[INACTIVE][MECH] afraidSkills - Skills for CraftBukkit [531]

Discussion in 'Inactive/Unsupported Plugins' started by igmolicious, Mar 8, 2011.

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    afraidSkills - A skills plugin for CraftBukkit
    Version: v0.3.21

    afraidSkills is the product of my love for mcMMO, tempered by my problems with modifying it to add additional functionality. Just so we're clear, nossr50 is a hero. Please note that this is a total re-write, aimed at aiding in extensibility as well as some new functionality.

    • Skills! Adds Acrobatics, archery, axes, diving, excavation, healing, herbalism, mining, repair, swords, unarmed, and woodcutting!
    • Skills are handled as classes, and the master list is easily appended.
    • Overhauled combat system -- combat takes in to account skill level, weapon quality, and armor quality. New abilities are present, with more coming soon!
    • Magical items -- gold items are considered magical, and include benefits above the "mundane" varieties.
    Download The Plugin

    afraidSkills Wiki

    Dev Build

    Both classes and java source files should be included in the jar.

    Current To Do List:
    • Implement special abilities (a few of these are active: Sword parries, Axe Criticals, Unarmed Dodges, Unarmed weapon/armor level scaling based on level, Chi-strikes -- eventually all skills will have special abilities gained every 25 levels).
    • Implement Permissions support
    • Test/Improve hooks for adding skills via external pluggins.
    • Implement secondary crafting/deconstruction system (for crafting items not natively craftable, and converting "finished" items into components)
    Version 0.4.1
    • IMPORTANT: The users file has been moved to a sub-folder of the plugins folder. To keep your users' skill profiles, please copy the old afraid.users file into the /plugins/afraidSkills/ directory!
    • Combat has been updated a little to lessen the damage modifications in weapon level vs. armor level calculations. A few changes have also been made to base damage numbers. This is still in flux.
    • Special Abilities Added!
      • Archery
        • Level 75: Point-blank shot: Arrows fired from within 3 blocks do additional damage
        • Level 100: Pinning: Arrows fired from 10 or more blocks away have a chance to pin the target in place.
      • Axes:
        • Level 25: Cleave: Attacks have a chance to damage all nearby enemies -- the damage will be divided up between them.
        • Level 50: Rend Armor: Attacks have a chance to do durability damage to an opponent's armor.
        • Level 75: Spin-Attack: By crouching and attacking, you can attack all enemies in a large swathe (heavily damages your weapon).
        • Level 100: Axe Master: Killing an enemy will restore some durability to your axe.
      • Swords:
        • Level 25: Defensive Posture: While crouching, damage received and dealt is lowered.
        • Level 50: Riposte: While in defensive posture, parries will instead be counted as ripostes, damaging a nearby enemy.
        • Level 75: Disarm: Attacks have a chance to disarm your opponent's weapon. It will be dumped to their inventory, if the have space, and dropped otherwise.
        • Level 100: Sword Master: Parries and Ripostes will restore some of your sword's durability.
      • Unarmed:
        • Level 25: Dodge: While unarmed and unarmored, you have a chance to dodge attack, negating the damage.
        • Level 50: Chi-strike: Your unarmed attacks have a chance to burn your opponents with burning chi.
        • Level 75: Tough Skin: When unarmed and unarmored, attacks against you will deal less damage.
        • Level 100: Quivering Palm: While crouching, your unarmed attacks will deal considerably more damage, but you will take damage as well.
      • Acrobatics
        • Level 25: Super Jump: Jumping while crouching will launch you into the air, allowing you to reach great heights.
        • Level 50: Leaping: You springy legs increase your normal jumping ability a little.
    Show Spoiler

    Version 0.3.21 (Bugfixes!)
    • Fixed bug with item removal removing more items than it should have.
    • Fixed the golden axes' tree chopping algorithm. Now chops the entire tree.
    Version 0.3.19
    • Fixed issue with gold tools not breaking properly, decreased durability for gold tools.
    • Gold armor now provides the added bonus of a 25% chance to avoid fire damage per piece (does NOT negate lava damage!)
    • Archery gained two new abilities:
      • Level 25 Flaming arrows: when carrying arrows, coal, and a flint & steel, arrows fired normally will be burning, and ignite enemies that they hit.
      • Level 50 Multi-shot: when sneaking, you will fire a group of up to 5 arrows.
    • Harvesting sugarcane no longer drops reeds on a successful herbalism proc.
    • Errant gains for herbalism when activating TNT have been addressed.
    Version 0.3.12
    • Added in the remainder of the gold tools
      • gold axes will chop down a whole tree (chop out at the base, or you'll wind up with a stump :D)
      • golden picks will mine out a 3x3x3 chunk of stone (all mined stones will drop materials)
      • golden shovels quadruple your chance to find items while excavating
      • golden hoes will till a 7x7 area and drop seeds.
    • Basic diving skill added, however this will most likely get changed around. Currently, it'll extend the time between taking damage from drowning.
    • Fixed a bug that allowed chi-strikes even if you were not unarmed.
    Version 0.3.7 (Bugfixes!)
    • Fixed foods affected by herbalism skill from granting proper benefit, and not being properly removed after use.
    • Removed annoying debug messages from combat.
    • Problem with NPC errors should be addressed! (Needs better testing)
    • PvP checking works now! No more free skill gains!
    • Repair should no longer throw errors when right-clicking with a repairable object on air. Whoops!
    Version 0.3.2

    • First public release.
    • Anvils are tiered (wood, iron, diamond, gold) and (except for leather repairs) require a heat source (furnace with fuel, lava, or burning netherrack).
    • Skill benefits are handled with scaling returns based on your skill level.
    • Healing is performed by attacking another player with a flower or wool (wool bandaging is more effective than herbal remedies at higher levels)
    • Gold weapons are considered magical, and have a chance to ignite the target.
    • Unarmed combat requires the user to be unarmed and unarmored for greatest effect.
    • Archery gains benefit from light (leather/chainmail) or no armor.
    • Axe durability loss from attacking is handled, so using an axe as a weapon won't penalize player.
    • Weapon level (wood, stone, iron, diamond, gold) is checked vs. armor level for bonus damage.
    thecoolwolf, Lolmen, Flawm and 3 others like this.
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    although the changes you made to golden tools are nice they are rather over kill and they don't work with level craft ontop of the bug that she already posted is it possible to maybe strengthen there durability or only make the bonus blocks destroyed to this immediatly adjacent to said block. Its just we've had to temporarily take this off because of people abusing golden tools on our server.
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    The ingame command to view levels is /stats
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    Ah, yes. I'll update the dev build -- in our testing, this problem came up, and is addressed in the current dev build. The download link for the dev build should be up a few posts.
    Yes, in the current dev build, the gold tool durability is reduced quite a bit (by about half). We also thought that the utility was a bit overkill.
    Build 0.3.19 is up. See the top post for details.
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    I got around to trying your plugin and its a good start but I had a few critiques.
    • I didn't like how cacti gave herbalism (Maybe you should rename the skill to harvesting or something?)
    • Doing a roll no matter what when taking fall damage seemed a little odd to me
    • Golden tools seemed overkill, particularly the pickaxe
    • I was expecting to be able to heal myself with wool but could not
    • No in game information on skills
    • Golden axe did not take down an entire tree but merely took down a 1x1 pillar of the tree
    Overall I like some of the changes you've made from mcMMO but some of them seemed a bit odd or like they could use some work. I would like to see being able to heal yourself with healing items since that would be a cool feature for the healing skill. You should tone down the effect of the golden pickaxe. It would be a lot more useful if the golden axe took out the entire tree in future versions, because right now it sort of feels like you are encouraging just destroying the base of a tree since that would give the most reward with the golden axe. I also did not notice any effect for the golden shovel, is this a bug perhaps?

    I think the wiki is useful, but we shouldn't need to go to the wiki to learn how skills work, try adding some in game documentation for players.

    I hope my critique is useful [sheep]

    EDIT: Derp, I read what the golden shovel does on the wiki. Now I see why I didn't notice any effect.
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    Quick bugfix release 0.3.21. Check the notes for info.
    Thanks for the feed back! Cacti were added as an option for herbalism (along with pumpkins and leaves) for extra methods of gathering experience in plant picking. I'm planning in the future on allowing cactus green to be used for things other than dye, though, so I want to keep it in there.

    The roll thing may change a bit, but probably not a lot. I may add a chance to not roll if taking significantly more fall damage than you are able to avoid, and may also suppress the roll messages. I just want to make sure that there's a constant benefit to the skill, since it's one of the tougher ones to train up, though I'm looking at adding some other benefits to the skill as well. :D

    In the latest release, golden tool durability has been halved. Everyone agreed that for the power they possessed, they needed a downfall.

    I initially tried to allow healing yourself with right-click and healing other with left click, but as the items that are used for healing are both blocks that can be placed, I ran into issues with people wanting to place blocks, but consuming them accidentally to heal damage.

    Once we get a bit further along in versions, I'll be adding an in-game help system. Right now, I'm just trying make sure that the functionality is there.

    Golden axes should work quite a bit better in the current build. ;)

    Thanks again for all the feedback!
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    I think you are doing some really cool things and I look forward to future versions to see how it grows
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    This would allow a custom set of spells for any server, simply by allowing other plugins to be used based on skill level.

    Building off that: make a skill template. something like this:

    [skill name]
    [commands that give XP, With associated costs (10 X to use /blah)] <<<This grants 1/10th the cost in XP
    [Unlockable abilities with related costs]
    [XP Modifier]

    This system would allow for HUNDREDS of new skills by anyone who can edit a config.

    Example Skill:

    voidmage.arrowvolley,331,10 <<<starts with /vm arrowvolley, costing 10 redstone, granting 1 xp (maybe an optional xp override?)
    voidmage.plummet,331,50,25 <<<means that it unlocks /vm plummet at 25 magic skill, and plummet costs 50 redstone.
    3 <<<Levels cost 3x the norm.
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    New dev build up with some fun stuff, for anyone interested (NOTE: this is just the dev build, not the proper build). Most combat skills now include special abilities. Archery gains point-blank shot at level 75, which increases damage when dealt within 3 blocks, and pinning at 100, which can stop an opponent in their tracks, but must be used from a distance of 10 blocks or more. Swords get defensive posture at 25, which reduces damage received and dealt while crouching, riposte at 25, which replaces parry in defensive posture, and will redirect damage to another entity, disarm at 75, which will remove your opponent's weapon (tries to drop it in their inventory first, and will drop it on the ground, if no room is available), and Swordsman at 100, which will restore some durability to your sword when parrying or riposting. Axes gets cleave at 25, which is a chance to divide up damage between several nearby opponents, Spinstrike at 75, which, when crouching, will deal damage to enemies around you (though at heavy durability loss), and Axeman at 100, which will restore some durability for each kill. Additionally, Acrobatics has picked up Super Jump at 25, which will launch a crouching acrobat into the air, and Leaping at 50, which will increase your base jumping ability a little (scales with level).
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    Just tried out the new build

    I like that the golden axe now takes down entire trees :)

    I noticed the acrobatics ability acts odd when you're jumping in water, and it also seems to trigger when you're hit by a skeletons arrow
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    OMG this plugin is very usefull for building
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    Haha! Yeah, I still need checks for lava/water jumping, and I need to figure out a good way to make sure that when getting knocked back it doesn't trigger. :D
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    You could have a timer watch players for 1 second after they've been hit and make sure they can't trigger the jump.
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    is there a config file? my players are getting pvp experience in non pvp zones
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    Not a bad idea!

    Not yet, but this is one of my short-term to-do list items. The problem stems from the way PvP and non-PvP zones are handled in plugins that manage such things -- if there are hooks in the plugins to pull that information, I can probably make it a bit more compatible, but in the mean time, it might be best to have a way for admins to just turn of XP gains for PvP. I'll work on getting a config reader put in tonight, and hopefully at least get a newer dev build out for you to try. Out of curiosity, what zone management plugin are you using?
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    used a golden axe on a tree and it went nuts and lag the server to hell
    was wood flying everywhere
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    Are you using the dev build or proper build?

    Combat abilities are now part of the proper build. These are still in the process of being checked and tweaked, but we wanted a larger test-base for them.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 11, 2016
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    proper build
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    Try the new proper build. In one of the previous builds, there was a problem with the algorithm used by the golden axe that didn't destroy the initial block properly before traversing the the rest of the blocks.
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    sorry for the delayed reply, i'm using towny
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    Hi, I definitely enjoy this mod, it'll most certainly be one that I'll always be running on my servers, and I look forward to seeing what you come up with next! So far we've only had one problem, and that is that the command to view the players skills is /stats, however this conflicts with a stats and achievements mod we've been using, which also uses /stats as a general command. Wouldn't /skills be a better choice? Before I took the time to read through the wiki (Out of total excitement!) just about every command we tried was some variation of this, and it seems more intuitive.

    One other issue, we've been experiencing that mining obsidian does not give 20 mining experience, and that when repairing leather items (And possibly wood too), the anvils require that adjacent furnaces have coal, even though it doesn't consume it.

    Here's the stats plugin in question, http://forums.bukkit.org/threads/info-stats-v0-7-and-achievements-v0-7.1328/
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    You should add character level. When u level up your other skills you also gain main exp to your character level. Like lvl on runescape and wow. Lol :D
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    I wish there was a plugin like this solely for the improvement of combat skills/abilities >:
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    You mean just the combat portion and not the gathering bits? In the future, I'm sure you will be able to disable the bits you dont want via a config file.
    Fugensnot likes this.
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    That would be just as preferable xD
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    Do monsters increase in difficulty as players level up? Otherwise it may become quite easy to overwhelm the monster hordes...
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    When this is finished, could you please add a skill import from mcMMO? My users have leveled up significantly and it would be upsetting to lose all that progress.
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    Hi there

    My server and my self are huge fans of your plugin. That being said, we've managed to get at least one person to level 25 in acrobatics and we've noticed that holding crouch and jumping isn't performing as intended(I'm assuming). For example, the player tends to jump higher while on planks but sometimes the jump function stops altogether. Certain blocks makes you go almost twice as high as a regular crouch jump would give you (we calculated about 5 blocks high) while other blocks you only get 2 blocks or only the default jump. Just incase you weren't aware of it, I hope it is somewhat helpful. I'm using CB 531 and there are no console errors either.

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    is there any admin commands to increase expirience or decrease? or even any admin commands at all?
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    Awesome! Thanks a lot you made my server 20x better! :D luv u! (NOT GAY XD)

    You can do that by typing in: /stats I hope i helped you :p

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 11, 2016
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    The best skill and RPG plugin i think ! DwarfCraft and mcmmo are good but this one seems to have a really monstrous aspiring !! KEEP WORKING HARD !! We're all with you !

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