McRoleplay
Current Progress (42.4%)
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Informations
McRoleplay is a huge Roleplay plugin which adds a lot of cool features to the game and is still expanding! It is my first big project and I'm so happy to finally announce it! It is still in development, but I just want to hear your opinion and your wonderful ideas, so I can add them already in the first beta tests! But now, to the description about the plugin.
McRoleplay is a plugin which aims to add a better game experience to the current, awesome game Minecraft. It features a cool levelling system, where you have to gain XP for killing enemies (or maybe breaking of some ores, in the future) to better your stats and increase one of the main attributes, like health points, mana points and so on. You will get after each level up a configurable amount of skill points, which let's you buy various skills or spells. The basic health of the game has been changed, too. You can set how many hearts a player has (by default 2) in beginning and then letting him increase his health by levelling up. You can increase your health up to as many hearts as you want. Yes, you can have also 100 or more hearts! But, how would you kill such a boss? That's easy! Go and better your weapons with many possible improvements, fire damage, ice damage, higher damage and so on! If you don't like melee fights and you preffer magicians or archers, there are many toys for those, too!
There are so many things which I didn't tell you, but I'm not going to reveal them all at once. I will frequently update this page with more content, so stay tunned and get amazed!
News
This plugin is getting on it's way to success, all the hard things are now finished, so it should get released pretty soon! Don't let the current progress bar fool you, it is going to fill-up now pretty fast. Also, the first test-server and closed-beta is going to start sooner, than the bar get's full.
So stay tuned!
Stay tuned!
Donations
My work and the constant developing of plugins and keeping them up-to-date is a very time-consuming and efforting task. I spend a lot of my free time into that. If you'd like to appreciate this work, please donate. Every single € helps!
You can chose yourself how much you want to donate, but for +5€, your server gets added to the featured servers on all of my plugins. Additionally, if you register on my website, you also get exclusive access to my other not-released, but fully functional plugins!
To donate, simply click at the "Donate" button right below.
@Zimortei
Hey, well, I'm sorry, but because I mvoe alot between 2 different homes, I always need to take the project with me so I can continue. I have been using a git repo, but that had some problems so I had to upload it to my server. Apparently it uploaded only half of it :D (probably I forgot to close the IDE...), so this week I can't make any progress, sadly. :/
@Lionhard98
Been few days, hows it going? Sorry haven't been around much, been busy lately so my stalking has been at a minimum haha. Beta test time yet? ;D lol
@Zimortei
Stamina is working now, though it will set your hunger temporarily to 1 (0.5) until you reach enough stamina to sprint again. Then it is going to be set back to whatever it was before.
Otherwise, no real progress on the other things, still doing some basic things on spells.
How goes it? Been awaiting any form of progress past few days D: Ever fix that stamina movement issue?
@sakura_blades
1) After what happened to bukkit and their DMCA, this page wasn't updated for a long time, plugins.bukkit.org doesn't even work.
2) This plugin's page is almost a year old, it's like 500 pages back in the list.
Well, I didn't know you need to know my language in order to speak to me..........
Anyways, I think we spammed this thread enough with an unnecessary discussion, so let's continue this discussion in PMs rather then spamming the comment section in here.
@Lionhard98
Considering all I've seen in the past week or two is Zim or I on this page and in your tickets system.. Unless you have this listed somewhere else too.. We are the only two showing any kind of real interest here..
So why it's been difficult or challenging for you to respond to questions for features you had added to your list already, confuses me.
Which also comes to point, you want to include for all servers, which is a great ideal to have, but from what I can see.. Ours is the only one watching your plugin right now, which leaves the impression that servers out there are already content with their setups, and/or future ones aren't seeking something of this design.
Which makes me wonder why you are so "upset" by the fact that I speak of my server instead of every other server out there.
"User-Friendly" isn't just limited to accepting ideas. It also includes being able to respond to questions asked, in a way that best answers that question. Time of course in many people's eyes is key too, but for a plugin still in development, those impatient brats can learn to wait. Time is not a factor I am concerned with on a plugin I cannot even use yet.
"User-Friendly" is also important when your asking for more information when you don't understand a question or statement, instead of just assuming like you seem to have been doing so far, and missing the whole point/objective of a statement. Which of course, has led us to this road.
As far as your thought process on Zim and I, and our friendship.. Yes.. We run the server together. We play on the server together. We are not two different server owners, thinking of two different ideas. He just has a better chance to retain his hope and optimism than I do, as I'm quite tired of being misunderstood and "fighting" with developers.
Though, this is always inevitable as Developers always have their ideas in their head, first. Which can sometimes, and often, conflict with server owner's ideas and plans as well. I congratulate you on trying to make this 100%, in every way, configurable. Though I do think you could take a step back to think a little bit better in trying to understand what someone might be saying to/asking you.
I get the impression English isn't your first language for how often I am misunderstood here, either that or simply skim through my message and jump to reply before it's fully grasped. If it is the language thing, I wish you'd have said something sooner, it would've made all this easier if not avoidable entirely.
But I feel at this point, instead of waiting around for a plugin that I don't understand, can't get the answers I need without grief, from a developer who doesn't seem to be bothered to take the time to understand what's being asked/said..
I will turn my hand to developing for my own server. Good luck, and best wishes.
Knowing Zim, he will still continue to lurk around and give you feedback, as that is just how he is.. Don't let my frustration and unwilling to fight you, turn you against him. It's not his fault.
@sakura_blades
Because I thought you understood that everything is going to be configurable. So to make it clear - YES, mining drops CAN be DIS/EN ABLED.
Yeah, because I do not have access to what happens in a week, or two. Of course I know which things can be enabled, disabled, but as we had discussions and suggestions daily, I couldn't really prepare what will be toggleable and what not. I simply can't make things for the school, continue on this plugin, on my website and on my other communities and then also keep an up-to-date list of what is going to be toggleable and what not, because everyday there were new suggestions, which I was going to add, but had no plans how the actual config would look like.
And I do not know how else I could answer to your spell damage question, when I simply had not planned such attributes like you thought I would, which by now are added to my features list, as you and your friend suggested me to add it.
Sorry if I didn't answer all your questions like you wanted, but I, as told above, had other things to do and answered really quickly, yeah, maybe I should take more time doing that, but I'm probably more hyped about the plugin than you are. :P
And I personally think that I was really user-friendly, as almost ALL suggestions you suggested were added to the to-do list. And only a few of them won't be added in the really first release.
If I understand everything right, you and Zimortei are friends (I supposed you also play on the server together or communicate regularly with each other.), so I supposed that answers to Zimortei are also going to get to you.
In one answesr to zimortei, I described how I imagine tiers could work, but if you didn't understand me there right, or just had too few informations, here is again what tiers could be like:
Yes, torchlight 2 could be used as an example. (I have many games in my had that inspire me and I do not know the names of them, so it doesn't have to be torchlight.)
Tiers could be like: Every skill would have 5 tiers T1 - T2 - T3 - T4 - T5
if you want to unlock tier 4, you need tier 3 and for tier 3 you need tier 2 etc.
tier 1 could be some simple fire-aura (examples, do not take those as real examples which are going to be added to the game.) around you dealing low damage. tier 2 could be an simple fireball, tier 3 could be an larger fireball, tier 4 could be setting all enemies around you in 5 blocks radius for 3 seconds on fire, etc.
This would be some Fire-Tier, other tiers could be lightning tiers, water tiers and whatever.
Some people could combine those, while others would specialise for one single tier.
Hope that explained it better now?
@Lionhard98
If you are still determined to add it, might I suggest allowing us to disable that portion specifically. - Is what I suggested
And yes, I still will add mining drops. - Is all you said
As far as the disabling of features, what things would we not be able to turn off/disable from use on our servers? Since that would be a much shorter list than the things we can. - Is what I asked...
You can't disable permissions. - Is all you said
Are permissions the only thing you can't disable? - Is what I asked again
Almost. - Is all you said..
I never got the list I asked for.. Giving me no list I asked for, leading me to believe there would be much more that we couldn't disable from your plugin, leading to disappointment and frustration.
Where you think you're giving me the answers I'm asking for, you're simply not.
Will spell damage be effected by a player's Attribute, like their Strength should effect their melee attack? - Is what I asked..
There are no atributes such as "strength" planned. - Is all you said..
Not giving me any kind of answer to this question either...
I am not sure what you mean by "tier" - Was a passive question I had asked, hoping for some kind of explanation
Yet you gave no explanation on how this would work at all. So your "tiers" I still have no idea how you plan to create/use/develop/plan/display these...
You will do as you will with your Plugin, and that is your Right as it is yours and your time. I never asked you to develop this for me nor my server, nor have I ever stated that it should be exclusively so.
I am not trying to pick apart your plugin, but only to better understand the direction and plans you have for it, so that I may better understand how it would help me, as I had stated I cannot think for other server owners.
I feel you are sorely mistaken in thinking that anyone coming here is going to be thinking of every other server's ideas and setups and going to offering those to you to improve your plugin. Only other server owner's can do that for their servers. Of course anyone coming is going to come with their server in mind.
I cannot be happy with answers I do not get to my questions. The only thing I ever seem to get from you are responses that are things you are doing. Not actual information I am requesting from you about your project. You can give your opinion, of course.. But it is much more than your opinion you are giving me, but a hard time for simple questions that don't even get the answers. So yes, naturally I am frustrated when asking anything.
I have kept my cool the entire time I have been trying to discuss with you on anything I have asked or suggested, as up until I actually started asking questions about things you already had planned, I was getting pleasant replies and the answers I was looking for.
@sakura_blades
Whatever, lol.
Instead of being happy that I answer any question / suggestion you tell, you now even tell that I answered you wrong, lol.
So now I'm not even allowed to give MY opinion about that all?
And I do not see what is wrong with my answer on mining drops lol, you ASKED if it is GOING TO BE ADDED and I told "AND YES it is GOING to be ADDED", what exactly you do not like on this question, that's a mystery to me. And of course it is going to be configurable, like I told a thousand times, everything is going to be configurable. As I stated in my previous post, this plugin should be able to be used on multiple servers, not just on one particular server and should look different an all, so features you liked won't be used on other servers and features other like would not be used on your server if YOU don't like it. (E.G.: The mining double-drops)
And about your "features" you think are stupid, which you don't like - I don't care? You can disable those, as you and me already stated, so why shouldn't I include them? When creating a plugin, I myself think of a server I would love to play on with such and such features, and those I implement. So all features I had from THE BEGINNING, were such features I'd like a server to have if I join one.
But anyways, I see you get pretty fast angry for nothing and, again, as previously stated - if you think other plugins provide you with everything you want and do not wish to use this plugin, or whatever you do not like, it's completely your choice. Farewell and good luck with your server.
@Lionhard98
Mage: A Person trained/learned in the ways of magic
It is NOT geared toward the actual typical Class "Mage" which is why, this entire time the class terms have EVER been in quotations.
Every question I have asked of you about your plugin, I do not get the answers I seek, and I am without other ways to try to reword myself as I make my questions as clear as possible.
not everyone uses McMMO and maybe even if someone uses mcMMO, he/she might find use of it - Did I not state that not everyone doesn't use it? And suggest that maybe you should allow us to disable it?
Instead you come back with this reply... And yes, I still will add mining drops. I do not make this plugin to be the "second used plugin" of servers, but to be the plugin server owners need. I'm not doing it so I can stand behind mcmmo. Nothing at all about my request to simply be able to disable this feature. As per usual so far with my discussions with you..
As far as any other question I have had, I don't even particularly care to have them answered anymore to be honest. As I've stated in my last post, I feel I get no where on attempting to get more information on how you plan to get this plugin working. And while yes, my ideas can be used for other servers, and my thoughts are more geared toward MY server, but I do not play on or use other people's servers. My priority is my own server, so I have to ask and suggest in direction that would be ideal for my setup. Not once have any of my ideas been ONLY for my server. No where, have I said "add this because it would be great, but don't make it so it can be disabled" or "don't add this at all!" I have always REQUESTED that you make it OPTIONAL for things my server would never use. And yet, I never get any kind of answer either way on the subject...
I am starting to feel more and more that our current setup with McMMO (The TITAN of RPG's plugins atm, and yes you will find yourself struggling to compete with it, and shame on you for trying. You should be trying to WORK WITH these plugins, not instead of..) and our current RaC is going to be best option for us so far...
All I get from you so far, is this and that is going to be added with little to no information on any of it. You couldn't even seem to give me A LIST of things that we wouldn't be able to disable, since that list should be shorter than the other 90-95% that we could... Which doesn't sit well with me at all. Makes me feel as though everything we wouldn't use, wouldn't be disable-able and I'll be honest, there are a few things you have in this plugin planned, that are deal breakers that we just simply don't need, don't want, and would conflict with our setup.
So again, since I cannot get the information I am seeking from you, in any post I attempt to make here.. Nor do you seem to understand me, when I attempt to explain anything, and immediately go into defensive/attack mode towards anything I say... I'm finished.
Again, good luck.
@sakura_blades
Lol, I was just trying to tell you that YOU are NOT the only one that is probably going to use this plugin, as I heard you only telling what you need, as if it would be a plugin made only for your server. I need to make it possible for everyone to configure it on their own way - that's why I include mining drops - not everyone uses McMMO and maybe even if someone uses mcMMO, he/she might find use of it. That's why I include Charisma, as SOMEONE might find it useful. And that's why I don't want to speak about the term "mage", as our discussion was more and more aimed at those and at your OWN server, where you might want to use mages. I appreciate all your suggestions and Ideas, but you need to give me more open examples and suggestions, not just such that would help your own server, but 500 other servers not. That's why I don't wnat to talk about the term mage, but simply just about the current skills and attributes.
Anyways, sorry if this plugin "isn't what you hoped it to be", I can't satisfy everyone.
@Lionhard98
I cannot say I ever feel like you understand me, and I only ever get frustrated when trying to speak with you.
As of that, I will leave it to Zim to speak to you. I am only getting more and more frustrated and angry that I cannot seem to explain anything, without you picking apart "what is not" like the simple term "mage"...
I KNOW there are no MAGES.. This isn't a class system... But why in the hell is it when I mention a class term, you respond "this plugin doesn't have classes" when the terms have been bantered back and forth between you and Zim the past TWO DAYS.
Good luck with your plugin, good luck with getting what you'd like accomplished. But I cannot post here anymore. I cannot afford the time to just get more and more agitated trying to share with you, and further more even more concerned that this isn't going to be something I had hoped it would be.
Good luck, and thanks for your time so far..
@sakura_blades
Charisma could increase your maximal amount of friends you can add, it could also give you a better chance to see a complete name of friends if the language support would be added or if unknown players names would be hidden, this would give you a higher chance of seing their name.
And yes, I still will add mining drops. I do not make this plugin to be the "second used plugin" of servers, but to be the plugin server owners need. I'm not doing it so I can stand behind mcmmo.
Tiers is a way to stop making people OP right at the beginning, while still making them to "think" about their actual build, instead of just spamming the + button next to intelligence to learn every spell in the game.
I also don't like to talk about "mages" and whatever, as those aren't part of the plugin. What you do with it, is everyone's thing, this plugin just adds the needed things to make mages or warriors in game, but anyways the skills aren't just aimed at magic spells, also at resistance and strength skills.
If you want to make high levels OP by letting them to learn EVERY skill in the game, do it, but if you want to balance the game, tiers is a great way. If you learn somewhere tier 5, it is going to be hard to get other tiers, as tier 5 would cost 50 attribute points, but tier 1 only 3. (For example.) You can also make each tier same cost, just to make it so that you first need to learn the spell "small fireball" before learning "big fireball", if you understand.
I'm just going to paste here what Zim posted, and add my additional comments in Italic to it. :P
I am not sure what you mean by "tier" but I suppose Torchlight 2 might be a good example of what you might be aiming for?
Personally I feel that "tiers" in an alternate system from the Skill Points into attributes is a bit too much. Unless you took it into the direction of creating various "tiers" or "skill trees" to allow "mages" to specialize into different types of Mages. For example a player who really wanted to specialize in fire spells, could spend all their points in a "tier" system to power-up their Fire related spells (how ever many there would be), instead of adding to any of their Lightning or other spell types.
If you aren't planning in creating different types of trees to build into in this manner, I do feel that it would just be best to learn these spells as you reached a certain point in the skill required.
For example, spending 5 points into Int. earns you Lightning and it would increase in damage somewhere along the line (wherever) and at say 10 you learned Fireball.
I do agree with the idea of preventing crafting of the other arrows until they learned through the Point system as well. This would prevent players from getting frustrated with being unable to use arrows they haven't learned the ability to do so for.
@Lionhard98
Yea, I had stripped out the Charisma as I had no real idea on how that could be implemented or associated with lol. Changed it but still clueless from me haha.
Glad to hear Stamina is back and that you got assistance, thats great ^.^
I do like the Tier idea for the skills. That sounds like the best option and adds depth to improving your skills accordingly if thats what your aiming for. Then of course, if their attributes are focused heavily on Strength over Intelligence, they couldn't reach higher tier levels of certain skills without investing into the specific attribute acquired. So if they had 10 points in Strength but 0 into Intelligence, they can't unlock that lightning spell. Yet if they then spend that miniumum amount into Intel as you and I said, they will then unlock the ability to spend points into the particular skill.
That will keep diversity and flow within player builds that ultimately makes sense and can keep identity of the 'Fighter' 'Mage' 'Hunter' 'Hybrid' types or whatever depending. The tier system reminds me highly of the Torchlight 2 skill trees (never played first) and would be a fantastic way to handle spells and upgrades I believe so.. I approve! xD
Far as the arrow types, I didn't even consider that with the customs. If you are given the ability to cycle through the types that are available in your inventory while having server configuration on specific costs, then I'm all for it. I do like the idea of the custom arrows and recipes, having to go out and craft is more engaging overall. Having it work like that while allowing servers to setup arrow types to cost X mana (or maybe even stamina / energy?) for balancing reasons is great so...I approve! :P
Edit: Having these arrow types unlock with the Perception skill (or whatever it would be with Bow attribute) as well would of course be a necessary config addition so not everyone can just have the recipes unlocked right off the bat. So same treatment of needing X amount of an attribute to unlock the X skill that can be obtained. The 'skill' of learning how to craft different types and tiers of arrows essentially
Sadly I am American and not European but if I can still be of use in helping with anything testing wise, let me know. I will send a PM here shortly with my Skype and Steam info eitherway. Otherwise, I will still be around stalking the pages and giving input as usual :D
@Zimortei
First of all, thanks to the help of the great bukkit community, I found a way to stop sprinting, using the hunger bellow, like I told, just in a better way - I just missunderstood it.
So stamina is back in the race. :D I'm sure it is going to work (99% sure :D)
You made SPEIAL out of SPECIAL :(
I of course appreciate you and sakura for staying with me and providing me with a bunch of ideas and suggestions and feedback. I, as already stated in my previous post, decided to go with your "style" of making it more complex, but of course also configurable, if anyone would like just some simple features from this plugin, like - health, mana, etc. increase. Lore if course is a great addition which can be really great(-ly) used in the GUIs, which I'm going to use. (If you ever heard of my plugin Administration Panel, there you can see the use of the lores in the GUI and I think that makes things really easy to explain.).
I still would like to add skill points though, it could be added as "tiers" like Tier 1 would give you some simple lightning with low damage, while tier 2, which would be more expensive (for example would instead of 1 skill point cost 3 skill points) would then unlock you the fireball. It would also need some MINIMUM Intelligence, so you still would need to level up accordingly.
I really do NOT want to make arrows spells, all you told can be done with my idea too.
I really don't see "arrows" to be spells, I can just create new (custom configurable) recipes for new arrows and the bow still could rotate through them with left click. In the lore (Or in the name or whereever) it would tell the current AMMO (Fire Arrows, Poisonous arrows, etc.) which would then shoot based on what you set it too. It would ONLY rotate through the current arrows you have in the inventory and when you don't have any of the specials, it would revert back to MC standard arrows.
Also it would be made so that you could configure that each shot of a special arrow (each arrow configurable for it's own value.) would take some mana, if you really want to restrict the users in using them.
And if you are european and would be able to come around like 15:00 - 20:00 CET online, I would appreciate that!
My testing server (which also will be the beta server) isn't currently set - up, so you have still time. Tell me if the time suits you. If you have steam or something, I could add you so we can communicate better.
@Lionhard98
Alright, this may be a long post and I hope you read it thoroughly and understand where I'm coming from in our thoughts and ideas...
Attribute Point Examples:
Strength - Grants addition damage via Melee Weapons.
Perception - Grants addition damage via Bow. Allows use of special arrow types (via SP)
Endurance - Grants addition HP and Resistances. Unarmed damage increase.
Charisma - No real ideas from me lol
Intelligence - Grants addition Mana and Regeneration. Allows use of special spells (via SP)
Agility - Grants additonal Movement Speed and Dodge ability. Quicker bow usage
Luck - Grants additional loot. From mining double loot to special item drops off mobs, etc.
1. Attribute Points - It sounds like your going to go with a fallout 'SPECIAL' type system or at least I hope so. Going for basics like 'HP, Mana, Stamina, etc' is just too simple and boring. It would be a more fleshed out system for character development, simply put, to go the route like Fallout or most RPGs. There can be a 'lore' or whatever added that simply explains what it does so players won't get confused. To cater towards simplicity is the wrong way to go in my opinion and it makes dull character decisions.
2. Skill Points - On board with this but with a much needed configuration of permissions for spells. For every spell, there needs to be a permission / condition that servers can set to keep character identity relevant. To have a player build all AP into Strength & Endurance but can spend Skill Points into a Fireball spell is silly. So if that player wants to unlock that spell, they need a certain amount of Intelligence. So on and so forth, this is a huge need of customization in my eyes. It keeps player's identity intact with how they build. This would still allow use of 'hybrids' that mix and match but for the player who builds straight Intelligence, should ideally have a better loadout of spells versus the hybrid or Strength player. With ability to restrict like that (or not) is a much needed addition and this is also how Fallouts system works as well. I do hope you consider this as I feel it is borderline necessary with Attributes & Skill Points.
3. Arrows as Spells - You stated in my ticket that custom arrows are your plan and no spell versions. I believe there should be both options which will then be able to tie into the Perception skill. Having custom arrows be an item is great and I like it, but for the sake of cooldowns, I'd prefer it be considered a 'Spell'. From balancing and being user friendly, having them attached to bows would be an overall better experience then managing custom arrows. You would left click cycle with a bow to the arrow type you wish to use, which would be mana attached (or not if disabled) and then proceed as normal. This is how 'Races & Classes' plugin does their bow abilities and it is a great system I think should be considered.
I'm sorry if I come as 'demanding or rude' but I think there is some miscommunication of how things work and I wanted to chime in and identify what Sakura and I are trying to explain from our ideas. We are just trying to help shape MCR with you to be the best it can be and I hope you do take all of this into consideration. There is much more I'm sure but I'm getting little tired as I had to retype this whole thing twice now (closed window like an idiot lol). Thanks!
PS: I am currently available anytime so if you ever need someone to help test, I am usually around! As always I will be lurking around :P
By the way, stamina is going to be dropped, for a short time.
If I find a solution to add it, it will be added, otherwise it is going to be dropped permanently.
The reason is, that at the time I first started this project, it was still version 1.6 (A long time, eh? :P) and in that time, sprinting was handled SERVER-SIDE, which apparently caused lags (never encountered them, though) and that's why it has been handled CLIENT-SIDE again after 1.6.
And as you may know, this is a plugin, it operates SERVER-SIDE, that's why your users are so happy and play your server without the need to download any additional modifications.
There is one thing that should work to "trick" this out, by setting the user's hunger bar to 3 anytime stamina goes too low, let it there and when stamina is regenerated again put it to the old value. That would though make hunger a bit unuseful, as this would give the user a little time period in which the hunger won't drop, making it eassy to "trick" to never get hungry.
I'm trying to find another solution, for example setting the movement speed lower when stamina goes too low !!AND!! user is sprinting, that the movement speed (PLUS!) + sprint speed would be same like if the user would move normally. It would look like you sprint, but the speed would be still same. This is in my opinion better than some complex operations with hunger and making it possible for users to cheat.
Still, I don't know if I'm able to do it like that, so don't count on stamina to be added, I will do my best to add it, though.
@sakura_blades
Hey,
Well, I like the attribute points you are aiming at, it reminds me on some old/er RPGs I played.
But this would actually irritate people more on what everything does, then simply "Mana", "Health" etc.
Additionally, the first time I planned on making this plugin, there were 3 things. 1) Attribute Points (Health, Mana, Stamina, Energy), 2) Character Points (Defense, etc.) 3) Skill Points 3) Shield Wall, Fireball, Dash, whatever.
But I like that style you told. It'll take some time to "rearrange" everything, but I think it's worth it.
And exactly for that the luck is used to, to give you a higher chance on getting "legendery" or "mystery" items etc.
Also it could higher the chance to get double drops while mining etc. that's why I think Luck should be added, too.
This brings me back to my previous statements, that this plugin is highly configurable. You'll be able to enable / disable each of the attributes, so for example you for your server, if you really think Luck is unnecessary, you could disable it. Other servers might find it useful and don't want to enable strength and intelligence ( for whatever reason :D), they could just disable strength and intelligence and enable the others.
Character points are temporarily gonna be removed and replaced by attribute points.
Skills and skillpoints are still going to be included.
@Lionhard98
Personally the only thing I could see Luck really increasing, is perhaps a chance at finding an "uncommon item" off a mob that would only drop "common" or would work on a basis of the looting enchantment. And if it worked like the enchantment, it would make the enchant rather silly to aim for in my opinion.
As far as the previously planned attributes, I can't say I'd call them attributes myself. More so things would be effected by the "Special" attributes. As I explained, Mana could be effected by Intelligence, but that would also effect spell power as well. Lumping all those magic sort of ordeals together without making it seem so restricting to just "Mana". I know a lot of my players would be asking if "Mana" just effected their mana pool. Same with Health, etc;
Personally I think that Skill points would be better spent in the "Special" attributes to raise the Health, Mana, Stamina, Energy, Spells, etc; Rather than just individual attributes for those areas. Having too many Attributes to spend points in, gets confusing and rather restricting too for players. Especially in my experience, for players who aren't overly familiar with how things might work. It would take quite a bit of explaining to each player that say "Health" only increased Health Pool and something else increased something like Defense or whatever..
I'd suggest going with the alternative basic/simple "Special" attributes instead of the original 4 if I were you. Allowing those areas to increase the corresponding areas respectively as well. This way no 1 attribute is only effecting 1 thing, encouraging players to plan and build in areas to obtain the "class" they'd like to play. Like a Warrior/Mage, would build Intelligence and Strength with a hint of Constitution. And a Mage, wouldn't build Strength at all, just Intelligence, Wisdom and Constitution (if they aimed for more health).
Or perhaps a Ranger/Hunter and their Dexterity and Agility?
I hope you can understand where I'm going with this, and why I'd prefer to see the attributes taken in this route than the basic 4. Especially if you're planning to add spells, this would allow you to link the spells into those skills and for players to learn as they increased their preferred attributes in those areas.