PlayerDevelopment
This plugin provides a unique player leveling system that overlays ontop of another plugin of mine known as LorinthsRpgMobs. What this plugin does is provide spells and a "non-class" leveling system. This plugin is great for pvp or pve servers wanting to add a leveling system to their server.
Dependency
- LorinthsRpgMobs (optional, but HIGHLY suggested... practically depended on)
- PlayEffect - gives all the visual partical effects (turn off on client side if it causes lag for clients)
Statistics
Every player has 6 different stats they can spend skill points on and raise. These stats are...
- Strength - for melee attacks, also passively increases physical damage, and slightly increases maximum health
- Constitution - for physical defense, also passively increases health
- Dexterity - for ranged attacks, also increases critical hit chance, and dodge slightly
- Agility - for mobility skills, increases dodge, and critical slightly
- Wisdom - for magical defense, also passively increases mana, and mana regen
- Intellegence - for magic attack, passively increases mana, and mana regen slightly
Skills
Each of the stats above are relative to a type of class a player would like to play as.
- Strength - warrior, skills unlocked by this stat deal straight physical damage and some even knockback
- Constitution - knight, most of the skills raise the characters, or parties, defense/health regen temporarily
- Dexterity - archer, skills unlocked are arrow skills that do not consume arrows, also will unlock passives to retrieve arrows in the future
- Agility - rogue, these skills give movement and debuff's. For example the rogue can teleport behind their target and hurt them
- Wisdom - healer, most of the skills given here increase mana or heal other players/yourself
- Intellegence - mage, gain spells such as fireball or poison to take down the tanks.
Stats page
Players can easily view their unique stats at any time by using the command /stats or /battlestats (more combat specific) or /passives to see the bonuses you gain from the skills you have
Here are pictures of these windows...
/stats - notice how the stats are colored, that will come into play later
/passives - the passives are colored according to which stat they were obtained from. Bonus Mana I was obtained from Wisdom.
/battlestats - notice how each stat that is listed is colored... because those are effected by the coordinating stat
Commands
- /addstat <stat> - if you have skill points (seen with /stats) you can spend them on stats to upgrade your character.
- /battlestats - view detailed combat information
- /bindskill <spellname> - while holding an item you can type this command which allows you to right click to use the spell bound to the item. (e.g. /bindskill Heal I - while holding a wooden stick would cast Heal I every time I right click with a wooden stick)
- /cast - executed when a player right clicks with a skillbound item
- /giveexp <player> <amount> - gives an exp amount to the player, if the reward is over 1 level then you'll have to kill some creatures to get more levels
- /passives - displays your unlocked passives
- /resetpoints - gain all your points back so you can reallocate them (sometimes buggy)
- /spells - displays all your currently unlocked spells
- /stats - displays your core stats that you can upgrade
Permissions
Only one permission out of this command list
- PlayerDevelop.GiveExp - gives access to /giveexp <player> <amount>
Current Spell List
Eventually you'll be able to make your own spells for this plugin to interpret but right now these are hardcoded and an early list definitely to be added to.
Strength
- 5 = Bash I - Deals extra physical damage to your target
- 10 = Lunge - You dash towards your target you are looking at and deal damage
- 20 = Hard Bash - Deal damage like Bash I, but with a knockback.
- 30 = (Passive) - Smack - chance on hit to knock back the target
- 40 = Whirlwind - deals small aoe damage
- 50 = Bash II - stronger version of Bash I
Constitution
- 5 = Taunt - you leash all nearby enemies to you for 10 seconds
- 10 = Burning Blood - You speed up your health regen for a short while
- 20 = Sentintel - You take 50% reduced damage for a duration
- 30 = (Passive) - Health regen I - you gain 1 more hp per regen event
- 40 = (Passive) - Burning Blood Upgrade - Your burning blood is enhanced allowing you to regen more
- 50 = (Passive) - Block Chance I - You gain a 10% chance to block all damage on hit
Dexterity
- 5 = Power Shot I - Deal increased damage with an arrow shot
- 10 = Invisible I - You gain invisibility for a short time
- 15 = (Passive) Improved Critical - gives 10% bonus to crit damage
- 20 = Poison Shot - poisons the target you hit
- 25 = (Passive) Arrow Retrieval I - gives 20% chance to gain your arrow back (not implemented yet)
- 30 = Cripple Shot - slows the target that you hit
- 40 = Power Shot II - Improved form of Power Shot I
- 50 = Teleport Shot - Teleports the shooter where the arrow hits
Agility
- 5 = Back Step - You jump backwards about 45 blocks
- 10 = Stab - Deal additional physical damage
- 20 = Jump - You jump up and forwards about 3 foreward & 5 up (changes with how far up and down you look)
- 25 = (Passive) Increased Evasion I - Increases dodge chance by 5%
- 30 = Backstab - teleport behind your target and stabs them
- 40 = (Passive) Projectile Evasion - chance to dodge arrows
- 50 = Life Steal - deal damage and gain health
Wisdom
- 5 = Heal I - Heals a small amount of health
- 10 = (Passive) Bonus Mana I - grants 10 additional Mana
- 15 = (Passive) Magic Defense I - increases Magic defense by 5
- 20 = Heal II - Heals a moderately-small amount of health
- 30 = Regeneration - grants your target (or yourself) health regeneration
- 40 = (Passive) Mana Regen I - grants 2 additional mana regen
- 50 = Group Heal - heals other players nearby (don't use in PvP... could heal the enemies as well)
Intelligence
- 5 = Fireball I - Deals a small amount of fire damage
- 10 = Poison - poisons your target
- 20 = Mana Regen I - adds 1 to your mana regen
- 30 = Bonus Mana - adds 20 to your mana pool
- 40 = Slow - Slows your target down
- 50 = Fireball II - increased damage version of Fireball I
For other Developers
If you wish to contribute or even build ontop of this I do save the characters profiles into ymls which you can open up and use for other things if you wish. So if you so desire feel free to build on this!
Curious question, on how goes the rewrite/update?
And would you be able to hook into other plugins that provide Health API hooks? As this would be a great alternative to a hard class system.
Hey, just want to say that this plugin and your RPGMobs plugin are things I've wanted in Minecraft for a very long time. Specifically the idea of increasing difficulty based on distance from spawn. Great work on this! I'm looking forward to a 1.7.10 version!
A couple random thoughts/ideas:
How easy/difficult/impossible would it be to add integration with mods? Having stats affect damage and defense with mods like ars magica, thaumcraft, and flan's mod would be pretty cool, but it's probably a difficult task.
I'm also wondering if there might be a way to give players further incentive to level up and venture further from spawn (with the rpgmods plugin). Perhaps better drops? Or a way to increase ore generation at higher x/y levels? Could be fun.
Again, just my random thoughts! Feel free to take or leave them as you see fit.
@sakura_blades
I am completely rewriting this plugin to be more open ended as SkillAPI, and Heroes. It will still have the core stat system, and passive bonuses. But all the skills will be able to be written by users/coders to add onto it.
Is this and all of your other plugins still in development?
My entire server loves RPGmobs and we're looking into using this one with it too!
I'd also like to ask if this is compatible with Health Editing plugins as well? I love the idea that players can increase their health as they level up, but for my idea/setup to function with this plugin included I'd need to allow another plugin to define the player's default health.
I am currently using a plugin called http://dev.bukkit.org/bukkit-plugins/racesandclasses that can provide my players with unique Races and Classes. However, I am seeking to remove the Class use-age of this plugin in exchange for this system.
My players and I love being unique Races from one another, quick moving Cat Races with slightly higher than default Health. Slow but powerful Crocodile-like Races. Even the typical Elves and Dwarves!
Could this be made compatible with something like that, or perhaps an additional "addon" or something to include the ability to create Races that would allow that sort of thing to be done? I promised my players they wouldn't lose their classes, but I currently can't use this plugin with RaC and you don't provide an alternative Race plugin/option.
Also adding it to where craftbukkit coders can use the API to add in more specific resistances! So you could have someone take 50% less fall damage, OR 200% fall damage. As I'm making passive skills as well, you could make a "race" that takes more fall damage than others, or even take more magic damage. The options will be in your hands =)
Developing the skill api!
So far you can establish the vital cost (health, mana, stamina), of a skill. The type of skill(physical, magic). It is also being setup as an action system in which you can put as many actions in each skill as you would like.
The actions can consist of 5 different action types, Buff, Debuff, Heal, Drain, Damage. Then you also need to parameterize the action with a target type, for example single, singlePlayer, aoe, aoePlayer, targetAoe, targetAoePlayer.
Also the actions will decide the target depending on the status of the action. For example if you are casting a Debuff skill which is a negative type of action, then it won't cast it on your party member for example.
Getting excited about the plugin API, and just wanted to share the development so far!
@Hatsien
Thank you for your reported bugs and concerns! Yes most of these i knew of and one or two were on purpose. But the reason for a lot of problems with this plugin is simply that this was my first plugin i really ever made. So as a result its pretty messy code. However, with a request for someone to open it up with an api people can customize and build onto this (custom spells / skills), much like heroes, maybe even more so.
But anyways, im rewriting this plugin to work a lot better and be more configurable. I've just been sick/busy with school. So thank you for your support and kind words as well as reporting the issues you have found =). I 'd like to fix this plugin soon, but im not sure really when that will be possible
Hello! I've been using your plugin on my server (along with the RPGMobs) and my friends and I have enjoyed it quite a bit. We have some bugs we'd like to report for you.
Since I can't really find a report forum, I'd like to post them here.
Firstly, we are using:
PlayerDevelopment 1.0.1, [Beta 2.0.2] Lorinth's RPG Mobs, PlayEffect v0.3.2, Duel, dynmap, Essentials, HealthBar, MobArena, PvPManager, WorldEdit/WorldGuard, Craftbook
(+) (This pertains to your RPGmobs plugin interacting with this plugin) Despite having set EXP values in RPGmobs, the EXP values in there only dictate the amount of enchantment level EXP the players get. The PlayerDevelopment plugin seems to use its own ways of dictating EXP gain, which a lot of people have expressed concern with, not only due to a bug that I will go over in a bit, but also because there is no incentive for people to kill high level mobs, since they give the same EXP as level 1 mobs.
This could be an issue with my configuration, however the only thing I altered was the spawnerAllowed rule in the config.yml of RPGmobs.
(+) As for that bug I mentioned, it has to do with the PowerLevel under /stats. It seems EXP gain from mobs/animals is based off a player's PowerLevel... which is also based off the amount of stats a player has invested, ergo, a player can just use /resetpoints, or not invest any points at all from the getgo, and just farm mobs for tons of easy EXP.
(+) More on that, the Players.yml's TotalSkillPoints value does not seem to match up with the values shown ingame, this doesnt affect anything when resetting stats, but it is a bit odd to see. For example, my Player info states I have a total skill point count of 83 in the file, yet ingame it says I have 95 in total.
(+) The skill Hard Bash also seems to be bugged, players can easily drain all of their mana, then spam it into oblivion with no knockback effect or cooldown, my idea as to why this happens was that because the plugin thinks they have no mana and therefore arent casting the skill (even though its still doing damage), its cooldown doesnt go into effect. Every other skill seems to work fine, it is only this one which has this issue from my experiences so far.
(+) When a player dies, it seems their health regen does not stop. This causes them to be unable to respawn if they do not respawn instantly, forcing them to log out and log back in with all of their stuff on the ground, typically swarmed by mobs in the area where they died. This has annoyed a lot of people.
(+) Hunger does not affect health regeneration, effectively making it and food virtually worthless outside of not letting you sprint below 3 bars.
(+) Enchantments have no effect, as well as having named armor spams the chat (and the console, with errors). Named weapons don't cause this in chat but do cause it in the console.
(+) Naming an item at an anvil causes the message "you cannot name items on this server" to appear, but does not do anything and still renames the item.
(+) Physical Def does not seem affect the amount of damage that mobs deal to the player. This could be due to the RPGmobs plugin, but I am unsure. Likewise, Magic Def does not seem to reduce the damage either. The only thing these two attributes do is reduce the amount of damage a player suffers in PvP. In PvE, the only thing which seems to reduce mob damage is armor.
Finally, I were wondering if you could make stat caps configurable in a config file eventually? A few of my friends have expressed wanting to go way of the ninja/way of the tank and have invested literally everything from the getgo into Con/Agi/Str etc. only to find out the stats cap out at 51 right now.
I understand this plugin is relatively new, and a lot of this stuff you are probably aware of. I figured I'd report them anyway just so you would know. We really enjoy PlayerDevelopment after using Heroes for so long, its a nice change of pace and is a really open and enjoyable system in its own ways, allowing for people to essentially build whatever they want.
Looking forward to updates!
@Dant35
starting to work on my own skillAPI!
Should work like Heroes, drop in a jar and it will load it into the system.
Each skill will have the following parameters...
More to come this is just the initial idea I have =)
@Dant35
Ah yeah, ive talked to the dev of mythic drops for it to be compatible =). I plan on making this plugin work better with the special items and such!
@Dant35
Ahh if you just set the levels extremely high something they wont reach like 1000000, or something like that. It would essentially just make it so they never get armor
@lorinthios
Yes I have! we use most of your plugins on our RPG server that is in development :D I just saw the language files there thanks for pointing me in that direction. The only plugin we have issues with is playerdevelopment now causing us some crash errors.
Also How can we set the mobs to not have armor? Do I just set them to 0 or remove it from the config?
We use mythicdrops to handle the armor
@Dant35
Have you checked out my other plugin LorinthsRpgMobs? It allows you to change their name in the language files. Also im going to be adding a custom format option. So the default is [LVL 30] Skeleton, i believe. But im gonna make it so people can edit it to be customizable. So someone could make the name format... LVL - Name, which would come out as 30 - Skeleton.
But i plan on revamping this ALOT, once i iron out issues in LRM
@lorinthios
Indeed it does. Glad youe down to earth man. I do love the plugin and I prefer it to its competitor. due to the fact that it... umm... works xD
There are a few bugs that need ironing out, but most are compatability issues. Such as spawning events with Monster_Apocalypse which is a plugin i use to adjust spawn rates.
What would be really Nice is the ability to change the mob names or at least their level prefixes as I am assuming the current naming system pulls the the names directly from Bukkit or Minecraft (Idk Im not a dev lol)
@Dant35
Haha, bukkit does get full of "high horse" developers haha
@lorinthios
Awesome man! I look forward to it! Glad there is a developer out there that still reads the comments xD
@Dant35
Ah I didn't realize that SkillAPI had a lot of issues =(
In that case I might as well just write up my own API (makes sense to anyways). For people to expand on this!
And yeah I'll get a scoreboard setup also!
@lorinthios
Currently skillAPI has many bugs pertaining to this sort of thing. Please keep that in mind when devving. Also could you add making a scoreboard to playerdevelopment on your to do list? So that players don't have to keep typing /stats. One independant of SkillAPI would definitely be preferred <3
Hey guys! I've been working on a GUI (inventory menu), for allocating/managing your stats! Making it easier for the end user(players) to enjoy the plugin! This includes...
Also I'm making a better experience formula, because the one I have right now I think increases too steep, and I think the experience you get decreases too quickly.
Finally I'm going to moving the party plugin back into this plugin. I separated them as an optional extension, but I realized it was silly and its easier to just combine them and use them as one plugin.
Next big step will be incorporating Skill API, so people can easily modify this plugin with their own personal skills. Since this is a classless system it doesn't make sense for an admin to make classes using Skill API. But this portion of my TODO list will take a while, as I need to learn how Skill API works as well as make it communicate with my plugin.
@purepker1283
This plugin was written for 1.7.2/1.7.4 (they are essentially the same build with changes in realms) which is why you can play with a 1.7.2 or 1.7.4 client on either type of server.
This plugin hasn't been updated to fit 1.7.9 however. There were a lot of changes done in accordance to UUID's and some other code that I need to fix. Currently my focus is on fixing the 2.0 version of LorinthsRpgMobs. Once I clean up the issues there this plugin will get some much needed love =)