KitMaster
KitMaster is a short-term inventory/effect/permission kit management plugin. As a server owner, you define kits in the plugin's configuration files. Your players can then take the kits either via a simple command, or by punching one of the kit selection signs depicted above. KitMaster provides you with the greatest amount of functionality possible, while at the same time remaining astonishingly lightweight and delivering rapid performance.
Click here to find out more about KitMaster and learn how to use the configuration and permissions.
This plugin uses the common MCStats data collection system to collect statistics about server version, plugin version, operating system, machine specs, etc. If this makes you uncomfortable, you can always disable it through the PluginMetrics configuration in plugins/PluginMetrics/config.yml.
In addition, this plugin by default will automatically download the latest versions of itself from BukkitDev and install them in order to keep itself up to date. If this makes you uncomfortable, you can disable automatic downloading of updates, OR disable the version check completely via the plugin's configuration in plugins/KitMaster/config.yml.
Features
- Dynamic and powerful syntax for defining items within kits
- All items are parsed using the same format, so you don't have to remember tricky formatting
- Different items have different data, but it's all configured using the same, simple format
- Kits can carry more than just items
- Define time-limited potion effects, or effects that renew automatically as long as you have the kit
- Add permissions to kits that will be granted to players when they take the kit, and revoked when it's lost (Vault required)
- Full MySQL support for saving internal data
- MySQL is a lightning-fast database that saves changes instantly and suffers no lag at startup, no matter how much data is stored
- Optionally enable MySQL to store internal data like sign locations, timestamps, and histories
- Never worry about lag on startup from loading massive files
- If your server crashes without saving data files, all your changes are still saved in the MySQL database
- Define timeouts for kits
- Configure kits so that a certain amount of time must pass before they can be taken again
- Apply a universal timeout so that nobody else on the server can take the kit until the timeout has passed
- Clearing inventories is completely configurable
- Individual kits can be configured to clear a player's inventory when taken, or leave it alone - useful for main class kits and auxiliary "supply drop" kits
- Selectively configure kits to clear inventories, potion effects (including recurring kit-granted), or kit-granted permissions
- Hook into economies
- Allow kits to either grant money or charge money when taken (Vault required)
- Special permissions to allow player's to bypass currency charges for taking a kit
- Powerful and effortless inheritance system
- Kits inherit both attributes and contents from their parents
- Multilevel recursive inheritance - parents, grandparents, great-grandparents...
- Allow a parent kit's permissions to override the child's, or require the parent's permissions in addition to the child's
- Simple, intuitive permissions granting
- Grant permissions per-kit
- Grant permissions for players to take a kit only by sign, or only by command
- Grant permissions to bypass timeouts and currency charges
- Never worry about needing to revoke permissions - permissions are always denied, unless explicitly granted
- Simple, clean kit list by command
- Players will only be shown kits which they have permission for
- Restrictions for how a player may take a kit are displayed next to the kit's name
- Kits may be configured to be invisible in the kit list
- Easy for other plugins to hook into
- Provides a capable yet secure API for other developers to hook into and manipulate the plugin, including custom events
- Kits can be defined with an extra "identifier" string to help dependent plugins find the kit they need or categorize kits
- Full item metadata support
- Save the contents of a book with a command and give the book to other players in kits
- Define custom potions within the custom data config and give them to players
- Give out your own skull (or somebody else's)
- Set up custom-colored leather armor to easily denote specific classes
- Save a firework with a command and give it to other players in kits
- Custom item names and lore
- Save or configure items with custom names and lore, and give them out in kits
- Access a custom item in a kit config simply by using its custom name
- Make up custom potions
- Use the custom data config to brew up your own unique concoctions with unique sets of effects
- Combine custom potion effect data with custom item names and lore to create completely new potions
@Skyledge
That's a custom potion, and although you can do it the process is somewhat more in-depth.
In potions.yml, you'll want to add the following:
Once you've got that, to add it to a kit, simply add this item to a kit:
Potion:Speed+Invisibility:1
If you do exactly that, it should work.
How can I put this potion in a kit?
Sorry if this is spam, but how much longer til you post a page about the named items? :)
@MarkHa10
1 a week thus far, but I've got college apps to work on at the moment. Right now the top priority is adding in-game kit editing, so the text macros will be included in that release along with some streamlining to permissions.
Now that you're going to add this feature that I really need, but can do without for the time being. When is the next update planned, I find a rate of about 1 a week and its coming due, from what I can infer.
@MarkHa10
Excellent idea, I'll add text macros for the next release.
@AmoebaMan Also, is there a possibility that you can add like {USERNAME} to a name/lore, like a variable. So when someone does say /kit donator it'd be named 'MarkHa10's Donor Sword'
@mak82
To make another kit, copy the sample kit and paste it below itself, then edit further. Rinse and repeat to create even more.
@MarkHa10
When I finish up my application to GA Tech I'll create the page for custom items. It's not that difficult, but I apologize for forgetting to make the actual page.
How do you make multiple Kits?
I can't seem to add Lore or Custom Names to items... can there be something added for that, I know there's a lot of pages for it but I see nothing for the lore or customnames and Im messing with the config and seems not to work for me.
@AmoebaMan
I'm not using PermissionsBukkit Given that http://dev.bukkit.org/server-mods/bpermissions/ has 400,000 downloads maby it should be Compatible with it?
@deleted_7536780
You can. The permission for the
/kit
command is bound tokitmaster.cmd
, which is defaulted totrue
.Try using PermissionsBukkit and tell me if your results change. I might have to swap up some nodes for compatibility.
@AmoebaMan
that works, but that gives them all the kits... why can i not kitmaster.cmd.<name>
@deleted_7536780
Try giving every player
kitmaster.cmd
(no specifications). It should default totrue
, but I haven't worked with bPermissions in the past.ERROR: got Kits set up Permissions not working Using bPermissions, user has kitmaster.kit.muezlian.
User types /kit muezlian chat: http://gyazo.com/b399644ab335007fcc20f42e4f98fb46 Even with kit.* it doesn't work. only OP's can
@AmoebaMan
i do use Vault. i just manually changed em to Spade... and White_Wool to Wool
@deleted_7536780
The phrase "iron_shovel" is causing an exception, because the actual name in Bukkit is "Iron_Spade". If you use Vault, this issue should go away.
Error http://pastebin.com/zMcxs4uN
Finally a Decent Kit Plugin! hanks my friend.
@Bugwarrior0
On-spawn kits are handled via permissions. Give a player the permission
kitmaster.respawn.[kit name]
to enable that kit when the player respawns.Depending on the permissions manager you use (I know for a fact that PermissionsBukkit does this), the
*
node will cause all the checks for respawn kits to resolve as true. Due to the code flow, this means that the first kit loaded will always be given to players with the*
node when they respawn.I know the system for on-spawn kits is bad, but it was a super-simple one to implement, and was a relatively highly requested feature, and furthermore the issue you're encountering is one I've deemed relatively minor. The system will be overhauled at some point, but other features like in-game kit editing are taking priority right now.