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.
@Grinjr
I like it, we should make it harder to chop it down, so that you need the right tool/weapon or else it will hurt or be impossible. This will properbly be in next release.
@nsordk
Okay, thank you. Also, I had an idea for a feature. Cactus aren't really that logical in my opinion, so what if when you punched cactus or break a cactus block, your finger gets pricked hurting you, and sometimes when you break or touch cactus blocks, you get poisoned because of a poisonous cactus?
@Grinjr
Only weapons do damage, choose what weapons can cause damage.
I just checked the config etc. and it seems it totaly slipped my mind to add it to the config and command generators. I will release a version close to the weekend, but until then you can add this to Crazy Combat in the config:
@nsordk
I'm only seeing what was listed in the config. Which subfeature makes it so that you can hit people with your fists again? Also, sorry for not knowing with this from reading the help, but the toggling of subfeatures is a little confusing to me. How do you use the command to turn off individual subfeatures? Thanks for helping out!
@Grinjr
All subfeatures to Crazy Combat have an option to disable. Do a /ijmh crazy to find it.
Is there an option in the config for disabling "Only weapons do damage"? I didn't notice it.
@CommodoreAlpha
You are absolutely right, option it is.
Just ended a new addition to Crazy Combat called Double Trouble where a creature has a chance to split when hit, with options to choose what creatures, how many or random amount and 2 different messages if monster or not.
You should make that a configurable option, probably add a new line in the config like "QuicksandBeaches" since I'd like my beaches to still swallow people (on rare but deadly occasion).
@xXDeadInsanityXx
Less chance is easy, just increase Chancemod.
I am releasing a version later this week and I'll do what I can to add so that you don't get it on the beach.
Can you get rid of quicksand on beach biomes and make a difference between sand and quicksand / alot less of a chance of being on quick sand and possibly a way to notice quicksand before stepping on it thanks
Version 2.1.4 is awaiting aproval. It's a small update but it makes Brew Explosion so much more fun. Finally player can expect instead of seeing their brewery, a sign with the text "BOOM" has replaced it along with the crater from the explosion.
Changed since last version:
@Malachi21
Thank you guys for taking a min to add "fuel" for more features :D
@WsupPanda
I am sure it will be compatible and if an error or odd behavior shows up, we will fix that within days and release it. "ExtraHardMode" seems to be thinking in the same direction towards adding just that little extra to the game. CommodoreAlpha is right though, the two plugins are more like salt and pepper, but both serve the same purpose. I made ijmh to produce these wtf-moments, and even though the plugin is getting older, there are still alot of idea's waiting to be added.
Regarding "ExtraHardMode", if both have same features, then just turn those off in ijmh and of cause if bigscary has a way for me to se what is active in "ExtraHardMode" then I'll gladly add this to ijmh so that servers aren't working double.
Both plugins don't have to merge. I mean, at the moment, there are no compatibility issues (probably won't be for a long time), and the only compatibility issues that could arise would be when they do the exact same feature, or edit the same class (at the same time). This is coming from the guy that uses over 300 plugins (I get more issues from outdated plugins than incompatible ones).
And I think both plugins have differing features for a reason. In fact, looking at the set of features from either plugin, they're actually quite different. Sure they might seem similar, but they're not. This plugin adds extra events based on realism, while ExtraHardMode changes mechanics for the sake of difficulty.
I'm more of the person who disapproves of most merges (unless the project is huge), because my idea is that if you make a plugin, you create it for fulfilling one purpose, and fulfilling it well. I'd rather run 100 plugins that each do their own feature well (which includes being highly configurable) over 1 plugin that can do all of those features in a mediocre fashion. Take CraftBook for example, sure it's got a whole ton of useful features. But I end up turning off most of it since I know there are many other plugins that can do each feature better. I only keep it because it has a few basic features that no other plugin provides.
Basically, I believe both developers should continue to focus on their own plugins, and doing it the best they can (or however they feel like it). That doesn't mean they can't occasionally share ideas, but I'd feel it would be better if they didn't combine plugins.
@WsupPanda
I approve of this!
I think you should talk to the developer of ExtraHardMode: bigscary
I think you guys should do a full integration with the two plugins, or compatibilty so they dont overide and scream at eachother in the console. Here me out. I will tell you why:
Both of these plugins are GREEAT!! ExtraHardmode has features this doesnt have, and vice versa. They both have similar features, (eg. both give potion effects on certain events) Just think if you made these plugins one. Bigscary could lend you the blocks falling code, and you could share ideas on how to make 'supports' for blocks.
In any words. Both of these plugins together in a compatible faction would be the coolest thing ever.
Would this work if I had the 'ExtraHardmode' plugin along with it? It has some of the features that plugin does, but also adds a few I think I'd like.
Best plugin ever <3
Absolutely superb plugin.
Version 2.1.3 is awaiting approval.
Changes since last release:
Looks awesome.
I am planning on a release late tomorrow. For the future I will release dev-versions or. Fix or addition, to help those that rely on getting changes faster.
Btw, thanks for the heads up with the skipworld.