S86 Powers
Introduction
Minecraft is a great game on its own, but chances are if you're here and you're a server admin then you're looking for more to offer your clients. As you may know by now, when it comes to the extras every player wants something unique. Some want new mechanics, others want better weapons. Some want to help their friends, others want to dominate them. The problem is most plugins often offer a blanket solution. While it may fulfill the needs of a few, the remaining may not want to participate. Sure you can mess with permissions to exclude some people, but why not just cut to the chase and give every player EXACTLY what they want?
For the server that wants its players to each have individual benefits and abilities, S86 Powers is the plugin for you.
How It Works
S86 Powers is a plugin that allows users to have powers assigned to them. The core plugin comes with internal powers, but is also capable of importing powers made by others (more info to come).
To get started, simply place the S86Powers.jar file where you put your other plugins. Note that ProtocolLib is required for S86 Powers to function. On first run, several configuration files are created with default values. It is recommended that you not edit these files directly unless the server is off, as entered values may be overwritten the next time the server shuts down or restarts.
Next, you'll want to review permissions and configuration options. Operators by default get permission to everything, otherwise assigning the permission s86powers.admin will accomplish the same thing. To view configuration options, use the command /p config list [page#] (for example, /p config list 2 shows you page 2). For more information on what an option does, use the command /p config info [config], and to change config options use the command /p config set [config] [value].
Finally, for players to use powers they must first have them assigned, and before they can do that they'll want to know what's available. Use the command /p power list to get a list of loaded powers, then /p power [power] for more info on a specific power. If you don't like how a power is setup, you can check and set its configurable options with /p power [power] option. Note that changes to power options affect all users, and may require a server reload/restart for changes to take effect.
Players can be assigned powers in several ways, the two most prominent being admin-assigned or self-assigned. Admin-assigned requires a user with the s86powers.manage.user permission to use the command /p user [player] add [power]. Note that the above permission allows the user to set anyone's powers and shouldn't be given to most players. Self-assigned requires a user to have the s86powers.manage.self permission, and use the command /p add [power]. This method is safer, as the user can only modify their own powers.
What Are Powers?
Most powers come in three categories: offensive, defensive, and passive. Offensive and defensive powers operate similarly: the player does something with a specified item, and it causes an effect. Offensive powers usually do something that causes damage to others, while defensive powers usually do something to protect the player in some way. Passive powers tend to work automatically and provide some kind of bonus that neither hurts others nor protects the player (though there are exceptions).
An example of an offensive power is Laser. In its default configuration, left-clicking while holding a dispenser will fire a laser in the direction that the player is looking. This laser steadily does damage to anything it hits but uses redstone dust as fuel. The laser turns off when either the player left-clicks while holding a dispenser again, or when the player runs out of redstone dust. After using Laser, the player has to wait for a 10 second cooldown before using it again.
An example of a defensive power is Celestial Pillars. Left-clicking the ground while holding a sea lantern will create pillars of light around you. While these pillars stand, nothing can pass between the pillars except for the player. Pillars last for 45 seconds, however the player can't create new ones until the old ones expire.
An example of a passive power is Lumberjack. With Lumberjack assigned, breaking one log block of a tree with an axe will cause all adjacent tree blocks to break as well, essentially harvesting the entire tree at once. By default, a threshold is put in place so players can't level entire jungles.
Some powers have additional effects when they're used a lot. For example, after creating 60 pillars with the Celestial Pillars power, you gain the ability to create a second set of pillars by left-clicking the same block with a sea lantern again.
By default, players can only have one of each of the above power types assigned to them, though this limit can be removed with config options.
The last power type is utility. Utility powers can be used by anyone, including players with no assigned powers. Neutralizer Grenade allows players to throw lapis lazuli like a grenade, temporarily disabling the powers of any players nearby when it hits. Neutralizer Beacon allows players to create a block that constantly disables the powers of players who go near it.
Commands / Permissions
All commands can be viewed by simply using the /powers help command. You can view additional pages using /powers help [page], or view help on specific topics like /powers help player.
Donate
Creating and maintaining a plugin this size can be a full-time job on its own. I enjoy working on this plugin and don't mind doing it for free, but the fact remains that I must commit a majority of my free time to do this. If you like my work and would like to support it, please consider donating.
Need support? Have an idea for a power? Join my Discord server!
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Posted Nov 30, 2012I'm an idiot. Please make Shuriken be named Kunai. A Shuriken is like a star thingy, a Kunai is more like a pointy knife-like stabby thing. However, you could also make a Nether Shuriken power which allows you to throw Nether Stars at people. Because Nether Stars are not in abundance, you can make it so it doesn't consume the Nether Star when they left-click to use it. I have Laser set to use Nether Star on right-click.
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Posted Nov 29, 2012@MaouSama
Ah gotcha... Yeah the full error would be great.
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Posted Nov 29, 2012Sorry I have a plugin that suppresses them I will try to disable its loggin ability and get you more. Only reason I suppress errors is because we run a tekkit server :P
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Posted Nov 29, 2012@MaouSama
Should be more to that error...
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Posted Nov 29, 201219:17:58 CONSOLE: [SEVERE] null 19:17:58 CONSOLE: exception executing command 'powers' in plugin S86 Powers v4.0.0-BETA
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Posted Nov 28, 2012@sirrus86
Haha sorry! I'll stop posting ideas for a while.. xP
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Posted Nov 28, 2012Average amount of time to come up with a power idea: 5 minutes.
Average amount of time to complete a power request: 2 days.
*bangs head on desk*-
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Posted Nov 28, 2012I have a new power idea.. Again.. Lol... xD Have you ever heard of the war ruses used by the Japanese during the era of feudalism (approx. that time period)? Well, I thought that two ruses they used would make interesting powers. So, here they are:
Warrior Dolls
These are dolls used by the Japanese to deceive their enemies by making their armies look bigger and more intimidating. They would dress the dolls in armor and stand them with the other troops. For example, an army of 600 men could have been just an army of 300 men and 300 dolls. Similar to Decoy and Diversion, this power will disguise all nearby mobs (define mob type as passive, hostile, or all in the config) as wolves for 1 minute. However, I thought it would be amazing if a feature could be implemented to this power so that the power's config allows for the nearby mbs to be disguised as one of these three choices: (Wolf) this configuration will make it so the mobs are disguised as wolves. (User) this configuration will make it so the mobs are disguised as the player that is using the power; this would be somewhat like decoy. (Creators) this configuration will disguise the mobs randomly as sirrus86 and the creators of the other powers; however, at least one mob will always be disguised as sirrus86. For example, say the creators of some powers are sirrus86, creator1, creator2, creator3, creator4, and creator5. The player uses the power but there are only three mobs nearby. The 1st mob is disguised as sirrus86, the 2nd mob is randomly disguised as creator3, and the 3rd mob is randomly disguised as creator1. If there is only one mob nearby, it will be disguised as sirrus86. If the number of nearby mobs exceeds the number of power creators, the extra mobs will not be disguised as anything. Limit of disguise-able mobs should be equal to the number of powers in the plugin Feel free to change limitations and details as you please. You can choose how the player activates the power. If the coding for (User) and (Creators) is too difficult then just leave the default as the (Wolf) configuration. creator: DuffstersATL
Ghost Warriors
The title is misleading, doesn't involve actual ghosts fyi. The term refers to the method the Japanese used to surprise their enemies. The warriors would disguise themselves as peasants (farmers, women, elderly, etc.) and would deceive their enemies. Their enemies would usually see these "peasants" as posing no threat; however, the warriors would then surprise attack their enemies. For example, an enemy army is marching their way through the country side and passes a farm filled with seemingly normal peasants working the farm. However, the peasants (warriors in disguise) would suddenly grab the weapons hidden nearby and attack the unsuspecting enemy army. So this power is fairly simple; a player will right click a villager (might be difficult because of trading; possible replacement could be baby villagers) with rotten flesh and they will be disguised as a randomly chosen villager type (Farmer, Blacksmith, Librarian, Butcher, or Priest. If possible, the player can also be disguised as a villager with no profession; aka the villagers with the green robe). By default, the disguise will only last 3 minutes and will have a default cool-down of 3 minutes until the power can be used again. The disguise will wear off if (1) the player attacks a mob/player, (2) if the player is attacked, (3) if the player is right clicked by another player, (4) if the player dies in any way, (5) the player logs off. When the player is disguised as a villager and attacks another player, the disguise will wear off and the enderman-teleport sound will play once. Alternative Method Of Disguising The Player (Use either this method or the previous one but not both) It will be the same as the first method except the player will not be disguised by right clicking a villager with rotten flesh. Instead, the player will be disguised as a randomly chosen villager type if the player wears a Player Skull (a.k.a. Head) item as a helmet. Upon killing a Villager, the player will receive 1 (by default) Player Skull. This way, players in survival have a way to acquire skulls for their disguise without creative. One Player Skull is consumed upon every power use. This method is an alternative just incase there are any impossibilities in coding the first method, if both are impossible, edit them as necessary. creator: DuffstersATL
I need to make shorter posts haha.. >_>;
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Posted Nov 27, 2012@n33dy1
Sounds similar to Mind Control @DuffstersATL but would probably be better as an add-on to Bloodbend. However, if that isn't possible then it could still be separate until the coding is possible. The Last Airbender plugin also has a bloodbend power similar to the Levitation thing you described, but it is reserved for ops only. :)
Edit 1:
@n33dy1 Sounds cool! Perhaps it could utilize Spike Blocks if dinnerbone ever implements them! :D
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Posted Nov 27, 2012Got an idea about expanding onto Bloodbending-type abilities like DuffstersATL suggested. I showed sirrus86 a Levitate spell from another plugin that was similar to what a Bloodbender could do. Maybe he could make a Blood Manipulation power which lets the player grip onto another player within 8 blocks (configurable) from it.
The target player is levitated 2 blocks above the ground and is unable to move. If the player moves left or right, the target player does as well. If the player turns, then the target player is moved to always be infront of the player that used the ability. It should have a configurable timer on it as well as a configurable cooldown. Basically, you could pick up a player and go drop them in some lava if you'd like.
It could work just like Bloodbend and use right-clicking with an empty hand, except if you are less than 5 blocks away from the target, it won't work. If you are further than the 8 configurable blocks away, it won't work. Anyway, assuming you're 5-8 blocks away, then simply right-clicking and holding it down would be what grabs the enemy. This way Bloodbend and Blood Manipulation can be used seamlessly, just runnin' around with nothing in your hands.
To release them from your manipulation, just let go of right-click. If you'd like to hurt them, drag them higher by looking up towards the sky at an angle. They should rise. To drop them, just let go of right-click and they'll take some fall damage.
This ability could also force a player to fall fast, negating any other powers which negate fall damage until the player is on the ground again. This can simulate slamming them on the ground. That's my idea on how it should be done.
EDIT: Hey sirrus86, I thought of another power! Wither Burst: Left-clicking with a Wither head causes coal to spray out like a shotgun. Kind of like Aero Blade, but with coal and it does decent damage. Maybe less spread, and a configurable range. That should be easy for you to code, too, since you already know how to do it. It shouldn't take you 10 minutes. :) Next update maybe?
EDIT 2: Oh, and another one! Pincushion: When you shoot an enemy with your bow (and it hits), arrows rain down in a spread of like... 5 blocks straight down where the player was standing for 3 seconds. The enemy will move out of this area if he's lucky. I'm unsure how you'd get the arrows to kind of rain down. Normally it's just a one-shot deal, but maybe if you had multiple shots with fewer arrows going all at once for a total of 3 seconds, it could give that effect of raining arrows? Oh, and don't want the arrows to be able to be picked up.
EDIT 3: Here's another. Spike Trap: A player right-clicks a block with a blaze rod. When an enemy steps on that block, they are temporarily frozen and blaze rods appear 2 blocks away from them on all sides, levitating 1 block high and 2 blocks high. After 2 seconds or so, they move in at the target's body, causing significant damage and freeing him from his held state. When the player right-clicks a different block with a blaze rod, the previous spike trap is removed. Only one spike trap can be set at one time, with a configurable cooldown.
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Posted Nov 27, 2012@sirrus86
Batsy
They wont be forced to sleep; I meant that if the player is idle for some amount of time, then the bats will begin behaving like normal bats again (aka Sleep during day). But not force them to sleep. Basically, I'd think it would be like Arachnophile but with bats instead of spiders. :P
Abduction
Hmm, a simpler way to put it could be to make it so the victim just teleports to the player similar to how the endermen teleport to the player in the Ender Soul power. And it could also be it's own independent power, but we thought it would be interesting if there were layers of powers in which special skills (like Abduction) that could be used to supplement powers like Bloodbend. In the Last Air Bender series and Legend of Korra series, Bloodbending went more in depth than just lifting someone up in the air; so add-on powers (advanced or simple) could really improve powers. But idk, feel free to simplify it, it should be fine as long as it stays along the basis somewhat. If it is too much trouble, then feel free to veto it lol.
Assassin's Gambit
When I say combat mode, I mean any players that have attacked the "Assassin." Actually, it would probably be easier just to make everyone in a 20-block radius of the Assassin fall under the curse. That way there wont be lag or wasted time figuring out how to log combat or whatever haha.
WitherBorn
The plugin will be fine without preventing withers from targeting the player. Kinda like Dragonborn in Skyrim, the "Dovahkiin" still can be attacked by dragons thus it'll be fine without targeting prevention. :)
Questions
Where can I see a to do list for upcoming powers / an updated list of the current powers? Also, approximately how long is the average time between updates with the new powers?
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Posted Nov 27, 2012@LazarusVec
No problem.
Just thought of a cool new power! Ender Vision: When in The End and wearing a Jack 'o' Lantern (maybe see how the HatMe plugin does this?) on your head, you have Night Vision. Also keeps Endermen from attacking you when you look at them.
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Posted Nov 26, 2012All good now it was a problem with the capitals thanks n33dy1
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Posted Nov 26, 2012Phasewalk's explosion will instakill a Wither.
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Posted Nov 26, 2012@n33dy1
Thanks for the donation! ... Again :P I plan to update more frequently, I just gotta make 4.0 a bit more stable.
Creepers made using leaf blocks and TNT will follow you with Creeper Blood.
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Posted Nov 26, 2012I just donated again too. Work faster slave. Don't be shy about making numerous tiny update releases that happen to have just a few bug fixes here and there. Numbers are infinite, so you can be all 4.0.0, 4.0.1, 4.0.2, etc. I definitely do not mind updating every day. :)
EDIT: Did you make decoys follow you? If so, that's cool. My creepers are... or is it Creeper Blood?
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Posted Nov 26, 2012@DuffstersATL
Ethereal Shift - I like this idea, you got it.
Batsy - This is doable, except I don't think there's a way to force bats to sleep, especially near a player (Bukkit doesn't have an event or method for it, so there's no way to detect or prevent it).
Abduction - I'm not gonna lie, this sounds REALLY complicated lol... For one, freezing a player is always a mess; the client and server are never in perfect sync so there's always stuttering when the player is moved against their will. For another, I've never tried having one power hook into the event handlers of another. Finally the only way I know to see if music is playing is to look for a jukebox near each player, meaning a detailed block iterator that checks every block near every player every server tick... Holy crap the lag and memory drain this will cause. It's not impossible, but... I don't think you'd like the result.
Assassin's Gambit - I don't know what you mean by combat mode, but otherwise I really like this one!
Wither Born - The only part I'm unsure of is if it's possible to prevent the wither's targetting (it's a boss like the ender dragon, whose targetting can't normally be prevented). Other than that, hell yeah.
And I got your donation, I really appreciate it! I'll do my best to get these powers into the next few releases.
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Posted Nov 26, 2012@sirrus86:
Thanks! I didn't know they could be edited in game haha! Also the members and I had a few more ideas for powers so we worked a bit on details and etc:
Ethereal Shift
When blocking with a diamond sword, the player is immune to all incoming damage for a short period of time (possibly 4-8 ticks). Immediately after the power is activated, all players&mobs that inflicted damage are knocked back. For example, if the default immunity duration is 4 ticks, then the opponent would be knocked back at the 4th tick of immunity or the tick immediately after the player becomes vulnerable again. So the total time the power is active, at default, would be about 5 ticks. Cool-down for the power at default would be approx. 1 - 3 minutes. If the player stops blocking before the opponent is knocked back, the power is canceled
creator: magma_shark and Sparkles0826
Batsy
Any bats you come across will follow you; maximum of 4 bats. If idle during the day for more than 2 minutes or if the player is AFK, the tamed bats will attempt to sleep like regular bats; however, they will not flee or awake when the player approaches. They will awake form slumber, teleport to the player, and then continue following the player if the player is more than 20 blocks away. They do not attack/defend the player in any way, this is basically just a power to have bats as pets.
creator: Buchabonkers
Abduction
A somewhat creepy power.. With the use of disc 11, a player can abduct other players; possibly an add-on to BloodBend and Soul Shatter. Two instances in which a player is abducted: (1) If the player plays disc 11 in a jukebox, their BloodBend power increases when used on players that are in hearing range of the jukebox that is playing disc 11. The player right clicks his victim bare handed and the BloodBend power activates like normal but with a powerful hunger drain leaving the victim with 3 food bars(so the victim cant sprint away); after the duration of the BloodBend is completed, the victim becomes frozen, unable to attack, move, or use items but the victim will regenerate health at half the normal health regeneration speed. While in this frozen state, the victim is immune to all damage; furthermore, the player in turn can walk anywhere within hearing range of disc 11 and the victim will teleport to the player like an enderman (the particle effect and their teleport sound and that creepy weird fuzz sound). (2) The second instance a player can abduct the victim is if the player uses Soul Shatter on the victim. If the player plays disc 11 in a jukebox, their Soul Shatter power increases when used on players that are in hearing range of the jukebox that is playing disc 11. Once the player activates Soul Shatter, the victim is affected and takes damage like normal but has a powerful hunger drain leaving the victim with 3 hunger bars. The victim, if in the hearing range of a juke box playing disc 11, becomes frozen once the victim reaches low health or the duration of Soul Shatter is almost over; the victim is unable to attack, move, or use items. While in this frozen state, the victim is immune to all damage and will not regenerate hunger; furthermore, the player in turn can walk anywhere within hearing range of disc 11 and the victim will teleport to the player like an enderman (the particle effect and their teleport sound and that creepy weird fuzz sound). Side Notes The frozen effect wears off if a: the player goes outside of the hearing range of the song. b: the jukebox is destroyed. c: the disc 11 is taken out of the jukebox. d: the song stops/ends. e: the player is killed. f: the player or the victim exit the game. g: another player uses the BloodBend power on the player or victim. The cool-down for using the abduction power will hopefully be approx. 5 - 10 minutes due to it's complexity and power. This power is separate from BloodBend and Soul Shatter but will only be usable is they player has either BloodBend or Soul Shatter assigned. However, BloodBend and Soul Shatter will work without this power (hopefully). For any questions ask DuffstersATL.
creators: DuffstersATL, Mel_B13, and dv297
Assassin's Gambit
Whether making your escape or looking for a coup de gras, this power will give you an edge in battle. If the player right clicks with their sword, has golden carrots in their inventory, and is within 10 blocks of another player, all players (except the player who used the power) that are in combat mode within a 20 block radius of the player become cursed with the blindness (potion.blindness) and nausea (potion.confusion) effects for 10 seconds. The player who used the power becomes invisible for 20 seconds or until the player is more than 20 blocks away form all players that were effected. This power is originally for final moves / desperate measures and thus has a cool down of approximately 5 minutes.
creators: Sparkles0826, indie1015, and aking23
WitherBorn
Players with this power get 3 wither heads upon killing a wither; they also receive one wither head when hit by a wither head launched by a wither. Withers will ignore players with this power (if possible) but will attack other players. Players with this power are immune to damage from the wither effect and wither head explosions/impact. Players with this power can fire wither heads like an actual wither by left clicking while holding a wither head. Players hit with these heads will be damaged by the wither effect for 5 seconds. Side Notes If possible, players will launch the same heads launched by withers. But if it is not possible, they will throw the wither head item that have the accuracy of a Ghast fireball. Cool down for launching heads will probably be 1 tick so that it will launch at approx. the same speed a wither does but it could be set to 0 in the config**
creators: DuffstersATL
Mmk that's it I think haha. Donation sent through paypal, idk if is will be taxed. Sorry for the long post~ o_o
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Posted Nov 26, 2012@DuffstersATL
The only thing I can think of that would cause that is maybe an error when you edited the config file (which isn't hard to do, yml files are WAY too sensitive).
Fortunately you can make power config changes in-game or from the console.
/powers power [power] -o will show you all of the config options available for the power.
/powers power [power] -o [option] [value] lets you make changes to the power's config options. The file automatically saves but the changes don't immediately take effect until...
/powers power [power] -r, which reloads the power using the most recent config. Note that this also resets stuff like cooldowns for anyone already using the power.
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Posted Nov 26, 2012@LazarusVec: Are you using the latest beta version? If you are using the latest beta, Try this:
1) Delete all the s86 powers .jar files and folders from your plugins folder
2) Upload the entire .zip file to your plugins folder. If you deleted it, then you can redownload it from here
3) Unzip the zip file in your plugins folder. This should leave a folder and .jar file.
4) Done! Just start up your server and see if it works!
If you edited the configs for a few of the powers in the beta version, then sorry idk the answer, I'm having that problem too.. :)