S86Powers v4.2.0

Details

  • Filename
    S86_Powers.jar
  • Uploaded by
  • Uploaded
    Mar 15, 2013
  • Size
    576.56 KB
  • Downloads
    671
  • MD5
    c9e2f215ac23f44fc7fdfb3a92401270

Supported Bukkit Versions

  • 1.5.0

Changelog

Before Installation

If this is the first time you are running version 4.0+, please backup and remove/delete the S86 Powers folder in your server's plugin folder.

Important Info

Version 4.0 introduces the new power-loading system. This means powers are now loaded externally rather than having to be implemented internally.

Updates

New Features

Affinity

Power affinities are a new mechanic added to S86 Powers to encourage players to use similar powers. Every power has one or more affinities that reflect that power's traits (for example, Fire Aura has the affinities Fire and Protection, as it's a power that protects the user in a way that involves fire). These affinities do primarily two things: they boost the player's power and defense with that affinity (+10% of each by default), and they help determine which elite power they will get when they reach the appropriate level.

Example: Player A has both Blast Blade (Chaotic / Melee) and Creeper Blood (Chaotic / Domination), while Player B has only Blast Blade (Chaotic / Melee). Since Player A has two powers with the Chaotic affinity and Player B only has one, Player A will always do more damage with Blast Blade than Player B does.

Example: Player A has Power Ring (Arcane), Player B has Celestial Pillars (Celestial / Protection), and Player C has Phasewalk (Arcane / Chaotic) and Power Ring (Arcane). When Player A uses Power Ring against Player B, it does 110% damage because Player B has no powers with Arcane affinity. However, when Player A uses Power Ring against Player C, it only does 90% damage because Player C has two powers with Arcane affinity, meaning it will negate 20% of Arcane damage.

You can view your own affinities using the command /powers player [player], as well as the affinities of powers using the command /powers power [power].

Note that some affinities are not related to damage or resistance, such as Agility and Deception. However they do serve as a means of determining a player's elite power (see below).

Elite Powers

Elite powers no longer have pre-determined required powers, and instead are determined by a player's affinity. A player's primary affinity is determined as the affinity the player has the most powers of.

For example, Player A has powers Blastwave (Agility / Fire), Fire Aura (Fire / Protection), and Living Flame (Agility / Fire). This gives the player the affinities Fire(3), Agility(2), Protection(1). Since Fire is the highest, Player A's primary affinity is considered to be Fire. This means that at level 50 (by default), the player's elite power will be Hellfire (Fire). However, should Player A swap out Fire Aura for Acrobat (Agility), their affinities change to Agility(3), Fire(2), and with it their primary affinity becomes Agility (which currently does not have an elite power yet).

Fixed Powers

Celestial Pillars

  • Pillars now stop entities from passing through rather than bouncing them back.

New Elite Powers

Shockwave

  • Affinity: Wind
  • Right-clicking while holding emerald creates a gravitational void at your location, causing all nearby blocks and entities to become suspended in air. After the effect has spread, all suspended entities are flung back at great velocity. 15 second cooldown.