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
Hi, love the plugin! I have a question: is there a way to still enable the healing/damaging of races, but stop the screen jumping? Some players are complaining that its making them a little sick. I can't find anywhere in the config to do that except to just remove the harmful and helpful biome settings.
I'm kinda guessing that its a minecraft client thing, as taking damage acts similarly to getting poisoned...??
Hey mate I was configuring your plugin and have ran into the problem with a Thor skill. In spawn we have set worldguard flags but are encountering that individuals with the skill can still throw players into the air. Is there anyway you know of to fix this issue? Thank you for your time!
@RhetoricalRabbit
'twas awesome. And yeah - London.
i'll have a look - but ive not blocked anyone specifically.
Can you google "whats my IP" and pm me your IP? And i can look that up on the server too.
@SableDnah
Oh cool. Was that fun? I meant to go to that but didn't have the time - the one in London right?
The wiki keeps telling me my access is denied by IP. I assumed that was because you were working on the sites but it's been like that for a few weeks now :/ I think it may be to do with my account? My WP name for it is AsyD Rabbit. Have a nose at the CP and see if anything's up there pl0x? ^_^
@RhetoricalRabbit
Suddenly a wild MineCon2015 appeared. Sablednah used "attend". Its super effective!!
/skills shows the skills you currently have. But Knight said "before" which is a good idea and is now on the to-do.
As for the essentials chat. i'll have a look see.
Wiki should be up and working? not seen any outage emails?
@SableDnah
Still alive? <(")
@SableDnah
Aloha again :p
Have that under "/class skills" or I guess "/skills classname"? Not that that part makes much difference.
I think Knight means a feature similar to Heros' which lists what you have / is available to you.
Remember my asking about chat placeholders a few weeks ago? Turns out that you already have what I wanted in there - woo you go Glen Coco! - but there is an issue with it, albeit it one that seems down to Essentials. Had a nose / chat with people there and this is pretty much the sum of it:
<Rabbit>:The issue I'm seeking help with is related to the chatTypeSpy. I've added two fields to my group formats for chat - {race} / {class} - from LegendQuest. This works fine in !, ? and local chat but not if viewed through 'spying' via the node when out of range. When seen there they're just the placeholder text - {class}. Any ideas as to why / how to fix?
<Necrodoom>: Rabbit: factions uses an explict essentialschat hook
<Rabbit>: So I should ask the developer of LQ to have a nose around the Ess API again?
<Necrodoom>: Rabbit: this should not be a problem after sponge migration due to proper use of API
<Necrodoom>: Rabbit: otherwise, look into the listener to see how to hook
I've removed the parts that don't seem relevant:
Not a huge issue but still a bug to report :p
How go the site releases? Unable to access the wiki still :/
And on the subject of your site / server (slight segue) this might interest you as a plugin. Seems better suited to the ZARP ethos than Quests: https://github.com/Co0sh/BetonQuest/
@RhetoricalRabbit
Not skills per race/class - buts that's a good idea :)
@TheKnight787
Not entirely sure as I've yet to broach skills but does "/skills list full" not display that? Only command I'm aware of that may achieve it.
As for turning off blocks / avoids yep. Possible in the config under Combat > useSkillTestForCombat.
Is it possible to turn off blocks/avoids? I want my players to always hit the target.
Suggestion: add /skills <class|race> so players could see what skills they are gonna get before picking anything.
Woo ^_^ Seems we have someone to handle bug-checking and errors for skills now :p
LQ Support team go!
Also ... your site / wiki has been down - assuming you've been aware as you're relaunching.
When will that resolve?
@TheKnight787
I know. Dyslexia + lack of time to re-read/spellcheck.
@SableDnah
I used the examples to test. By the way it's "Shield" not "Sheild" :P
I also found a bug with NightAffinity, I used the example, and now I have negative health at daytime and a lot of health at night. I can't change the numbers into smaller than, because they are integers. The skill doesn't change the numbers in /stats
Same with LightAffinity.
Tracker skill doesn't load.
Thor skill doesn't load.
Immobilise skill's radius and speed are using default variables, if I set speed to 0.10 the target can't move, same with radius, if I set radius to 20, it will still affect 1 player.
There are some undocumented skills, for example Miner.
Skill MightyBlow has a mistake in an example as damage has to be integer, not a double. Also manaCost doesn't take any mana when a player gets hit. Also the explodepower deals the damage, not the damage set in damage.
In lang.yml skillInvalidTarget doesn't get translated.
Skill Backstab gives tons of lag (I believe) and spams the "Backstab!" message about 10 times in chat when hit from behind. Also no bonus damage is applied, just like a normal attack.
Skill Weaponmaster should account a successful hit, not hits which are thrown and registered as one, but damage is ridiculous.
@TheKnight787
Thanks, i'll look into them and get the bugs squished.
I know the party approve/leave system needs some work. Either allowing others to manage applications too (probably in future) or disbanding the party if owner leaves.
I'll look into sheild and soak. Make sure your insing doubles for the about (including the decimal point even if .0)
@SableDnah
Thanks a million, works perfectly.
When you will have time later there are other bugs I noticed not long ago.
When a leader of the party leaves the party, noone can approve new members. Also lang.yml doesn't translate the bugged party's messages.
When you approve a player to the party, you can spam the command again, also spamming the player's you approved chat too.
There is no translation too /party when you are not in a party "You are not in a party..."
An internal error/Unhandled exception when executing a command /party approve <name> when <name> didn't send a request to join a party.
Skill's Shield soakpercent doesn't work, you still get the same damage. The same is with soak, but if soak is higher than dealt damage, it seems like you hit a player who's with godmode.
Skill Waterwalk doesn't respect protection plugins like factions, worldguard.
@TheKnight787
1.9.7 up now - let me know how it goes?
@TheKnight787
As i said - this week is really busy with my regular paid job.
I'll be fixing missing flags from lang as soon as I am able.
partyRequest and partyRequestSent can't be modified in lang.yml
Parties don't give xp to nearby players
allowPartyTeleport in config.yml is always true (can't be set to false)
Can you fix it this week please?
@TheKnight787
Ok this week is the busiest week I've ever had. but over the weekend I'll get those lang bits squared up.
And yes as Rabbit says skills are in the zip download.
There are skills and a system for giving stats as you level, but no system for spending points to but stats yet.
My main point is when people loose levels. If you get stat points for levels. but then loose levels... I would have to track the order stat points are spent and work out what the last ones where every time a stat is checked so i know what stat you loose temp till re-leveling. is a bit of a nightmare!
but is is in progress. Probably a month or two away for that one tho.