OtherBlockFX
OtherBlockFX
Blocks that damage, slow, zap and more.
OtherBlockFX allows you add damage and other effects (potioneffects, lightning, messages, etc) to blocks that the player walks over or brushes against.
Features
- Deals damage to players whilst they are on or next to a user-defined block(s).
- Configuration file to let you define how much damage they take, and the delay between damage.
- Permissions support - admins don't get hurt!
- Finds admins in ops.txt if Permissions is not found.
- Wearing armor halves damage taken by blocks. (enabled/disabled by config file)
- Multi-world support (completely switch off BlockDamage in certain worlds)
Documentation
Tutorials
- Getting started: how to install and setup OtherBlockFX (to be written)
Permissions
- 'otherblockfx.protection' - Protects the player from block damage.
- 'otherblockfx.admin' - Allows use of admin commands.
Reference Pages
- None yet.
Offical Bukkit names
- Materials
- CreatureTypes (mobs)
- Enchantments
- Potion Effects (for "potioneffect" parameter)
- TreeSpecies
- Biomes (for "biome" parameter)
Other Docs
Other Docs
OtherBlockFX 0.1 (planned April/May 2013 - Zarius)
- will be a rewrite using the ideas of BlockDamage along with standard conditions/actions from OtherDrops
BlockDamage Version 1.0 (04/07/2011 - ChrizC)
- Renamed the plugin! Netherrack-Damage is now known as BlockDamage.
- Changed namespaces.
- Changed the config handling. + Incorporated a pull request from @Zarius - This modifies armor behaviour. For example, boots only halve damage if you're standing on a damaging block. Equally, a helmet only protects from blocks above you. - Removed commands (for now).
Thanks
Many thanks to these people who helped with OtherBlockFX:
- ChrizC: OtherBlockFX is a continuation/expansion on the original BlockDamage by ChrizC (used with permission).
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- OtherBlockFX uses Metrics for anonymous usage stats (learn more).
Toutorial Video Not Work
@Noshire
I might look into interval stuff in the future - for now the plugin runs in the "PlayerMove" event so only kicks in whilst the player is actually moving. I might do similarly to OtherBounds and add a "timer" mode where it just checks all players every x ticks - that would let you do the "spider spawning" example you wrote.
Yeah, checking surrounding blocks is planned for the future so you should be able to do the gold block example too.
I wasn't aware of mobs not having an onmove event; makes sense though, considering the surplus traffic this could cause if fired from hundreds of mobs.
The potioneffect conditions aren't really important; there'd be two or three perfect opportunities, but I think the condition wouldn't get used much otherwise.
I guess you can run commands on an interval while standing on blocks, too? I imagine spawning an invisible spider (only red transparent eyes) using OtherDrops each 5 seconds while standing on soulsand, for example. Or spawning the occasional bat while standing in completely dark caves.
Another question regarding conditions; can the block also check for its surroundings? An example would be a gold block that only zaps you if a glowstone block is directly beneath it, and the two spaces above it are filled with air.
If this was implemented, admins could use your plugin to define a whole array of "schematics" for different devices.
Doh, don't know why you need to subscribe to your own project, but you do. I hadn't subscribed so didn't see the messages until now.
@yesiamquitesmall
This plugin isn't design to deal with large areas - check out OtherBounds instead (although OtherBounds doesn't currently work with factions regions, it probably could).
@Noshire
Yeah, jumping blocks would be cool :D Mob-repellants is an interesting idea but would require setting up the plugin differently since mobs don't have a onmove event. I might play with timers though and see what effects I can do that way (perhaps even things like zapping mobs with lightning on certain blocks).
Yes, head, sides & feet are treated differently so far.
Permission nodes are planned (as are most of the otherdrops conditions - world/biome/time/etc) - I hadn't actually thought about potioneffects as a condition, might be able to add that later.
Monitoring this page on a daily base, can't wait until this plugin is out :) OtherDrops is one of the core plugins our server-economy and RP is based on, and I can't wait to enrich the user experience with some masochistic block effects ;)
A few questions:
Do you plan on supporting movement vectors? It'd be really nice to have certain blocks act as jump-pads or mob-repellants, for example.
Will there be distinct events for standing on, banging your head against, and brushing the side of blocks? Would be awesome if we could define different actions for those events.
Will the condition system be able to check for permission nodes? One practical example would be a server with a class-based system, where certain classes could travel over netherrack unharmed.
Can you use potioneffects as conditions? Staying with the netherrack, could you negate damage as long as a player is under the effects of a fire resistance potion?
Thanks for taking the time to read, and for developing this plugin! Can't wait to test it out :)
Is there any way for this to work with another plugin eg. factions, so when a player is on someone else's land they start taking damage? And is there any way to select a large amount of land? Many Thanks