DiabloDrops
Currently generates 2,679,707,091,600 unique items with default settings!
This plugin adjusts the mob dropping mechanics to include regularly dropped enchanted items that could be commonly found in Diablo.
Github Source
Wiki (Under Construction)
#deathmarine EsperNet
Features
* Creates tools and armor named with popular diablo prefixes, suffixes, and colors.
* Mobs can spawn with enchanted tools and armor
* Allows mobs to randomly drop enchanted, lore, and custom items
* Everything is calculated randomly with configurable chances
* Completely customize the names list
* Add your potion effects to your items
* Easy to use just drop it in you plugins folder and reload/restart your server
* Create custom items that can be dropped on a configurable chance
* Add Lore to you items with enhanced abilities and effects
* Burn socketted gems and enhance socketted items with a furnace
* Identify Magic items with Identity Tomes
* Automatically updates to the latest version found here
* Ruins that generate in the world with chests containing magic items
Permissions
Command Permissions can be found below.
Permissions
Sockets
For the moment socket-ting is disabled.
Detailed explanation of the use of socketted items.
Socket Enhancements
Information
For information concerning the plugin, consult the Wiki.
See It In Action!
Bugs
Still working around some bukkit/vannila minecraft issues.
Notes
See forums.bukkit.org/threads/formatted-req-magicfind-items.70390/ for the request plugin.
@UltrafaceGuy
Thanks for your continued support!
1.1 looks amazing, and I applaud the continued progress on this plugin, it is hastily becoming one of my favorites of all time.
@Aibakins
Mmmm... ID... Ouch. Me and Nunnery tried to define the max probability of receiving the exact same item. I think before the Lore effects were added just with the default attributes the range was around 16 Trillion to 1. That's why its slightly difficult to adjust the random generator to make configurable options. The ones we have in place are working and reasonable.
1.1 has been uploaded with alot of fixes. http://dev.bukkit.org/server-mods/diablodrops/files/7-diablo-drops-v1-1/
@n33dy1
With safe enchant on The amount of enchantments are the amount of passes the plugin makes when identifying regular enchantments. If one is found unsafe its just cleared out. So let say a Legendary item has ten enchants it will make ten passes on a random enchantments. Only 3 of them will work on a helmet So it will apply the three. Blank items are when lets say it take 3 passes it if finds nothing, it applys nothing. Its a bug we are working on, just having to rework some more random generation.
You should give a definite ID to your items so that i may sell and buy them with Chestshop! Also work with the buds at EpicBoss or Heroes to get this plugin even better! Im even planning to donate for this epic plugin!
@lewisviper
I'm sorry, can you rephrase that and maybe make what you said more clear? I don't quite understand.
@n33dy1
Yeah, we'll work on that.
The SafeEnchant isn't quite going to work until the new version is uploaded.
@rmh4209
Ah, well can you maybe add a /diablodrops reload command? :) People keep gettin' mad that I keep resetting the server. :(
EDIT: I turned SafeEnchant to true and now I'm getting several items with no enchantments at all. They just say the name, then say "Lore" or "Set", etc. :(
http://i.imgur.com/UIJRa.png & http://i.imgur.com/OhkxG.png
ok something missed from your plugin, the IDS of the enchanted items so that peoples equipment don't vanish when I use Modifyworld restrict items
@rmh4209
Edits #1, 2, and 5 have been fixed.
@n33dy1
That's an issue we'll fix as soon as we can.
Replying to Edits:
1. See above.
2. That can be toggled using SafeEnchant in the config.
3. We essentially gave them numbers based on power and knowing how our code works. If you want, I can link you to an explanation.
4. You should never use "/reload" to update your server. It loads plugins in an abnormal order and can mess up the entire process and server. I'm speaking from experience.
5. There will be a fix for that in the next version.
@pureks
We're trying our best to keep this a quality plugin!
@Mr_Brownsheep
As far as I'm aware, Bukkit will never be adding support for NBT Tags. The only way we're able to do it is by compiling against CraftBukkit, which can and might break it at anytime, so it may be difficult to fix bugs like the ghost item.
Also, mobs might come in a different plugin.
@Death_marine
Oh bukkit :( Do you know if 1.4.5 R-0.2 got anything fixed or added? I really wish this could work seamlessly....
Anyway! Great job! You should add spawner effect (flames) to "elite" mobs ;)
@Death_marine
Thanks for using my suggestion! I love this mod and it just keeps getting better!
With DiabloDrops v1.1, I have Damage: false in the config.yml but when I do the /diablodrops command, it still gives me damaged items. I have reloaded and restarted my server.
EDIT: Players are getting drops that are almost completely destroyed, despite Damage: false being off. Also, when I updated I decided to delete my DiabloDrops.jar file and DiabloDrops folder completely.
EDIT 2: Could you also make it so enchantments are only added to an item if the item can actually use the enchantment? Feather Falling on a shovel is kind of useless. Like, maybe when the item type is randomly generated, then it randomly selects from some enchantments that can actually function on that item type. Since some players actually may like the various effects on different items (to use a helmet as a weapon or something because it happened to get Sharpness IX) then maybe have this be configurable. It would make me really happy if you did this.
EDIT 3: And how come Rare items have a chance drop of 20 in the config, but Magical items are only 15? I know I can change this myself (I did), just curious what the thinking was for that.
EDIT 4: Not saying this plugin is the issue, but ever since the time I added DiabloDrops to my server, when I do a /reload, it crashes after maybe 15 seconds or so.
EDIT 5: Is it possible to disable the tier name in lore? People keep asking me what Set means and I'm like "It's an item from a set of items" and then they're all "oh, do I get bonuses when I have the whole set?" and I'm like "idk"
@Mr_Brownsheep
Currently thats an issue with the methods that we are using to drop the item. Unfortunately bukkit doesn't currently support NBT tags so manual methods of dropping the items are used. Otherwise blank regular items will be dropped.
Drops still get ghost dubbed ;(
@pureks
Will be included in the next update.
@poiNt3D
That would only come after a potential rewrite of the item generation code. As well, that would most likely require a brand new subplugin, as we're trying to keep this plugin as passive as possible; the only exception to said passive rule at this time is the addition of ruins.
This may be considered in the future, so please make us a ticket there.
Hi. I have a suggestion: add random mobs with various health and damage (like Diablo!). Stronger enemy=chance of better loot. Also, they could have different outfits, so you can see who you fighting with. And you could make enemy strength depend on how deep underground it spawned (yes, like Diablo 1). Sorry for my clumsy English.
@UltrafaceGuy
There are some bugs that still need to be worked out with some of the items. Admittedly, we rushed a bit with releasing the lore feature, but it will be worked out and fixed when we have the ability to fix it.
@n33dy1
Can you make a ticket including some examples of the multiple potions thing? I'd need to see some examples so I can replicate it.
@UltrafaceGuy
This! And sometimes it even makes you disconnect with multiple potion effects on a weapon. I made a page for my players for them to make their own custom loot for the game but I have to explain to them that some just won't work together. I made one with 5 CONFUSION on it and when I hit them we both get the effect on us.