[GEN/MECH]<WIP>Damage Control vb.4- Allows admin to adjust difficulty through damage [818]

Discussion in 'Inactive/Unsupported Plugins' started by LRFLEW, Apr 15, 2011.

  1. Offline

    LRFLEW

    Damage Control - Allows admin to adjust difficulty through damage
    Version: b.4

    A plugin that allows the admin/server host to adjust their server's difficulty by adjusting how much damage is dealt in difficult situations. Currently, this is a Work In Progress and I will update as quickly as possible (I will work on this in my free time) and will try to get this into a good order as soon as I can. Any suggestions should be posted in the comments below.

    NOTICE: this plugin is called "Damage Control" because it's goal is to control how much damage is inflicted when an specific kind of damage occurs. Anything suggestions not necessarily pertaining to this goal will be considered spam and ignored.

    Features:
    • Set damage multiplier for both players and other entities
    • Different multiplier for combat and other damage (burning, falling, sneezing, ect.)
    • Set multiples for different Worlds
    • Control how much Zombies Hurt
    • <TBA>
    Because this plugin yet has a way to write new settings to old settings files, this will be the guide to what can be in a settings file:

    <World>.damage
    Show Spoiler
    player-combat-multiple= : Damage multiple for when players are damaged by combatic means
    entity-combat-multiple= : Damage multiple for when non-players are damaged by combatic means
    player-multiple= : Damage multiple for when players are damaged by non-combatic means
    entity-multiple= : Damage multiple for when non-players are damaged by non-combatic means

    zombie-attack-damage= : The damage dealt by a zombie hug. This number should be in the number of hearts.
    zombie-combat-multiple= : Damage multiple for when zombies are attacked. (all other multiples are neglected when this one is used)
    zombie-multiple= : Damage multiple for when zombies are hurt non-combatically (such as daylight)

    Downloads:
    http://lrflew.ismywebsite.com/bukkit.html
    Mirror:
    http://dl.dropbox.com/u/22202470/DamageControl.jar
    Source: http://dl.dropbox.com/u/22202470/DamageControl.zip

    Changelog:
    Show Spoiler
    Version b.4
    • Added zombie numbers (brains)
    Version b.3
    • Set to <World>.damage to support multi-world
    Version b.2
    • Different multiple for combat and other damages
    Version b.1
    • multiple for players and entities



    ...
     
  2. Offline

    RomaClanServer

    This sounds awesome, I am looking for a way to make ranked pvp with higher ranks having an advantage, is there a way you could add group support?
     
  3. Offline

    LRFLEW

    Multi-World is planned and should be coming soon, so groups shouldn't be too hard. Am I to imply you are referring to Permissions groups (or GroupManager)?
     
  4. Offline

    RomaClanServer

    I am using GroupManager. So something like a config file with "[groupname]-multiple=[multiplier]" or something like "group1=[multiplier]" and a permission like "damagecontrol.group1"

    The config is a little confusing, if I were to set the multiplier to 2, is that half damage or x2? Also, is it just integers, like x1, x2, x3...?

    Thanks
     
  5. Offline

    Shay Williams

    Looking forward to seeing this get basic reconfigurability such as damage by specific mobs. Good job.
     
  6. Offline

    laerbn

    Woot my suggestion turned into something real. :D

    Does it allow float values or only int for the multiplier value?

    Oh and suggestions are damage/health/spawn rate/option to prevent death from sun, from the original thread.
     
    thepackett likes this.
  7. Offline

    LRFLEW

    All I needed was "GroupManager" :p.

    That's the plan at least. I have a feeling this plugin will be crazy complicated in no time :p.

    2x. When and doubt, remember that for setting n, the math is (origional-damage * n) (that's why it's called the multiple :p).

    The setting is a Double, but later has to be parsed to an int for the actual damage. I use Math.round to make it an int (or, really, to make it a long, then cast it as an int :p), so it should round up for .5 or greater and down for less than .5 ect. In other words, "player-multiple=1.5" will multiply all damage by 1.5, but something that only deals half a heart usually will deal a whole heart's damage.

    I don't plan on adding those features to this plugin explicitly, but might make a new plugin for that.

    ??? just don't go touching the sun :p
     
  8. Offline

    laerbn

    I meant the monsters don't die when it turns daytime. :p
     
  9. Offline

    dumptruckman

    If it hasn't been suggested, the ability to make mobs do more damage the lower you are (y co-ord.) Like a y level multiplier of some sort.
     
  10. Offline

    LRFLEW

    Interesting idear you have there. I may or may not include this, but if I do, it will not be top priority (Defining different damage types of different entities ect. will take the first priority).
     
  11. Offline

    MrObject

    Actually, that idea of making mobs to more damage based on the Y value would be amazing. It makes a lot of sense too. Most people doing serious mining would be on the bottom 20 levels, so maybe 2 seperate damage multipliers, one for 21+ and 1 for 1-20.
     
  12. Offline

    LRFLEW

    *Wonders to himself if he can make a function a setting*
    I like this idea

    Edit: I KNOW :)!!! extensions to make another class to perform depth calculations. So you can have your 20- system and I can even make the depth gradually worse until the bottom 15 layers are instant kills (muah ha ha ha ha).
     
  13. Offline

    Kevin Forte

    Is it possible for you to make it so the multipliers only apply during the night? That would be swell. xP

    EDIT: Should've been been more specific, can you make that an option in config? :p
     
  14. Offline

    LRFLEW

    I like it. Noted for future update
     
  15. Offline

    MrObject

    Btw, who is Fill?
     
  16. Offline

    thepackett

    i agree with this :D
     
  17. Offline

    Kevin Forte

    Awesome, thanks much!
     
  18. Offline

    RomaClanServer

    I'm not sure if it is just me but I have my modifiers set so that mobs do a lot of damage and have a lot of health. It works like a charm except that spiders do a 1/2 of damage. They have the correct health, but really low attack.
     
  19. Offline

    LRFLEW

    Mob health? Are you using my plugin to control their health or another one (because mine doesn't control "health" per-say). If you are using mine, what are your settings?
     
  20. Offline

    RomaClanServer

    Sorry by health I meant damage resistance.
     
  21. Offline

    LRFLEW

    I thought so :p

    Your settings.properties file should read like this (for what you're asking for)
    Code:
    player-multiple=2
    entity-multiple=.5
    or with vb.2
    Code:
    player-combat-multiple=2
    entity-combat-multiple=.5
    If this is your settings, tell me. Otherwise, try these.
     
  22. Offline

    RomaClanServer

    I tweaked it, so technically it is like this:

    player-multiple=1.4
    entity-multiple=0.7
     
  23. Offline

    LRFLEW

    Close enough :p
    I don't know what's going on then. I'll look into it. In the mean time, have you tried vb.2? If you do, make sure to change player-multiple to player-combat-multiple :p
     
  24. Offline

    MrObject

    Added me to the sig eh....

    But really, I'm actually curious now, who is Fill?

    On other notes, myself, and I'm sure many of us would perform sexual favours if someone could actually make giants work, aka really do damage without being close enough to perform fellatio on them. NaturalGiants tried by adding an almost circle of fire around them (if you enter the invisible radius, you get set on fire), but that plugin is absolutely horribly bugged with 677.
     
  25. Offline

    RomaClanServer

    I am using this to make a super hardcore experience, do you happen to know from the programming side whether this would be compatible with LevelCraft or McMMO? I am trying to have those be unlockable progressions to make the reduced damage easier to cope with.
     
  26. Offline

    LRFLEW

    I don't see any reason why not. Conflict usually only arises if two plugins try to do the same thing, but neither of them directly control damage, just what weapons can be used. This plugin directly affects damage, thus can work (and should eventually work even better) with the two.
     
  27. Offline

    MrObject

    Twice now... jeez.
    How goes the idea about damage values based on your depth?
    Also, as I was mentioning about the giants thing. I've always looked for some sort of mod to create something like a 'boss' creature. The Naturalgiants plugin gives giants this sort of fire attack. Could that sort of thing be duplicated for other creatures in this plugin? Maybe for Monsters? (the enemy Steve's you can spawn)
     
  28. Offline

    laerbn

    Lovin' the progress so far! :D
     
  29. Offline

    thepackett

    ah, could i request being able to use this on multiple worlds? (or rather different settings for different world)
    That would be awesome :D
     
  30. Offline

    LRFLEW

    That's the next planned feature (how did you read my mind?). I am working out little bugs with other plugins creating a world after this plugin's been initiated.
     

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