LegendQuest
[ Main | Guide | Races | Classes | Skills | Default Skills | Effects | Skill Anatomy | Cmds | Perms ]
Compatible with craftbukkit-1.8/spigot-1.8, 1.8.3 and 1.8.4 builds (as well as 1.7.9)
Checkout the new LegendQuest addons:
ManaBar: An always visible ManaBar on the GUI
MagicItems: MagicItems that modify stats and have classic +X enchants, as well as a customisable RPG friendly enchanting overhaul, and 3 new skills for working with items.
LegendQuest was created to power SableCraft's RPG servers, and with it players are able to become heroes and shape their character with a wide range of races, classes and skills.
LegendQuest is designed from the beginning to be completely configurable, highly flexible, and totally adaptable to your needs. Consisting of a system of configurable races, classes and skills. LegendQuest is the core of your servers RPG setup, and powers all your RPG elements.
Server owners have the option of completely customising their RPG setup.
Want to go high fantasy Tolkien style? Setup Humans, Elves, Orcs, Dwarfs and Hobbit races, with fighter, mage, bard, ranger and more as classes.
Want a modern setting? Turn of races, and setup classes for mercenary, merchant, soldier, etc. Or use "race" for a body type - Brute, Athletic, Intelect...
Want a more classic MineCraft feel - Make races for Human, Ender, Wither and Pigmen. And classes for miner, farmer, hunter, crafter...
It's your RPG experience - your way.
As characters gain experience, they can gain more skills, health, mana. Either unlocking skills automatically as they level up - or by earning skill points to choose the skills they want. Its up to you the server owner which system to use, you can even mix and match both.
More importantly, each class and race can have limits placed on allowed, weapons, tools, armour and "abilities" such as crafting, smelting, enchanting, repairing etc... And you can (per class/race) turn them on/off, use the inbuilt groups (or add your own) to quickly give sets of allows, or control down to specific item at individual levels, as general or as detailed as you need.
LegendQuest also lets you use other plugins as skills by setting and removing permissions nodes and issuing commands complete with delays, build-ups, duration, cooldown, mana cost, cash, karma and material costs! Way beyond the simple on/off mechanisms of other systems.
For example this config lets you use essentials Fly, Jump and Workbench commands as skills:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 |
permskills: blinker: level: 0 cost: 0 perm: essentials.teleport.timer.bypass type: PASSIVE portabench: level: 0 cost: 0 cooldown: 6000 perm: essentials.workbench command: workbench fly: level: 10 cost: 0 buildup: 1000 delay: 1000 cooldown: 20000 duration: 10000 consumes: FEATHER perm: essentials.fly commandon: "fly on" commandoff: "fly off" blink: level: 0 cost: 5 cooldown: 6000 delay: 1000 buildup: 1000 perm: essentials.jump command: jump |
You can read more indeph info here.
Features
Complete, configurable RPG plugin.
Advance your characters by earning experience.
Completely configurable classes, races and skills.
Alignment tracking - are you being good, or evil?
Easy setup - drop in the jar, and go! Run with the default setup - or go wild with your own settings!
Feature Details
This plugin is now out of Beta (yay!) and has the following features...
- Worlds
- Configure LQ to work only in selected worlds, if required
- Stats + levels
- Classic RPG stat-line for all players
- Adjusts many game elements especially combat
- /stats command to view your stats, optionally view others
- Optional '/stats journal' to spawn a Journal book, that updates to always show your stats.
- Unlock skills, stats, health, mana, mana regen, item use, and many more as you level up
- Configurable max level to allow mastery of a class and unlock other dependant classes.
- Block repair level loss and (with MagicItems enchanting level loss).
- Configurable xp loss on death.
- Classes and races
- Permissions nodes to allow limitation of races and classes to certain player groups
- Stat mods for each class/race. Make your figters stronger, mages more wise, rouges more dexterous, dwarves more tough...
- Customise race and class names, chat tags and descriptions
- Configure ex gains by exp type such as kills, smelting and mining.
- Races
- Optional use of race types in your server.
- Fully customisable by adding/removing/editing config file for each race.
- Adjustable base health, mana, mana regen and skill points per race
- Adjustable mana, health and skill points bonus per level
- Classes
- Optional use of Class types in your server.
- Fully customisable by adding/removing/editing config file for each class.
- Each class can be limited to one or more races.
- Dual class system with option to limit class to prime or secondary.
- Flexible dependency system allowing you to build complex class-paths, from simple parent > child to sprawling chains with multiple requirements and optional lists.
- Health, mana and skill point modifiers per class to further modify base given by health
- Further adjustable mana, health and skill points bonus per level
- Item control
- Control weapons, tools, and armour user per race and class.
- With flexible overrides and per level item control.
- Control item use per level, for crafting, repairing, smelting, brewing and enchanting
- Use global race and class controls, item groups, or per item per level control. As broad or as complex as you want.
- Skills
- Each class and race can allow either unlocking classes at various levels OR accumulate skill points to allow players to select from a list of skills for each class/race.
- 58 skills and counting - most with numerous configuration options. For example Summon can summon any one of over 40 Entities, Hurt can be used to produce any number of ranged damage options and Hex; Aura; PassiveAura and Enchant can be used with any of 28 effects - that's 152 variants from just 5 skills without breaking a sweat :)
- Where appropriate skills can have build-ups, delays, durations, cooldowns, manacosts, permissions requirements, consume items, give xP, cost money and more!
- Use skills with /skill <skillname> - by /link to an item (or /bind) or via the flexible loudouts system.
- Native skills use a jar loading system to allow developers to code new skills and drop the jar in the skills folder. You can even package bundles of skills in one jar package.
- Reuse any skill with multiple alias' to perform different effects
- Flexible weaponmaster skill allows configuration of damage per item per level.
- Permission skills
- Either add permissions nodes as you level, or go the phole hog and use a permskill to allow any permissions node (or nodes) to be used solo in combination with a command or a start and stop command pair - to use 3rd party plugins as skills.
- Lets use use almost any permission based plugin as a skill. Complete with all the LQ skills power; cooldowns, delays, build-ups, durations, mana costs,
- Can provide passive always on effects, or active skills that use /skills <name> and can be /link'ed to an item or used in loadouts just like 'regular' LQ skills.
- Permissions
- your class, race level and optionally karma and stats are added as permissions nodes.
- Excellent for use with plugins like Quests to lock a quest to a class/race.
- Mechanics and Combat
- Global scaling for falling damage
- Combat system - Your statline will affect how often you hit, dodge and damage in combat.
- Configurable base hit chance, dodge change, block chance, height bonus and size difference modifiers.
- Health scale cap to limit hearts shown in client - even with extreme health levels.
- Mana system for powering skills. Adjustable per race/class/level and with configurable regeneration.
- Optionally, replace or reduce repair levels and add a money cost, item cost and/or mana cost
- Renaming blacklist to protect custom items
- loadouts - (NEW)
- Specify class items to use to quickly select and use skills.
- left click with one item to toggle skill selected
- right click with another (or even same item) to use selected skill
- Alignment
- Your deeds count!
- Option to track players actions and reward or remove alignment points as appropriate.
- Now with optional kamra rewards, penalties or requirements for skills.
- Persistence
- Use SQLite or MySQL for data storage.
- Parties
- Join with friend to share experience, give/receive buffs, stop PvP and teleport back to your group :)
- Adjustable Bonus XP for groups
- Adjustable party range
- party tp command to take you to where the "bulk" of your party is adventuring.
- Chat
- Built in chat prefix system
- or use your own and allow LQ to process {class} and {race}
- chattags for shorter char prefix tags.
- MChat and deluxe chat integration
- API
- LQ has many many events and a flexible PC (player character) object to make coding addons and skills highly flexible.
Interoperability
The following plugin API's add extra optional features:
- Vault - each skill can have a monetary cost applied.
- Factions - prevents some skills causing PvP damage and altering blocks in rival factions.
- GriefPrevention - prevents some skills causing PvP damage and altering blocks in other players claims without permissions.
- Towny - prevents some skills causing PvP damage and altering blocks in rival towns/plots.
- MChat - adds variables for use in MChat formats.
- Deluxechat Placeholders. See list of available codes here.
- WorldGuard - honour no PvP and protected regions.
Planned updates:
- CityWorld - because I can, because it's awesome ;) - mainly thinking detection of nature zones for ranger bonus's and urban zones.
- AntiCheat - So skills don't trigger cheat warnings. (You can always use perms to add the exceptions :) )
Please feel free to leave feedback - and let me know what you want to see in this RPG plugin.
Setup/Usage
See the following pages for help on each aspect of LegendQuest config and usage.
- Guide
- Races
- Classes
- Skills
- Default Skills Configurations
- Effects
- Anatomy of a skill
- Commands
- Permissions
Dependancies
CraftBukkit 1.7.9+ / Spigot 1.8.1+
SQLibrary For database persistence.
Please note that LegendQuest is built against Bukkit and is NMS/OBC free. Minecraft updates should not affect LegendQuest, only Bukkit API changes. This should make things much simpler during updates. (Each extra skill jar may or may not be NMS free.)
Source code
https://github.com/Sablednah/LegendQuest
https://github.com/Sablednah/LegendQuest-Skills
https://github.com/Sablednah/LegendQuest-Skills-Extras
Donations
Donate now to help keep LegendQuest alive :)
If you love LQ and use it on your server, especially if your server is generating an income, then please think of us and help us keep LegendQuest alive up to date!
You can support me via Patreon at https:www.patreon.com/sablednah
You can donate via PayPal (in £) - PayPal (in $)
Custom skills are also available on request, whether its something bespoke, or just adding particle effects - PM me for details
I love this plugin, but there's no way my server is gonna see it. I tried 1.7.9, 1.8 and 1.12.2 versions of Bukkit and even 1.8.3 of Spigot, but I doesn't seem to work. What could be the problem?
Whenever another plugin increases max health, LegendQuest seems to clash with it and keeps trying to reset me to the health it thinks I should have. For eg. If I have an item that adds +4 health, LQ will be saying I have 20, while I actually have 24, and I keep getting damage ticks to set me to 20. Does anyone know of a fix?
Hey so ive ran into the issue with my races that i give them passive abilities like regeneration, speed, or strength and they always have the highest potency, is there a way to make them have the lowest potency of the effect?
Are there any dev builds available?
Hello and good day.
I noticed that Legend Quest is currently being updated to 1.9 and I was wondering if there is any possibility to create some kind of integration or better compatibility with another plugin called Magic. You can find it here: dev.bukkit.org/bukkit-plugins/magic/
Magic is a really complete and good designed plugin that could add a lot of potential to Legend Quest with some of his actual functionalities. (Multiple hothey bars, an easy way to create skills and more).
The only thing that Magic lacks is a good way to assign their skills to the players. People gets spells/skills from wands instead and it's kinda hard to assign them to groups.
I think it may be possible to assign this commands to Legend Quest (not 100% sure how). But still, things like the Hotkey bar are lost since Legend Quest use his own system to cast this skills.
So, even though I know you may be quite busy developing Legend Quest 1.9, would you mind at least checking my request :) ? I'm pretty sure that both plugins would work smoothly and something really good could get out of this.
I'm moving this post to the Legend Quest forums just in casa but I wanted to leave it here too just in case. Have a nice day.
@SableDnah
that's awsome! i was hoping to make rogues and stuff unable to use shields and just have a good dodge mod. You at this moment are basically my favorite person!
@klartofle
It will indeed be updates to 1.9. Working on it now - tho its hard to keep up with the rate of development - they are pushing them out fast over there!
But yes 1.9 is in progress - working on shield support etc :)
@Drehverschluss
No it should read the lore no matter how it got there. Just asking about /imbue to see if magicitems is all working mainly.
Did you check /stats full ?
Hello! will this be getting updated to 1.9? the 1.8 version of it still seems to work okay on 1.9 but just curious.
@SableDnah
And if i dont add the lore with MagicItem?
Your Plugin dont just read the lore right?
@Drehverschluss
Hey there.
If you have MagicItems - then adding stat lore should work. does this command work? /imbue str 2
also check /stats full str +2 doesn't add 2 to strength - it adds 2 to the strength ability modifier.
http://dev.bukkit.org/bukkit-plugins/legendquest/forum/legendquest/questions/67032-questions-regarding-statmods/#p2
@Lemrigue
Not built in - but each player gets a perms node for his class + race. So you could use these with a teams plugin to limit PVP.
To remove the levels you need to dig in the config for chat settings. Im not sure exactly what you use for chat prefixes. Let me know and i can dig deaper.
@Yupie123
Im not sure I'd have to debug further - an errors in console at start up?
Hello. I just recently found your plugin and i really wann give it a try. But i miss one important feature. Or maby i do something wrong.
If i add a lore to a item with says "STR: 2" it doesnt count to my actually str. Is it even possible to do that or do i need you own payed plugin on the other side?
If yo than thats bad cause i really would like to merge your plugin with MythicDrops. So like just drop items with a lore and your plugin could check that lore and maby add stats? Otherwise....how i shall make different weapons? I know you also have the "+1" thing but socketing feels better for me.
MFG
Very nice plugin, I have a suggestion or a question, is there a way to disable PvP for the players in the same race and then allow PvP for players who aren't in the same race ?
Edit: Another question, is there a way to modify or remove the level under the nickname of a player ?
@SableDnah
I just tried out this method:
This event is never called for some reaosn. The debug message never appears on the console and the stats aren't increased.
Got an idea of what's wrong?
@SableDnah
Oh, I understand know. That helps a lot. Thanks!
@Yupie123
The event is called every time the players stats are checked. The bonus applies only for that check. So to give +3 you'd have to reply with +3 every check during the period.
But your over complicating this. Skills have a duration and cooldown etc etc. So use that rather that trackig it yourself.
All you need to do is this
This is what the statboost skill does.
with this config for example:
Gives +3 con for 10s (duration 10000).
@SableDnah
Alright, I'm using the AbilityChangeEvent now, but I want the bonus to be removed after x amount of seconds. How would I set this up? I'm currently adding them to a list and removing them after x seconds. But the event doesn't seem to have a method to remove the bonus?
@Yupie123
not sure - but I wouldn't amend the base stat - I'd use the stat check event and return the added bonus.
There already IS a skilfor this and you can see it here. https://github.com/Sablednah/LegendQuest-Skills/blob/master/src/me/sablednah/legendquest/skills/StatBoost.java
What's probably happening is it IS setting it to 10 - but you have -3 stats from somewhere. But im not 100% sure on that.
So yeah use the event made for temp stat mods :)