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 Jan 21, 2014@cadika_orade
How long ago was this new rule established? There's tons of "revival" type plugins out there (whether with permission, or reviving the plugin's concept only), and I'd be pretty hard-pressed to believe that all of them aren't allowed.
Besides, it'd be hard to tell what's a revival plugin and what isn't. Is resurrecting a plugin's concept enough for it to be a revival? If so, there's a huge problem right there, in that you can't "steal" anyone's ideas, and that good ideas that die stay dead. Forever. Which is bad.
If a revival refers to using a plugin's code, then there are a few issues along the way. First off, if the original plugin was open sourced, there should be no problem making a new plugin based off of the old one (with edits to the code and such, of course). I mean, unless considering a rewrite, or modeling a plugin after a concept (which usually happens if a dead plugin was closed source), it wouldn't make sense to be forced to change your code if the old code were perfectly good. You could improve off of it, or modify it, but to have to redo something that works well isn't sensible.
In a nutshell, the above reasons are why I don't believe this "rule" is existent, or strictly enforced. And if the rule did exist (and were strictly enforced), then the above points are my argument as to why this plugin should continue to exist. Bear in mind, I'm not trying to put you down personally with these points. (So if you took offense, sorry about that. I did not mean any.)
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Posted Jan 20, 2014FYI: The moderators say that "revival" plugins are not allowed. They banned my plugin for being an authorized revival of an abandoned plugin, largely because they were too lazy to read the description and see that it was authorized.
They banned it for being unauthorized, but when I contested it, they made up a new rule banning revival plugins.
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Posted Jan 19, 2014@evildude221
1235 I think, I had issues with 1240 so I haven't gone past this one.
It might be directly related to those abilities though, I did not test. Best way to figure it out would be to test it on a 1.6.4 build to see if it is those abilities breaking or if it is really 1.7.2/4
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Posted Jan 18, 2014@diannetea
Strange, What spigot build are you using?
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Posted Jan 18, 2014It works fine on my Spigot 1.7.2 server...
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Posted Jan 18, 2014@LordPhrozen
I'm aware of the version number of the plugin. I just assumed it would work as most 1.6 based plugins preform fine on 1.7, and I wanted you to be aware it doesn't work.
Regardless, Will there be a update to 1.7 anytime soon?
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Posted Jan 17, 2014@evildude221:
@Newiezz:
Then it's working as intended.
Recent files
A: Lore Attributes REVIVE 0.0.4 for 1.6.4 Nov 07, 2013
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Posted Jan 15, 2014@LordPhrozen
Doesn't work on Spigot 1.7.2
Error Log: http://pastebin.com/TWJnWUGi
Server version: 1.7.2 Spigot (Latest) Plugin Version: 0.0.4 (Latest) Lore Used: +10 Life Steal & +50 Damage
Hope this can be fixed, I really love this plugin. =)
Edit:
Error still existed on Latest Recommended Bukkit 1.7.2 Build With NO other plugins.
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Posted Jan 12, 2014@diannetea:
For clarification, it's 10th's of a second.
My server's base delay is 60, daggers give +48-52 attack speed, and maces give +14-18 attack speed.
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Posted Jan 10, 2014@diannetea
I haven't tried out this plugin yet myself (I can't because my server is severely outdated), but my guess is that the base-delay cannot go below a certain point due to vanilla Minecraft restrictions. Consider that whenever any mob gets hit by anything, they always enter into a momentary "invulnerability cooldown" phase, for about half a second. The "base-delay" is like the own plugin's version of this which probably functions via a timer, but it cannot override the vanilla mechanic.
I haven't looked at the code (nor would I understand it very well), but I'm guessing attack speed works like this. The base delay is like the plugin's "timer" for attacks. If the timer is shorter than the vanilla invulnerability time-period, the plugin will allow you to attack very fast, but the vanilla mechanic will block your rapid blows. If the timer is longer, than maybe you're able to bypass the vanilla mechanic, but the plugin stops you from attacking too fast. So basically, the idea behind the whole attack speed thing is to slow down all weapons, then make some weapons less slow than other weapons.
If you would like a good example of what a mod can do with the vanilla timer, see Balkon's Weaponmod, and make sure to play with (and compare) the halberd's attack speed and the katana's attack speed. You'll notice the vanilla mechanic has been altered. Also, two fun facts: gaining health completely resets the "invulnerability period", so if you give yourself regeneration 5000, you will die much faster in lava. The other fact is that poison is one of the very few damage mechanics to ignore the vanilla cooldown.
@canibecooltoo
You haven't qualified your definition of mod support, because how a plugin needs to support a mod is important, and varies depending on the plugin's purpose. For example, MobManager only supports mobs added via mods as the "Custom" entity, so it's really only rudimentary, catch-all support for the sake of "inclusion". If MobManager really made the attempt to go out there and support every mod that was requested, it would never update. Some plugins support certain mods easily, because the mod may just add items, and it would be easy for plugins to refer to the item via its ID.
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Posted Jan 10, 2014Getting tons of console messages on spigot 1.7.2
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Posted Jan 10, 2014can you make a dev function that about enable and disable of different type of attributes,just like the attack speed...when we may not use some attributes...we can disable it and don't affect the other plugins...please help^3^
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Posted Jan 8, 2014Okay I had a couple of people mention the tiredness message, but it is apparently NOT consistent and ONLY happens with bows.
I also cannot reproduce it, no OP, same rank as normal users, it doesn't happen to me at all.
I should also mention while currently on my server it is not the only plugin, I have done a lot of testing on a test server with only pex, essentials, and maybe vault. I am using Spigot build 1231, and 0.0.4 Lore Attributes
Okay, I got it working. The default value of 2 does not work well, I increased it to 6 on my test server and the message started happening.
I am changing it in my config to make a little more sense, the message is now "You attack too hastily and miss your target" and it is looking for technique instead of attack speed. :)
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Posted Jan 5, 2014@CommodoreAlpha mobmanager, leveledmobs, mysticdrops with this plugin or Item lore stats just a few there are some plugins that support mods
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Posted Jan 3, 201414:11:38 [SEVERE] null 14:11:38 org.bukkit.command.CommandException: Unhandled exception executing command 'lorestats' in plugin LoreAttributesREVIVE v1.3.0 14:11:38 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:46) 14:11:38 at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:192) 14:11:38 at org.bukkit.craftbukkit.v1_6_R3.CraftServer.dispatchCommand(CraftServer.java:528) 14:11:38 at net.minecraft.server.v1_6_R3.PlayerConnection.handleCommand(PlayerConnection.java:968) 14:11:38 at net.minecraft.server.v1_6_R3.PlayerConnection.chat(PlayerConnection.java:886) 14:11:38 at net.minecraft.server.v1_6_R3.PlayerConnection.a(PlayerConnection.java:837) 14:11:38 at net.minecraft.server.v1_6_R3.Packet3Chat.handle(SourceFile:49) 14:11:38 at net.minecraft.server.v1_6_R3.NetworkManager.b(NetworkManager.java:296) 14:11:38 at net.minecraft.server.v1_6_R3.PlayerConnection.e(PlayerConnection.java:116) 14:11:38 at net.minecraft.server.v1_6_R3.ServerConnection.b(SourceFile:37) 14:11:38 at net.minecraft.server.v1_6_R3.DedicatedServerConnection.b(SourceFile:30) 14:11:38 at net.minecraft.server.v1_6_R3.MinecraftServer.t(MinecraftServer.java:592) 14:11:38 at net.minecraft.server.v1_6_R3.DedicatedServer.t(DedicatedServer.java:227) 14:11:38 at net.minecraft.server.v1_6_R3.MinecraftServer.s(MinecraftServer.java:488) 14:11:38 at net.minecraft.server.v1_6_R3.MinecraftServer.run(MinecraftServer.java:421) 14:11:38 at net.minecraft.server.v1_6_R3.ThreadServerApplication.run(SourceFile:583) 14:11:38 Caused by: java.lang.IllegalStateException: No match found 14:11:38 at java.util.regex.Matcher.group(Unknown Source) 14:11:38 at Test.LoreManager.getDamageBonus(LoreManager.java:556) 14:11:38 at Test.LoreManager.displayLoreStats(LoreManager.java:628) 14:11:38 at Test.LoreAttributes.onCommand(LoreAttributes.java:50) 14:11:38 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:44) 14:11:38 ... 15 more
I get this when i type the command "lorestats"
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Posted Jan 1, 2014I have a really hard time with figuring out how to use attack speed. Does it just not work? I have it enabled in the config, I tried it on my server with no success, so I tried it on a test server with only a few plugins (lores, essentials, pex and this), and it doesn't seem to limit anything. Am I doing something wrong?
I should also note that I fought multiple mobs with two separate weapons, one without any modifier, one with +6 attack speed, no noticeable difference between the two.
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Posted Jan 1, 2014Also, I'm going to steal a few ideas from this plugin to suggest here, only because I think this plugin is better designed:
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Posted Jan 1, 2014@CI010
Also, you're expecting a Bukkit plugin to support a mod. Can you not see the problem with that? (If support for client mods were added, it would slow down the plugin's development as a whole. And it's already bad enough with plugin incompatibilities.)
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Posted Dec 30, 2013Really a good plugin! I have some suggestions here. It seem like not be compatible with some plugins which modify the health vaule, such as Dakado Health or PermissionsHealth.... Every time I set the health and open the inventory, the health bounces back into default... It may be caused by the default health setting I seen in the configeration file.... Well... it's better for this plugin calculate the health as adding the vaule from the "present level" but not "default level".
BTW, When I added the attribute to the bows from archery mod, the drawing a bow became strange which the model of the bow started to shake(draw a bow in a moment and then reture to the rest status. These motion back and forth.... ). I don't know if this bug appear in other mods.... but actually it does exist in the better archery mod.... Well, that's the problem about the mod so maybe it cannot be fixed.....
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Posted Dec 26, 2013@TheDavroar
Check this out: http://www.curse.com/bukkit-plugins/minecraft/lore-attributes
Example: type: hahaha Permission: loreattributes.hahaha