Champions
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Champions aims to be a fully customizable and extensible RPG plugin. We want to bring a complete MMORPG experience to minecraft. The Champions plugin and API library helps you bring your RPG vision to life.
Champions Core Plugin
Races
Is your champion a dwarf, ogre, fairy, or even an alien? The races system lets you create your own races and set restrictions or bonuses for each. You could have a race that naturally has more mana, health, access to certain skills, or even restricted from using particular classes. The API for custom races allows for even more possibilities, letting you define your own behavior for leveling up, using a skill, hitting with a weapon, etc, etc. If you want to make a custom race that regains mana when attacking with a weapon, it's completely possible.
Classes
The classes system is one of the main features of Champions. There's very little you can't do here. We support multi-path class tiers, custom experience sources. You can restrict use of skills and weapons, modify mana costs, add bonus health, modify the stats (health and mana per level), set class mastery and level requirements, and just about anything else you can think of. Like the races system, the classes API is extremely flexible and allows developers fine control over all of their custom classes.
Skills
It's difficult to explain the full depth and flexibility of the skills system. If you can think of it, you can do it, and if you can't, then we'll modify the API to be sure you can. The basic skill configuration allows modification of mana, stamina, and health costs. Everything else can be done via the Champions API library.
Custom Weapon and Armor Types
We're currently in the process of completing implementation of custom weapon and armor types. Weapon types can be specified in the item's lore and classes can be configured to give bonuses to each weapon type. If you'd like an Assassin class that does more damage with Daggers, it's extremely simple to configure. We'll be putting some effort into making the lore formatting as configurable as possible but for the time being we're focusing mainly on the format used by the RPG Items plugin.
Experience Sources
You can specify custom experience sources for all of your classes. We currently support block break, block place, mob kill, player kill, furnace use, and skill use sources. You're able to specify the exact experience gain for each block, mob, player or skill. In your class configuration you're also able to set a modifier to adjust the experience gain from each source. There's also support for setting the experience gain for killing a specific player, either via the configuration or dynamically with the API. In the future we may add support for experience gain based on the level of the player that was killed.
Add-on Modules
We've designed the Champions Core plugin and API library to be as extensible as possible. We have several add-on modules planned to add even more features to Champions. This includes integration with existing plugins, support for weapon, armor and skill classes, a questing system and a whole lot more. After the core is finished, keep checking back for updates on these modules.
For developers: You can develop modules either: a) independant of Bukkit, or b) requiring Bukkit currently. For more information, look at the docs and tutorials sections on the wiki (coming soon).
Champions API Library
The API library is the primary focus of development for the time being. This library is completely independent from bukkit and can be used either to extend the Champions core plugin, or create your very own RPG plugin. It has everything you need for creating classes, skills races, experience sources, assigning restrictions, leveling, experience, events and just about everything else you can think of. This library is the root of the Champions core plugin. As the codebase becomes more stable, we'll be releasing a number of tutorials to help you learn how to use the API and explain what exactly can be done.
Notice: Currently looking for people willing to write docs and tutorials on various parts of Champions! PM YoshiGenius or add him on skype (yoshigenius) to apply.
Once I have access to a computer 10-11 hours time, I will continue work on making the plugin work. I consider the library to be virtually feature-complete for now.
@AlTechMC
We hope to have an alpha release in the next few weeks. However, that being said, some IRL stuff came up for some of our primary developers this month, so development has paused for the moment.
Thankyou for your interest in Champions!
I'm interested for this plugin, it fits for the server I'm working on. When will it be out?
Thank you for working on this!
@AlteOgre
Good ideas. It seems that most people will tend to join the nation with the highest level, which can lead to an unbalanced world for obvious reasons. I didn't see that fault 'till now, which I then realized. It certainly wouldn't be good for a low level player to join a high level faction to achieve great powers, there was no effort to earn those abilities on behalf of the player.
I like your idea how their should be a disadvantage for every advantage, it keeps the game-play in balance. Enhancing a players current skills seems a better choice as well. It would also be cool to have a trait where you mining yield can increase, or shoveling dirt faster, etc.. This would allow players to not only focus on war, but focus on nation productivity.
@Grimbot_x Aye, like these thoughts too. One thing troubled me though. I wouldn't like all members in a nation 'obtaining ' some skill or capability by just joining that nation. Adding your sauce and thinking it over I now see multiple opportunities to have nation-dependent abilities, if the plugins (Champions and Conquer) allow nation leaders to adjust a number of parameters. As I fancy the concept of nations setting training objectives and harnessing the knowhow for training certain extreme abilities that make their military or workers stand out against others, I wish to focus on the experience gain and skill / ability effectiveness limits. Nations can specialize by focussing on raw melee strength or archery precision. But that will come at a cost. If for example, a nation specializes in melee combat, its training limits may be increased for melee related skills, but at the cost of getting worse ' best' archers. Whatever the 'xp-skill' plugin (heroes, saga, mcmmo: champions!), the nation leader would just have to shift some max values. If one is increased, another must be lowered. Predefinition of nation 'traits' by server owner / lore master can add as a nice option indeed.
On the wars and thrones: This concerns no concrete idea, it's just a concept that describes the way things work, afaic.
@AlteOgre
That would be really nice. It would be cool to possibly have predefined traits (configurable by server owner, you can create your own traits) a nation can pick. Maybe a nation decides to study pyromancy. Possibly allowing each nation to level up in the trait they choose. This nation with the pyromancy trait can level up possibly by how many members there are in the nation (maybe with a specific class or race?), how long the nation has lived, or maybe the nation can do daily tasks to level up (certain tasks can include expanding your nation, recruit people, kill a certain amount of hostiles, etc.). When a nation levels up in their trait all the members of that nation may be able to learn nation-based skills. In this case this pyromancy nation may level up to level 5, and all the members can receive the spell 'fireball'. Just an example.
And I like the idea of wars and thrones, how you previously stated. This suggestion, in my opinion, definitely would add much more depth in a Minecraft RPG.
This is just a suggestion, and I'm really looking forward to this great plugin. :)
@Grimbot_x
Ad 3) I would like to see that combined with the possibility to introduce nation specific traits / training priorities. Imagine a nation leader and his elder council determining the strategic priorities for combat skill development of their military. Or that nation specific cultural aspects favour close combat over magical capabilities.
Of course this could also be combined with race specific aspects, but that is most probably already covered sufficiently and my thought is that it is nations that rule the game of power, wars and thrones.
I'm happy with Yoshi's answer to Grimbot's suggestion: promising.
My thoughts come from combining experience with Saga/AncientRPG and Heroes/Towny. I hope the mix Champions/Conquer will deliver the best of both worlds (and more).
id love to help but i need to learn java which id love to :D! but just watching videos is annoying... even if i work hard i hate it...But if i manage to learn java or if one of you has time to spare to help me out then id LOVE to help for AS LONG AS U WANT :D even in 20 years i dont mind :D
@caw3
There's actually a very good chance we will. Though initially I'd like to break it down into a simple module for use with Champions. Maintaining the plugin itself with all the powers and commands and whatnot may be a bit much. Either way, it's a good project. I'd like to see it live on in one form or another.
Now when rpgitems is abounded you should take it over. :)
i am mainly learning java to someday try to take it over :)
@Nosfeato
Getting there :)
When is this plugin coming out ??? it looks VERY VERY good and you guys seem to be pooring a lot of work on it !!!!!
@Frofster
Yes, this may be done in a separate module.
Have you guys ever thought of implementing a sort of character journal, as seen here?
http://www.dungeonrealms.net/?page_id=350
I think it's a really, really cool feature and I'd love to have it included in Champions or as a separate module.
@jack588
Sure thing.
@YoshiGenius
will you make a chat format that support Herochat 5, for displaying the class and level?
@jack588
If there is enough popular demand, a module will be available for it.
will this plugin compatible gaining experience from Quest plugin? and killing custom mobs (another plugin) ??
will be great if compatible!..and, when is release date?
Thanks!
@Grimbot_x
Possibly. It has relatively few downloads and hasn't been updated in 2 months. However, we will consider this.
The RPG Items plugin is a bit higher on our list, though we'll try to provide as much support as possible for other lore-related plugins.
Another question, will the custom weapon and armor types be compatible with Lore Attributes?