player, I think the concept of "Recommended/Required Level to Equip This" is simply ingenious. This will make all equipment, regardless of level "recommendation" or "requirement" useful in some fashion.
I know that the plugin is still in its beginning stages, but perhaps you could consider having a "minimum level requirement" and a "recommended level" for equipment, both of which can be the same level or different. Obviously, the minimum level requirement has to be lower than the minimum, but if the two values aren't the same, the benefits would look quadratic.
For example, say you need to be level ten to wear a special leather helm. The recommended level is actually fifteen, but you can wear it at level ten. As you level up toward level fifteen, the benefits incurred by the helm increase, but beyond fifteen, the benefits start decreasing.
I also like the idea of "ratings" rather than flat amounts because they're far more flexible, although I think it would be nice if you kept both systems (flat amounts AND ratings) so as not to lose potential in what one can do with this plugin.
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Posted Nov 3, 2013@wydgabriel
Use LoreCraft to design new lores.
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Posted Nov 2, 2013@pandapipino In regular minecraft, players regenerate one heart every couple seconds. +4 Regeneration will regenerate 4 hearts every couple seconds, but it will regenerate all four hearts at the same time.
Sorry LordPhrozen for having so many ideas, but here are some more: -Tool Damage. For example: +5 Damage with Diamond sword. This would be an attribute for armor, in which a piece of armor has added damage for a certain tool. -Player vs Mob Damage. Example: +5 Damage Against Players, or +5 Damage Against Mobs.