ChangeDamage
ChangeDamage by FalseVacuum
NOTE: I don't play MineCraft anymore. Please don't ask for new features. They're not going to happen.
Sorry guys, updates are *very* slow! I don't play MineCraft, and I'm super busy with other things. I do enough coding every day.... I would be thrilled to have someone to which to pass on the torch!
Up for takeover! PM me for details.
Features
- Item/weapon damage
- Arrow damage
- Critical damage
- Strength effect
- Weakness effect
- Separate world configurations for damage output (all of the above features)
- Armor protection
- Fall damage (including armor protection during falling)
- Permission to decide if item/weapon damage changes based on the dealer. This also affects critical damage and the weakness and strength effects.
- Ability to configure item/weapon damage output for PvP only or for both PvP and PvE
- Default configuration so that you can avoid playing with things you don't understand yet.
- Responsive development team—I usually get back to you within 24 hours, and I get right on to bug reports.
- Open source
Overview
ChangeDamage is a plugin which allows you to change the damage an item does or the amount armor protects you. For example, you may want to make diamond swords more overpowered than they already are, increasing damage output to 20 (10 hearts). Or maybe you may want to nerf those OP diamond swords, so you decrease the damage output to 5 (2.5 hearts). Maybe, just for grins and giggles, you want the flower to do 200 damage. However you want it, that's how you can do it. You can also change the damage points of a piece of armor. You could buff the unobtainable chain armor, whilst nerfing the overpowered diamond armor!
So what ChangeDamage does is it allows you to change the damage output of any item. You can choose if this applies to PvP only or if this works for PvE. EvP will not be affected (for example, Zombie Pigmen's gold sword's damage output will be constant). It also changed the damage points of a piece of armor.
Commands
The current commands are:
- /changedamage reload - Reload the plugin
- /changedamage release - Disable the plugin (unload it, so you can remove it/replace it)
Future commands may include options to modify damage output of weapons from commands instead of from the text file
Config
- pvponly - true/false - If false, ChangeDamage will affect player versus entities (PvE) in addition to PvP. If true, ChangeDamge will only affect PvP
- verbose - true/false - If true, ChangeDamage will send you all sorts of useless spam messages that help me debug issues. Don't set this to true unless you know what you are doing.
- research - true/false - If true, ChangeDamage will occasionally print out some notes for me. Please report these notes if you get them. They will be marked "[ChangeDamage] [Research]" and will appear in the console. This is to investigate the possibility of adding critical hit support.
- damages - See "Damages", then see "Projectiles"
- armor - See "Armor Points"
- damages.expressions - Allows you to input an equation for how much damage a critical hit does. Variable 'n' is the amount of damage done by the player, rounded down to the nearest even number. Use the subnodes of "damages.expressions" "strength", "weakness", and "critical" to affect damage output for strength effect, weakness effect, and critical damage, respectively. See "Expressions"
- fall - Allows you to decide fall damage. Only activated when the player falls more than 3 blocks. Variable 'd' is the distance fallen, rounded down to the nearest integer. Variable 'a' is the total armor points of the player. Use node "fall.expression" to specify damage. See "Expressions"
Permissions
The permissions nodes for this plugin are:
- vacuum.changedamage - Gives access to /changedamage
- vacuum.changedamage.damage - Default enabled. Disable to make damage output changes not be affected for this player.
Upcoming features
Color scheme:
- In progress
- Suggested
- Completed
These are features I want to add but have not yet done so:
- Change durability
- Armor color
- Mob effects when wearing certain armors (maybe)
- Automatic updating
- Modify enchantment power
- Change potion power
- Potion effect when attacking
PLEASE make suggestions. If it's something easy, you can be sure to find it in the next update!
Bugs
Color scheme:
- Unresolved
- Resolved but not in the current version
- Resolved
Bugs:
- ClassCastException caused by killing Ender Crystals
- Cannot use non-armor pieces as armor (causes an error when falling)
- NPE in arrow calculation
- Arrow permissions weren't working
- Critical damage didn't work
- When performing a critical hit, damage output was reducing
- The fall damage expression was being read from the wrong node
Download
To download the Bukkit approved version, click the "Download" link on the top right hand side of the page.
To download stable versions click here.
@falsevacuum
https://github.com/FallingSnow/ChangeDamage I was just trying to get a plugin that could change items with sub id's damages. Like your plugin can change the damage of 268, but I wanted a plugin that can change the damage of 268:1. I didn't know if yours could till I tried it. I haven't been able to find one, so I just started building one off ItemRenamer. Unfortunately, its harder than it seems to keep the durability/damage the same. Do you think you could help me?
thanks VOWFallen
is good work
@VOWFallen
Can you send me the source please? I can and will decompile the JAR, but if you give me the source, I can update the repo with your revisions.
Edit: Your JAR looks clean. Have you tested it yet? Let me know if you want to take over this project.
@ircopdd
All I did was update it, let me know if it works. http://dl.dropbox.com/u/37408974/ChangeDamage1_8_2.jar
please update to 1.4.6 thanks
@Quinnatator
I'm not really actively developing this project anymore, but it would be very straightforward to do that from the code. Go to DamageListener and remove enchantment handling from applyEffects()
Unfortunately, knockback cannot be changed without changing Bukkit's compiled code.
Hey I've noticed that you have modify enchantment power on the suggested features list. I'm not sure exactly what this means, but I want to make all swords do the same damage as they normally do. With this, I want to make all axes do, let's say, half of a heart less than swords but also have the enchantment Knockback I by default (After you craft them). Would this be possible? Thanks.
@falsevacuum
Colored armor uses NBT Tags. TagMe is the only plugin I use which currently deals with that. I don't know much about nbt data, but if you ever feel like adding more features and want to look into it, that'd be great.
@Q2Lummox
Try making the word "default" only lower case.
@falsevacuum
My setup is like this:
damages:
  default:
    DIAMOND_SWORD: 9
    DEFAULT: 0
And I can damage with any object / item / weapon ....
With this configuration, it should not hurt, just with a diamond sword?.
What am I doing wrong?.
@Q2Lummox
Your example is correct. If you don't want to have diamond swords do damage either, remove "DIAMOND_SWORD: 9"
The default configuration is as follows:
damages:
  default:
    DIAMOND_SWORD: 9
I need to put one by one, all blocks and items that are in minecraft, and put into each one the value, "0"?.
Or what you say is, that I have to put this:
damages:
  default:
    DIAMOND_SWORD: 9
DEFAULT: 0
Greetings ;)
PD: Ok, I just realized that makes the "effect" of damage .... but not subtract life.
:P
@Q2Lummox
Yes, there is! Just set damage of the weapon "default" to 0.
Any way to establish that all weapons, objects and items ... not cause damage by default?, only that I specify.
Great plugin ;)
It works on 1.4.5, just use the item ID instead of "WOODEN_SWORD", for example.
@sami102
Try it and tell me?
It will be updated to 1.4.5 or it's already works on this version?
@gerbenstubbe
There should be more to that error, no? Also, are you using 1.8.1?
@acap41
I have NO clue how colored armor works, so that's a "don't know". Renamed armor shouldn't be a problem. As long as the armor that's been renamed has been renamed everywhere, there should be no problems.
this is my config
I doubt I'm the first to ask this, but is it possible to differentiate between different colored armor, or armor renamed with ProtocolLib and ItemRenamer?