Lore Attributes
This plugin is no longer in active development by me (Nighteyes604). LordPhrozen has picked it up and you can continue to receive updates here: http://dev.bukkit.org/bukkit-plugins/lore-attrubites-revival/
This plugin allows players to increase affect their stats (health, damage, regen, and attack speed) based on the lore of their items. All lore also applies to mobs - so you challenge your players by giving mobs better stats!
Note: This plugin does not add lore to items, it just reads the lore and affects the player based on it.
Lore Stats
Currently lore can be applied to: attack damage, attack speed, health, health regeneration, dodge chance, critical chance, critical damage, life steal, armor, and even a restriction of items based on permissions!
Read the sections below to see how to boost the stats of your items.
Damage
Damage boosting can be applied to items in one of two ways - a random range, or a fixed increase.
"+5 Damage" on an item will increase damage dealt by 5 "2-6 Damage" on an item will set the player's damage to be a minimum of 2, maximum of 6.
Damage looks at the sum of all items equipped, and the item in the player's hand. Every range applied to an item is summed together, and then boosts are applied afterwards.
Example:
- Helm: 2-3 Damage, Chest: +5 Damage, Sword: 5-10 Damage
- Overall Damage: 12-18
Health
Max health can be increased by fixed values and can be applied to any item the player has equipped.
+50 Health will increase the player's health by 50.
This action just sets the max health, not current health. If the player removes boosting armor and would have more health than their new max, their health will be lowered to their new max.
Regeneration
Health regeneration can be increased by fixed values and can be applied to any item the player has equipped.
+50 Regen will increase their regeneration by 50.
Regeneration boosts are applied when health would typically be regenerated - the player is satiated / has a high food bar.
Attack Speed
Attack speed can be limited / increased and can be applied to any item the player has equipped, and the item in the player's hand.
+2 Attack Speed will increase the player's attack speed by 2.
All player's have a default attack speed of 1, and the "cooldown" between attacks is determined by "base-delay" in the config / attack speed, in seconds.
Example:
- Sword: +1 Attack Speed. Base-Delay in config: 2
- Attack Speed: Can deal damage once per second (2 / 2 = 1)
Attacks faster than the player's cooldown time will display the message in the config. If the message is set to "none" nothing will display. To use attack speed as a lore, it must be enabled in the config. It is disabled by default.
Dodge
A player can gain a % chance to dodge damage taken from another entity. The dodge attribute can be applied to any equipment the player is wearing, and the item in the player's hand.
Example: +5% Evasion will increase the chance to dodge damage from another living entity (such as monster or another player) by 5% (players start at 0%).
Critical Chance and Critical Damage
On dealing damage to another player or entity, players can be given a chance to have a critical attack - which deals critical damage. Players will need both the critical chance lore and the critical damage lore for crits to be noticable.
Example: +5% Critical Chance +10 Critical Damage
Means the player will deal an extra 10 damage on average 5% of the time.
Life Steal
Life steal lore gives players and monsters the ability to heal when they attack. Anyone with the life steal attribute will heal a maximum of their life steal bonus or the damage dealt, whichever is smaller.
Example: +10 Life Steal Any attacks done by this player will heal the attack damage, up to a maximum of 10.
Armor
Armor lore adds defensive traits to the player or monster, and reduces damage done by other entities based on the armor value.
Example: +10 Armor Any damage this player would have taken from another player or monster will be reduced by 10.
Item Restrictions
You can use item restrictions to prevent players from using certain items based on their permissions! Restrictions are checked for players only (so mobs are safe), and are checked: on inventory close, when they try to shoot a bow or damage another entity, and when they craft.
Players trying to equip a restricted armor piece will find the armor moves to their inventory when they close the screen. If their inventory is full it will be dropped at their feet.
Players trying to shoot a bow or deal damage with an item that is restricted will find they deal no damage (though arrows will still be used when trying to shoot a bow).
Players trying to craft using a restricted item will find they're unable to and the items will be reverted. The MineCraft client briefly lets the player think the item has been crafted, but it will change back.
Anytime a player tries to use a restricted item, if enabled the plugin will send them the message from the config. %itemname% will be replaced with the item name that is restricted.
The default permissions to use are "loreattributes." + whatever the restriction is in the lore. The default keyword in the configuration is "type", and the keyword will need to be followed with a colon (:).
Example: Type: Thief Player will need the "loreattributes.thief" permission.
Type: Super.Thief Player will need the "loreattributes.super.thief" permission.
When does Lore get applied?
- Health - Applied on login, closing inventory, respawn, targeting (for mobs).
- Damage, life steal, attack speed, critical chance, critical damage - Applied on attack.
- Regen - Applied when player would normally regenerate health.
- Item Restriction - Checked on inventory close, shooting bow / attacking, and crafting
- Dodge, Armor - Applied on taking damage from another player or mob
How do I change the keywords the plugin is searching for to apply lore attributes?
In the configuration file, under each type of lore there is a "keyword" attribute. The plugin will search for the keyword (with a few other conditions, such as + or % based on the type of lore it is).
Dodge and critical chance require a % sign after the value.
Can I stack multiple lore / have other words in my lore?
Yes!
The plugin will search the entire lore for the particular strings mentioned above, but will only apply the first of each type.
Example:
- Sword: "+50 Health, +2 Attack Speed this sword will never let you down!" would apply +50 health, +2 attack speed.
- Sword: "+50 Health +500 Health you'll be OP with this" would only apply +50 health.
Permissions
Permissions are used dynamically based on the item restrictions you add to items, as mentioned above. There are no other restrictions in this plugin - anyone that can use the item that has lore will have the lore applied to them.
Commands
/hp - Players can type this to find out their current health, and maximum health. /lorestats - Players can type this to list all of the lore that is applied to them.
Plugin Integration
PermissionsHealth
- This plugin can build off of health defined from PermissionsHealth. Just enable "permissionshealth" under integration in the config.yml.
Misellaneous
- Thank you to davidilite for the inspiration behind this plugin!
Upcoming Features
- Heroes integration
- Command to view all lore attributes applied (possible revision of formatting or colors - any suggestions?
- Support for negative values
Can lore attributes be applied to non-combat items, such as anything that isn't a sword, bow, armour piece, or any other weapon? If they can be applied to non-combat items, will they take effect as long as the item is within the player's inventory?
The reason I'm asking, is because I think this plugin would be great for introducing "relics," items that provide passive bonuses. You could also make it configurable whether the item has to be held/equipped for the bonuses to be applied to the player.
I just made a Nw plugin wich work together with yours. It generates on MobDrops RandomLores. http://dev.bukkit.org/bukkit-plugins/randomlores/
MFG
@Zarkiel7
I'm having RPGitems, Lore-Attributes, EpicBoss and Phatloots now, and I also need MythicDrops to give regular mobs the items?
Thanks.
Will there be a value below zero, for example, -10% Evasion? P. S. Sorry for my English.
Hi, I have a few ideas for the Lore Attributes:
And all of these can be ranged (+5-10% takes a random value between 5% and 10%) . Also the Deflection Attribute can be the Armor Attribute but with percentage instead. These are supposed to be addons, not replacing the + with %, just adding the %.
Please leave feedback and/or more ideas!
@MelonCraftServer
For me this mod Works perfectly. Even you Enchant a Book. You just need to be Sure that you set Lores für weapons only. Cause what i saw is that you cant put Evasion on Wepons. just on Armor. But i am not 100% sure.
This doesn't seem to work if I apply the lore to non-weapon items like a stick. Can this be supported?
Hello. Just what to let you a Comment here. Your plugin is Amazing ;)You can do sooo much with this now. But proly i found today the DamageIndicator Mod. And its not working with yours together. Cause you set the Base Health. And it seems you set the BaseHealth from a player and from a Mob always so they show only 20. But also i use MobManager to give mobs more live. And i just need some Hit on the Mob and after he falls belowe 20 it counts normaly.
[s]*Maby can you just modiefy the current Health and not even set it?
[s]*Maby with an option like: Use current Health instead of BaseHealth: true/false
-*So you dont "set" a health just "Modyfie" it with a LoreAttribute
EDIT: Acctually i did it myself :P I just removed the Lines for MASupport and the Next line wich reset the MaxHealth and everything was fine :) Awseom plugin again
Otherwise your plugin is awesome ;)
is there a way to keep the hp from reseting back to 20
@nighteyes604
Can you make restrictionRegex not only supports English?
I hope it can support Chinese.
If you can edit it,thanks a lot.
My english isn't good, if i make you angry,i'm sorry.
@TheDavroar
You CAN give mobs items from RPGitems, there is a command to give a certain mob type(s) a %chance of dropping the specified item. Or if you wanted to use Mythicdrops, you use the custom item feature and add the stats as the lore on the item, its easy to see where its meant to go, Then set the chance for the item to drop out of all of the custom items you make, so in the config.yml file, you may set custom items to drop 5% of the time a mob dies, but you may have 2 custom items, so you can set the % chance of which of the 2 items will drop, is one has 75% and the other has 25% then the one witht he higher chance obviously has a higher chance of being the one getting dropped. Hope this info was useful and cleared up any questions you may have had. [EDIT] I just read back through our conversation, and no rpgitems wont add the lore to the mobs, Mythicdrops however, equips the item on the monsters, even if it cant wear armour, so any lore on the item WILL be applied to the monster wearing/holding the item(s) :)
Ok I did a pull req. I tested the mob arena and bosses seemed to have the correct health and I gained health but putting on items.. so It seems to all work good :) Added MobArena.jar to the library's and soft depend
@Zarkiel7
How then..? I dont understand can you give an example please..?
@Cronos1979
The reason I did that was to prevent infinite stacking of +health, otherwise every time that's called it will just add to the max health. I haven't looked into MobArena yet but I imagine it may need a helper function like how I use getBaseHealth for PermissionsHealth.
Feel free to pull and code a fix, I'll definitely review and add it.
For those of you having issues with "zomg, cool items, but how do i X?"
Here's my current setup :
EpicBoss - let's me make custom creatures with skills, for bosses and fodder PhatLoots - let's me make very intricate loot tables that I can attach to EpicBoss mobs.
There. You're done. loot galore. Make items, populate the loot, then whamo bamo, rpg game. Enjoy.
@TheDavroar
you could make custom items with drops chance similar to normal mythicdrops items and put lore on them
In the LoreManager class line 441 entity.resetMaxHealth(); Is there a reason you do that? it is what messes with mob arena. It makes any custom health on bosses reset to 20. if there is a reason I could write something to hook into mobarena and say something like if entity is in mobarea ..{}. and do a pull req. Other wise would be easy to just remove it.
@nighteyes604
I might have some idea's for future releases? You know have regen and +health. But what about something that gives regen when in combat? Not life steal but just regenerates your hp very little when in combat? Same for the food bar.. Normally your food bar is 20, just like hp. but something with food that can increase in to 25 etc, and like regen, so it wont degrade that fast in combat?
Think about it, would be nice too see, but I understand if its too hard to code!
Thanks for the awesome plugin!
@Zarkiel7
So you cant give the mobs the items from RPGitems, cause then I have to completely remake them..?
@C0nd3mn3d
Thanks a lot!
@TheDavroar
You need to add lore to your item, which lore attributes picks up on and then affects the wielders stats. So, with RPG items, you'd do /rpgitem [Item] lore +5 Damage, +2 Attack Speed
When using this weapon. lore attributes would read the lore of the item and apply the extra damage and attack speed to it. It's simple.