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
@Reynergodoy
Its SQLite or MySQL for the moment.
For SQLite just do nothing it'll make and use the db itself. For MySQL you need to edit the main config to put your connection details in.
I don't know how Firebird syntax for SQL compares to MySQL/SQLite. If there is much demand i'll look into it - same for Postgree et-al
How to use it with SQLibrary? Could you make a tutorial for me? Using Firebird please!
@Spartage
Also note the Beta v1.0.0 is awaiting approval.
@Spartage
Yeah, in fact it requires 1.7.9+, just thats not an option in the file uploader yet. I put it in known caveats, but i'll add it to the main description now.
Hello, Will this work with 1.7.9?
I'm really looking forward to this. Great work, SableDnah!
@tjjerome
Yes indeed. I'm trying to add in hooks for most of this functionality. For example high wisdom reduces cost if enchanting and elf and enchanter can both be defined to get a wis bonus. Anvils are handled via INT so again giving a bonus there would drop xp.
Strength increases combat damage - and again there are event hooks that i will be creating a skill to adjust power per weapon type.
Looks promising! Please include a cb1.7.2-r0.3 build. :)
Would it be possible with this plugin to make it so certain classes/races have bonuses with already existing Minecraft mechanics? For example:
A dwarf gets a permanent +2 to combat with an axe but -1 with sword and bow.
A dwarf/blacksmith can use an anvil for half the experience of other classes/races.
An elf/enchanter can use enchanting tables for half the experience.
These are just a few examples of what I think would be cool. Have you considered adding any of these things?
@GreenGrizzlyBear
I am indeed back working on this. Working on the skills system right now - going to use a class loader to load skills from a skills folder - so skills can be expanded upon.
Are you ever going to continue working on this?
Have you considered including configurable hunger bars? Like when a player levels up they don't need to eat as often. And maybe they gain more endurance too so they can sprint without worrying about hunger.
Can't wait :).
Are you going to make it so the skills can't be cheated on (Custom anti hack triggers?)
Sable, im running a tekkit server but am really liking the sound of this plugin- Do you know if it might be compatible with Tekkit (Classic)?
Hey Sable, just got a couple of questions for ya about the plugin!
-How do you see the skill system working? Will you be using a Heroes-type model that requires coding knowledge to create new skills with a stable of basic skills developed by yourself or something like Ancient RPG that will allow for skills to be made with a simplified language developed specifically for the plugin (possibly with some kind of editor?)
-Do you plan to limit item damage/armor values and mob health/customization to vanilla creatures or do you think you'll be hooking into bukkit's entity types and allowing adjustments to armor/weapon damage via Item IDs? MCPC+ hast been making some huge progress lately reconciling bukkit and forge to allow plugins to access all kinds of mod stuff and I'm wondering if I should keep checking back here for updates (since I use mods on my server!)
Either way, hope the project's going well, I know it's going to be awesome for a lot of people! :)
I love this plugin, I cant wait to use it. I assume there is no release date yet or even a general estimate.
hey mate i like yur plugin a lot and i have some suggestions you could have yur skills run by Magicspell plugin its pritty stable and has alot off options then also have these spell get better depending on enchantment level example: Spellname > Enchantment > Adjust damage / cooldown / Duration so poeple would farm gear based on there class Skills "magic spells"
thx for yur time
@Joxiscraft
Yeah - still happening. Just had family issues slowing stuff down - but still progressing.
@tjjerome
Lots of questions there - to answer... 1. Do you have an expected release date for the alpha? Even just a tentative one would be awesome because at the moment I am checking this page every day for updates.
I've had an absence due to serious family illness - but now back in saddle. Will try to get an early alpha out soon - say next weekend.
2. How is the experience gain going to be set up? I really liked the exponential growth used by Heroes.
I'm hijacking the built in experince system. So far i'm using a spread of 150 levels to "master" a class. See http://www.minecraftwiki.net/wiki/Experience
3. Will the damage for each weapon type be configurable? And if so will it be configurable by race or class? For example, have a dwarf race that gets a damage boost with axes that no other race would have. Other races could still use axes at the normal damage, though. It would be incredibly awesome if this damage boost would stack with any other normal damage boosts given through leveling up the player's class.
I'm thinking yes. I would allow you to set up a base damage for each item. And then each race/class would have optional bonus' (or even penalties) for certain items. Skills would also be available that bust strength - giving a damage bonus too. This part is next in de - so i'll keep your ideas in mind.