It Just Might Happen
It just Might happen tries to implement alot of those small things that many have thought of through the time of MineCraft. The plugin started out as a reality implementation, but it is moving to something in between, with the many requests to different effects.
I am pretty sure that some of the effects would be hated on one server but loved on another. That is why the v1.1.4 offered full control of almost every option to each effect. If you only like 1 effect, the turn the rest off, or make them happen so rarely as fit.
Features
- On fire Player has a chance to catch fire when using flint and steel. Water/bucket is used to put it out.
- Foodpoisoning Player has a chance of catching foodpoisoning when eathing raw food. Milk is used to cure it.
- Struck by Lightning Player has chance to get struck by lightning when standing under a tree in a storm. Control it with cooldown and disable biomes.
- Concussion Player gets a concussion from larger falls in 3 steps. a) Damage of 4,8,12. b) For servers with fall_damage:off or low, it compares falldistance instead.
- Step 1 - Mild concussion: confusion effect.
- Step 2 - Severe concussion: confusion- and slow effect.
- Step 3 - Traumatic concussion: blindness-, confusion- and slow effect
- Electrocution Player gets electrocuted when standing on redstone while powered state is on and chance for massive voltage!
- Cows do kick! Milking cows from front now gives a message, while milking from the back gives a kick backwards leading to a minor concussion. Please read "Known Bugs"
- Crafting Thumb While crafting chance to strike your thumb, chance reduced if crafting more than one, but at chance like 1 in a million you could die from crafting 64 at a time.
- The Happy Miner On player breaking blocks a chance to get tired (slowdig) or energized (fastdig). Being tired and breaking blocks will trigger hunger too.
- Roses have Thorns When walking through roses or rose bushes, players gets slowed and takes damage from the thorns.
- Brew Explosion Chance for a brewstand to explode upon a finished brew. Configurable explosion and leave a sign to the owner.
- Squid Defense! Chance that Squids defend themselves with damage (poison) and ink (blindness).
- Fisherman on hook Chance to catch more items or catch mobs while fishing (items and mobs are configurable).
- Bump on the Rail Chance to get thrown out of the minecart when on curves.
- Bow Breaker Chance to break Bow during PvP.
- Sticky Tar Sloweffect when walking over black wool.
- Quicksand Chance to get sucked into the ground if not jumped enough to get loose. (only when raining configurable)
- Dizzy In the Desert Chance during sunny daytime to get thirsty/dizzy.
- Row your Boat Chance for boat to sink and player will have to fight in order not to drown.
- Heavy Duty Armor now reduce walk- and flyspeed based on protection points.
- Zombie Nation A zombie has a chance to raise upon player getting killed.
- Sneaky Pickup In order to pickup items, you will have to sneak.
- World Drop Chance for items to fall out of the sky around players online.
- BuggyBlock Check (100% default) for a range of blocktypes to break underneath the player.
- Unstable TNT Chance for TNT, when placed, to explode instantly and kill player.
Near Death Players near death will get disoriented and blinded.
Crazy Combat What could happen when you draw your sword?
- Fair Play, when players with CREATIVE MODE hit other players, their gamemode changes to SURVIVAL.
- Only weapons do damage, choose what weapons can cause damage.
- Sparks, when players fights with swords a spark can ignite them both.
- Backfire, damage goes back to the attacker.
- Splinter, wooden sword has a chance to give splinters.
- Bow Snaps, bow snawps fingers.
- Weapon Breaks, weapons breaks during combat.
- Kill Rush, after killing another player, there is a chance to get stronger and full health.
Messages (language.yml)
In the ijmh-folder on your server you will find the language.yml, from there you can change every message sent when something is triggered.
Commands
/ijmh - List of effects and commands and if they are currently on or off
/ijmh version - Show and compare version with latest released
/ijmh update - Turn new version notification on/off
/ijmh <effectname / part of effectname> toggle - Turn af effect on/off
Modifying values
/ijmh <effectname / part of effectname> - Shows a list of current values and HowTo change them.
/ijmh <effectname / part of effectname> <option1>:<value1> <option2>:<value2> etc. - Changes the the values of option 1, 2 etc.
Valuetypes: (Differs between effects)
- skipworld: The worlds to be skipped. Same command will create and remove them.
- skipbiome: The biomes to be skipped. Same command will create and remove them.
- message (true/false): turn messages to users on/off
- whenrain (true/false): if true only happens during rain.
- whendesert (true/false): if true only happens in the desert.
- whenzombie (true/false): if true only happens when killer was a zombie.
- chance (1-100): chance that an effect will happen
- chancemod (1+): modify a chance to go below 1%, eg. chancemod of 10 gives 1% / 10 = 0.1% chance.
- damage (1+): Damage that player will suffer. 1 damage = ½ hearth.
- modifier (1-5): The strength of the effect. (For Heavy Duty values are >0 and <=1)
- duration (1+): Time that an effect lasts on player in seconds.
- cooldown (1+): Time before an effect can happen to a player agin in seconds.
- signs (true/false): Place a sign with a message when event has happened (eg. brew explosion).
- items (item): The item to be given. Same command will create and remove them.
- mobs (entity): The mobs to be spawned. Same command will create and remove them.
Permissions
ijmh.immunity.*: Immunity to all events. (Full list of immunity per feature is found here)
ijmh.admin: Grant access to toggle effects on/off and version check.(default:OP)
This plugin utilises Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true.
@nsordk
You can use the PlayerRider plugin and change it to MobRider
@add
Love the Sneaky Pick xD!
At the moment the following is being tested to be in the next version:
- BuggyBlock, check (100% default) for a range of blocktype to break underneath the player.
- Unstable TNT, chance for TNT, when placed, to explode instantly and kill player.
- World Drop, chance for items/materials to fall out of the sky around players online.
Want a few more features in before release.
EDIT: more added
- Sneaky Pickup, to pickup items/drops player will have to sneak.
Need your help guys!
To do the "Riding Mobs" feature, I need to know what plugins you use to ride mobs?
EDIT: in MC 1.4 you will be able to Ride pigs with a Carrot on a Stick. That makes the feature good. Also I am looking into MobRider as a plugin to produce the riding.
@gunblast We've been here for a while now, welcome to twisted part of minecraft :D To add sounds to the features would be rly cool, but I have a big wish to release a v2 that should have a new commandsystem so that you can setup a feature with one commandline.
After v2 spout or equal would be cool to look into.
@Tobyz28 You are perfectly right. You will see that some features trigger alot even with a 1% chance, so I came up with:
1. You take a random number between 1 and 100 * chancemod
2. That number needs to be less than or equal to chance to be success
e.g. if you have set a 50% chance and a chancemodifier of 10 then you take a random number between 1-1000 that needs to be less than or equal to 50 to be success.
Could you clarify what these two mean?
chance (1-100): chance that an effect will happen chancemod (1+): modify a chance to go below 1%, eg. chancemod of 10 gives 1% / 10 = 0.1% chance.
Is chance the % value for something to happen? Sounds like chancemod is just a way of going below a value of 1%?
@gunblast
Spout will be replaced by the modding API soon.
Brilliant. I never knew this existed! I was literally getting ready to hire someone that could make a plugin like this haha. Few suggestions-
Concussion: Maybe if the player gets hit in the head by a sword/item he has a chance to sustain a concussion. Broken Legs: If the player falls too far, they break one of their legs, which results in slowness.
Spout support- you could do LOADS of things with spout. Here's an example (its a bad one but all i could think of at the moment- I actually have a concussion myself haha) - Common cold: You can catch a cold if you are outside in the rain. It causes you to cough (coughing noises) and makes you dizzy or something. Idk, but just look into spout, you wud be surprised by what it can do.
@fazaro
You do a /ijmh buggyblock and first you add a blocktype that you want to use. Then you place alot of those blocks and when somebody steps on it, it dissapears under them.
@nsordk
:D Can You explain what it Does?
@fazaro
Someone is playing with the dev versions, awsome. I always change the color of the feature in the ToDo list when it's done.
@nsordk
Np.
What's the BuggyBlock effect? It's in my config :c
@fazaro
I'll look into that right away. Also I am aiming to release a new version this weekend. Stay tuned ;)
idk its a bug but, if u stand on pressure plate it works like redstone does :c Can you fix it please? ;)
waiting for next update :D
@Tobyz28
Hey Tobyz28, so funny that you bring this up, cause last week I was looking into bukkit's events and saw that the lightning event during storm can tell you each block it hits. Combined with your idea, and its a cool addition to your suggestions.
Here's a couple more suggestions/ideas with lightning:
In a lightning storm,
Best part is i could see this as being fairly easy to code and it would change how people build villages in open fields ;) ! (I would place a jail directly under a lightning rod for example mwhahaha ;)
@WarmakerT
Great input WarMakerT as usual, and thanks for the chestcode you sent. I am going to go through your list and add as many as possible in next release.
About your question I would say most is possible, as long as all checks for failure is meet and secured.
The slam door has already cost me half a day, cause it was lagging alot of information I needed in 1.2.5, I'll see it 1.3.2 is on our side.
@nsordk
"Players have difficulty swimming with non-leather armour on"
That is also really easy :P
"Torches placed on wood have a small chance to start fire, warning to players in the area for help."
"Allow us to set certain types of blocks to fall when walked over by a player/entity."
"Item drops on top of chests will be inserted into them if there's enough space."
"Sometimes when standing under a tree during a storm or normal rain, a chance that if the tree has branches one falls on your head."
"Trees can occasionally drop the leaf entity block below leaf cover."
" "Ender Missfire" Player has a chance of turning up in a random spot when an Ender Pearl is thrown (configurable radius)"
"Jam your fingers in a door when you close it."
Edit.: When you get out of a boat while it's moving, you need to keep running or else you'll fall.
Can you make the player walk with the boat instead of just staying on the same place?
@WarmakerT
I agree, and I will put that in next release. Also I concluded on how to make the "fall down stairs", where you actually end up at the bottom of the stairs with a cuncussion. I am going to put in some more of the smaller features too.
"Wood placed horizontally under water floats to the surface/UP"
This isn't hard to do. :)
@linwetalion
Thank you for the heads up, it's fuel to keep twisting Minecraft with crazy ideas. And don't worry this is only the beginning.
@Dinastya
I take you wish for more and faster as a big compliment. My code is on github and open to the public, so every developer interested could fork, develop and send a request to get the code in, hasn't happened yet though :D
If I could just "show" you how many hours this has taken so far, but it's fun, and then I tend to loose track of time. In general I start a feature and within the first day I have an idea on how it should get it to do what I want and can pretty much get it ready for the first test, second day I then know what I need to find altertive was to get my result, and after that test it. Third day is finishing up, making the messy code tidy, and adding all the administration parts, last I test it quite many times and if I come up with further additions I'll add that. Around day 3-4 I release it. Some of the features was quite easy to do, but the more complex has so much testing, start/stop/start/stop server to see if a change has had good effect.
I think you get my point :D
What should we add next?
Any requests from the todo, or something new?