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 Jun 2, 2013@kodama6
And it's comments like these that make it worth it XD Thanks for your support!
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Posted Jun 2, 2013You have worked on this plugin for so long, not given up CONSTANT updates, and STILL respond to errbody's comments. Damn bruh, you uh beast.
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Posted Jun 2, 2013@Thundergecko
I received a ticket when I first brought this plugin to Bukkit Dev stating it was not compatible with mcMMO. Since then however I've heard nothing else about it and have successfully used both on the same server before. So my assumption is they do work together, if you find otherwise let me know.
@kodama6
I'll see about fixing that, though it's supposed to replace any blocks it removes.
@karatepancake
Yeah I had a feeling something like that would come up... Giving the player the appearence of being a bat (i.e. sending bat packets to replace player packets) caused the player to look like a constantly hanging bat. What it does now is attach a bat entity to the player, but as you can see if the bat dies you just have an invislble player. I'll look into alternatives.
@DuffstersATL
I love you too.
@Si7VdeR
3. These are some recurring glitches caused by trying to time block changes and having something mess up (for example Glowstone changing to Gold Block, then when time expires it doesn't bother to change it back). I have some ideas on how to fix this, I'll see that it gets implemented.
4. I'll look into it.
5. Same as 4.
6. Nope! Part of it is exploration, but I'll give you a few:
Also try TNT and wool.
7. Yeah as I told @karatepancake I'm gonna work on that.
8. Aquaphile's always been buggy, especially since adding squid form. Propelling without squid form is intended. Superpowers (along with many other things) aren't explained well because I've yet to adequately document everything... I will at some point.
@Chromish
How did you set the item? Did you use a command in-game or did you modify the config file directly? It's preferred that you use the in-game command since it will automatically reload the config to take effect immediately when you change an option. Show me what the config file looks like if you changed it directly.
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Posted Jun 2, 2013Setting the consumed item for Godspeed to GLOWSTONE_DUST to prevent conflict with Holy Shield doesn't seem to have any effect. Is there something I'm doing wrong?
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Posted Jun 1, 2013Hi I have some questions. I just installed the mod and tried all the abilities, I like most, love others but some of them don't seem to work.
Found solutions for questions 1 and 2, ty.
3. Some generated/changed blocks don't seem to dissapear. Like soul shatter changed glowstone to Gold blocks but never changed them back. Web Wall mad permanent webs.
4. Stone Shaper doesn't seem to make a wall however the abilities goes on cooldown.
5. Pulse doesn't seem to work.
6. Is there a list what Geomancer can do with the blocks he throws ?
7. I can kill the bat when I transform into a bat (Vampirism) is it possible to make it invulnerable or just intargetable ?
8. Aquaphile: When in Squid form and I leave the water I am still a squid, can't I put a time on it or just remove squid when not underwater. Also I think I can use the propel ability with the sword even when I am not a squid. Btw it was hard to find out what Superpowers are, isn't really written you need levels.
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Posted Jun 1, 2013@sirrus86
You added Shatter Blade. I love you. XD
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Posted May 31, 2013Vampire bats refuse to move with the actual player. They can die without doing any damage to the player. This ends up with an invisible floating vampire.
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Posted May 30, 2013StoneStrider, when it deletes blocks DOES destory protected areas with worldguard, just a heads up.
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Posted May 29, 2013Hey, I couldn't find anything about it, but is this compatible with MCMMO by any chance?
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Posted May 28, 2013@DuffstersATL
Decoy relies on a dedicated disguise API that I intend to rewrite in the future, it will probably be fixed then.
@kodama6
Yeah that was due to an oversight in coding, the effects were there but only had a 1-tick duration... Will be fixed for the next version.
@DuffstersATL
I wasn't able to replicate this unfortunately.
In my tests the first attack spawned the decoy who attacked my attacker. Further attacks on me didn't spawn additional decoys until several seconds after the first decoy had died or despawned (this is using the default config values). This is intended behavior.
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Posted May 28, 2013Diversion is creating unnecessary amounts of clones. They end up attacking the player and just makes a huge big laggy mess regardless of the cool down.
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Posted May 27, 2013Just tested the gunblade's different modes.
Mercury, dust, and freezing arrows do not seem to work for me, they also are not in the config for gunblade.
btw.. any chance on a completed config? At least for gunblade.
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Posted May 26, 2013Error with Decoy. It is creating decoys with all lowercase names...
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Posted May 26, 2013@OneMinePiece
http://dev.bukkit.org/server-mods/s86-powers/pages/powers-db/
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Posted May 26, 2013Possibility of having a list of all the plugins please
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Posted May 24, 2013@DuffstersATL
I'll play with it, Mortar needs an update anyway.
@kodama6
Gunblade has 8 modes:
Also, Molotov is supposed to still cause fire even with prevent-griefing on, all that's supposed to do is prevent firespread. I'll look into it.
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Posted May 24, 2013@Brky1
You could create a group with a given power: /p group [group] [power]. Do this a few times, then when you're done assign some people to it: /p player [player] -g [group].
For example:
/p group TestGroup Eldruin
/p group TestGroup Acrobat
/p player Brky1 -g TestGroup
/p player sirrus86 -g TestGroup
This would create a group called TestGroup with powers Eldruin and Acrobat. Then, by putting players Brky1 and sirrus86 into TestGroup, they can use any powers that group has.
@jazzman170
Nether Cloak - Nice, guess I'll have to look at that...
Tesla Coil - Eh, yeah the idea was they be semi-permanent structures (like AutoGun's turrets), but this can create some exploits... Adding a limit and duration shouldn't be difficult. A PVP option would be fairly simple too.
Thunder Bow - This is caused by the chunk the arrow occupies not being in memory, as such the arrow never lands and is considered perpetually airborn. I thought I had a check to prevent this but apparently it ain't working too well...
Auto Gun - Lol shooting miles away sounds hilarious... Yeah I can get that fixed.
Astrall Recall - I'm not familiar with Residence but I'm assuming it's similar to a WorldGuard region... I'll see what I can do.
Dodge - Not surprised, there's a bunch of math involved and I probably overlooked something.
Laser - Heh, oops...
Time Bomb - I'm actually giving many powers a once-over, so powers like this will have configurable damage and damage caps.
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Posted May 24, 2013That post about molotov not griefing anymore, i lied. With prevent-griefing set to true, the skill does nothing but look fun, when it off, it creates a blaze of fire. Sexy. I love you.
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Posted May 23, 2013How many different modes does gunblade have? And how many are not finished? the DB isnt much help there
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Posted May 23, 2013I can't seem to get Mortar to work even when there are enough targets... No error messages display in console so I'm unaware of what might be causing this...