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 Dec 26, 2013Can you make it configurable to disable the health? I dont really need that but it constantly reset one's health.
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Posted Dec 21, 2013@Sa5mmm
I am able to use the plugin with 1.7.2 fine. I just have to test it with my mini games plugins now! This is gonna be fun.
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Posted Dec 21, 2013I really like the idea of this. Good Work! I wanted to use this along side some of my minigames plugins. But I'll have to test it later. (I hope my comment will lead me back to this plugin when I'm ready to download.)
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Posted Dec 18, 2013How do I make it so that the vanilla armor doesn't effect the damage being assigned to lore'd items? I have a 140 damage weapon, but it's only dealing 40-50 damage because the player is wearing diamond armor.
Is there anyway to get passed this?
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Posted Dec 17, 2013@Anivia99
Having worked with someone that's made an attributes plugin that hooks into Heroes, I'm going to bet the answer is no. There's a ton of extra work that has to be put in for Heroes integration because of the way Heroes handles damage and HP in all forms separately from vanilla Minecraft.
@LordPhrozen: You probably get this question a lot, but how comes the 1.7.2/4 update?
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Posted Dec 14, 2013Could you add an heroes integration plugins please. That would be great !
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Posted Dec 10, 2013@CommodoreAlpha :
not an awful idea at all haha. The ability to enchant gear differently would be nice. however, would not work the same at all.
Perhaps allowing only one enchant on an item, and tagging it with "ENCHANTED" and then modifying the values on the item at that time? hmmmm ill play with this.
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Posted Dec 8, 2013@LordPhrozen
This might be stepping out of the plugin's bounds, but what about adding extra effects and/or modifying current effects of vanilla enchantments? For example, instead of making "Sharpness" increase damage by a flat amount (which I think it does), this plugin can modify it to increase damage by a percentage. This feature would be ideal for use in a server that doesn't use the standard "most entities have 20 hp" system along with the lore-aspect of this plugin.
If you don't want to implement this idea, perhaps you (or anyone else) could point me to another plugin that does something like this? Because I haven't really seen any plugins that do this.
@Rotebay
With an attitude like that, developers would never update, so it's actually counterproductive. :P
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Posted Dec 5, 2013@bobbiffer
How does the restriction with the permission work if I may ask? Thank you.
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Posted Dec 2, 2013UPDATE!!!!
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Posted Dec 1, 2013Hi, i'm really glad to see Lore Attributes Revival. It's very similar to old Lore Attributes, but there is no keyword config file :( I'm actually working at non-english-language server (what probably seen the mistakes I do, sorry XD) and I really need something like this. Could you mind about adding language file? Thanks :)
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Posted Nov 30, 2013I have two questions.
The first being the old plug-in had a option to restrict items dependent on a permission node, ex. if a helmet had the lore "Type: Archer" you needed the perm node "loreattributes.Archer" node to equip it. As I did not see this I was wondering if it still existed, or if I am just blind.
Secondly, would it be possible to add potion effects to the items, so that if the name of a potion effect was on the item it would give the effect? Ex. a "miners helmet" that when worn gave the character wearing it night-vision, or a "scuba helmet" that when worn gave water breathing for the duration of time the item is equipped?
~EDIT~
Nevermind the restriction part, downloaded the file and started playing around, it's there in the config :D
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Posted Nov 28, 2013Could you please add it in the config so that we can change the name of the stats? Eg: Damage becomes DMG in the config, so on the server any items with 5-7 DMG will now act as though it was Damage instead (DMG replaces Damage)
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Posted Nov 27, 2013I'm really glad this plugin was able to be continued. Thank you for taking over the plugin! Greatly appreciate your work.
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Posted Nov 25, 2013@LordPhrozen
I would really like to see that. DoRand would be extremely helpful. Keep up the good work.
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Posted Nov 24, 2013@CommodoreAlpha :
I hope so. That's the goal. Once i get everything working I may add a config where DoRand=1 ( on drop) DoRand=2 ( on equip) DoRand=3 ( when pulled from a Furnace)
Who knows. :]
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Posted Nov 23, 2013@LordPhrozen
Ah, I see your point... so basically, applying the variation on equip will make it more compatible with other loot-based plugins?
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Posted Nov 22, 2013@CommodoreAlpha : I dont belive looting this from a Phat Loot chest ( or phat loot bags for that matter ) would cause that event to fire.
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Posted Nov 22, 2013@Varijon
A "chance to lifesteal" instead of it being guaranteed everytime seems like the most viable, generic option. A cooldown just seems unnecessarily complicated, and a specific percentage of damage would not work well for all servers (it would work real well for mine though).
@LordPhrozen
Does the variance on the stats have to apply upon equipping the item? Wouldn't deciding the variance on the item when it drops be a more feasible, less complicated solution? (The way I see it, they both achieve nearly the same effects. The only difference between "variance on equip" and "variance on drop" is economic: you can offer someone a piece of equipment, and the "range" of possible stats could make it a gamble, but you could also achieve this through some sort of "giftbox" plugin.)
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Posted Nov 18, 2013Hiya, just a few ideas and some feedback
I love the idea of Lifesteal, but it has to be toned down somehow.
Right now, putting it on armour or a weak weapon means someone is immortal for as long as they can keep punching mobs, level of lifesteal doesn't matter much.
Maybe some form of cooldown (not visible to player) or a specific percentage of the damage they are inflicting, like +5% Lifesteal etc?
Could also play around a bit with potioneffects like wither, poison, slowing etc.
Would apply potioneffect on agressor if it's on armour and you get hit.
I've used complicated workarounds with otherdrops before, only works via name and doesn't work at all with armour.
Would be neat if it can be done via lore.
I know otherdrops can drop items similar to your idea:
/odd bow@&6Epic Bow;&4+<3|4|5|6> Damage
Can result in a bow:
Name:
Epic Bow
Lore:
+5 Damage
I don't know if it can do something like <3-6> though.. this doesn't seem to work.
I hope you can do something with this, I love using this plugin.
Thank you for your time,
Vari