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.
@UnUltima23
Yes, this is planned and will definitely be possible though it may not be included during early alpha stages.
Would it be possible to implement a longer reach for players wielding a Two-Handed sword? And shorter reach for things like daggers? And maybe a slower swing speed for Two-Hand, and faster for daggers?
@Grimbot_x
Yes, this has been implemented in the API
I have another question. Would it be possible to add level requirements to certain armor or weapons?
@sakura_blades
The development builds work fine, for developers.
Don't worry, this project isn't going to disappear. This is a large project though, and it's going to take time. Releasing a half baked alpha would just cause confusion and frustration for everyone.
Even the development builds don't work yet? >.> I'm real excited to see what this plugin will become and I am sad that I can't use it yet.
Great idea guys, please don't let this one slip away. Too many class plugins fall apart. :(
@Typical_Name
That would have to be in a separate module.
@Tehkiah
For sound effects (and I think some visual ones as well), might I suggest utilizing spoutplugin? If you did, you could have the ability to use sounds from outside of Minecraft. Spoutplugin is also useful if you want to have any GUIs or that sort of thing.
@Tehkiah
I don't see why not. :)
I know you guys are still working hard on all this but I was wondering if Champions will utilize sound effects, visual effects, and particles for skills and the skill creation system? One of the sad things about Heroes was how limited everything was with regards to visual and audio cues for abilities!
@Grimbot_x
Awesome.
@YoshiGenius
Thank you for your reply!
On the first question, yes that is what I mean. :)
I will definitely be looking forward to the release of Champions and based on your answers I know for sure this will be an amazing plugin. :)
@Grimbot_x
1. Yes, there will either be a module for it, or it will be in the base plugin. There may be only X upgrade points given, and they can be used to be given certain skills, if that is what you mean.
2. You can enable permission-skills which I assume there is a plugin to let you buy permissions with ingame money.
3. Regarding stats, it could be done, but it would be best for a module to be made for it.
4. A module would be required, as we would most likely either use Vault, or hook into the individual plugins.
5. I hope you like Champions once it is released.
A very nice plugin in the works. Looking very forward to it's release!
I have a few questions though,
Would it be possible upon a level a player is able to choose only a certain (configurable) amount of spells/skills/abilities that are offered to that player for that level?
Would it be possible for a player to buy a spell/skill/ability with an in-game currency before he/she can use it?
Would there be a stat system as well? For every (configurable) level you can get a (configurable) amount of skill/stat points that you can spend on certain stats (example: attack speed, melee damage, ranged damage, dodge chance, critical chance, etc.)
Would it be possible for a spell that can grant access to the caster a specific permission node?
I come from using the AncientRPG plugin, and this seems very interesting. :)
@Silvanarix
Thanks! When the bukkit version is released, if there are any bugs or errors only in it for MCPC+, we will have to make an MCPC+ version. Hopefully everything will work fine though.
The concept here is amazing, I look forward to seeing how it pans out. If it is compatible with MCPC+ then I will definitely be including it on my server. This game has a desperate need for this kind of plugin that is fully compatible with bukkit.
@Sirpack10
No release date yet, but we're doing our best.
@TheAtreidius
They will, though likely not during the initial release.
When's This plugin going to be out? Any release date? My server need's it and it opens in about a month so.. Hope soon!
Will skill trees be possible?