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 Sep 21, 2013@Helrin : Yes, check the config, put the attack speed to 3.
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Posted Sep 21, 2013Is it possible to make it take quite awhile to complete an attack? Like once per three seconds perhaps?
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Posted Sep 21, 2013@CommodoreAlpha : From what i can tell damage and life steal on a bow properly goes to the arrows. Arrows from dispensers with stats on them will not work. The text for each keyword is in the config file, except the verbiage for Level requirements.
@madmax3004 : I can't take all the credit, NightEyes604 did the heavy lifting.
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Posted Sep 21, 2013Do "offensive" lores (e.g. damage or life steal) also apply to arrows fired from bows?
I'm also wondering if it would be possible to configure the lore text required to achieve a certain effect (e.g. "Leech" instead of "Life Steal").
And I've suggested the following two points in my previous comment, but I'm going to reiterate them in case you didn't get to it:
Thank you for continuing Lore Attributes. :)
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Posted Sep 21, 2013Epic plugin!
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Posted Sep 21, 20130.0.2 released, added level requirements.
Will be working on Weapon Proc potion effects next. Likely the notation will be "15% chance on hit: Poison 1", or something similar.
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Posted Sep 21, 2013@yoruagi: Not sure base health will be able to straight up be disabled, as it is used in the recalc of health. Removing it and being based on current health, bonuses would just stack infinitely every time you opened and closed the inventory window.
@Lazorzz: Thank you! Someone had to :]
@Joager: I don't play politics, I'm brutally honest, and i don't censor myself. I'm not here to make friends, I'm here to make plugins. Unless there is some sort of rule against giving my opinion in this community, set forth by bukkit staff, I will continue to exorcize my 1st amendment.
Further comments about which plugin is better, what I should and should not say, or can you please support X, will be ignored.
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Posted Sep 21, 2013@LordPhrozen
Just want to say thanks; you are god for continuing lore attributes
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Posted Sep 21, 2013@LordPhrozen
Try not to display your opinions on other plugins, like, publicly. Even more in your plugin page.
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Posted Sep 21, 2013Can i set health per permissions groups? Thank you.
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Posted Sep 20, 2013@yoruagi: I see no reason why base health can not be disabled, however I need to crush bugs, and get required level working before i start tinkering to that level.
Negitive Values: I can't see why this wasnt added prior, but there has to be a reason... I'll look into it.
Percentage based bonus: I can see adding this, but the math is gonna get bad... becareful what items you release with percentage based stats, as percentage based stats scale, flat items do not. and if your players are "leveling up and progressing through content" that +10% item from the games first dungeon, may still be viable.
I have no plans to continue random lores, as i have zero use for it. if you want larger loot tables, use Phat Loots, and make a giant table of items its so simple to use, 4 badgers strapped to a lawnmower could do it.
For the record, i think heroes, and ancient rpg are both crap. that is my personal opinion, however, let's try and keep on topic. I will do my best to make the plugin more configurable, but there may be limitations on what i can do.
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Posted Sep 20, 2013I test this plugin with Heroes it's work fine! But "base-health" break Heroes health, Can I disable this?
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Posted Sep 20, 2013Negative values Please~~~~
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Posted Sep 19, 2013Awesomeeee
Any plan to continue Random Lores? Thanks
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Posted Sep 19, 2013I think it would be better if we directed the conversation away from which RPG plugin is better (the answer is none because it's up to the person to decide), and toward this plugin.
@LordPhrozen
Anyhow, do you think you could implement the following?
For your "planned features" list, you could be more concise, and just say "Chance to apply potion effect" instead of "Cause Slow, Cause Nausea, etc."
And last but not least, a tickets section would be very nice to avoid wordy commenters (is that a word?) like myself. :)
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Posted Sep 19, 2013@Joager
So I tell you why Heroes is bad. Try tell his devs ANY suggestion. And what? They will NEVER do it. Scoreboard and anvil support, MySQL database, language, nice API for developers, TALKING WITH PEAPOLE. Where it is? Copy you say? So tell me why it have spellmaker and races? Heroes have the worst devs, itself isn't horrible. I don't want quarrel but those comments hurts me.
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Posted Sep 19, 2013@wiedzmin137
ancientrpg is a shit heroes copy.
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Posted Sep 19, 2013@Silial
I don't think you understood what bukkit hp means.
heroes doesn't use hero.HP() or some crap like that anymore, it uses normal minecraft hp.
so it's compatible with almost all hp plugins.
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Posted Sep 19, 2013@Joager
Incorrect, Hero's uses Spigot. Hero's is COMPATIBLE with Bukkit, but it is very, very glitchy and buggy with it.
@wiedzmin137
Heroes isn't bad. It's system is an alternative to AncientRPG, and has left Bukkit because the dev's for Bukkit are now morons who won't add hooks for a great many things.
@LordPhrozen
Wanted to give you a headsup that, with my Hero's setup, it is ignoring your damage attributes. Just as a notation, but the custom Hero's damage values are overriding anything I put on any weapon. Everything else seems to work fine.
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Posted Sep 19, 2013@LordPhrozen
Heroes is bad. Maybe istead this you support AncientRPG? Thanks.