Inactive [MECH/ADMN] ModDamage - Change damage mechanics on the fly!

Discussion in 'Inactive/Unsupported Plugins' started by KoryuObihiro, May 20, 2011.

  1. Offline

    KoryuObihiro

    ModDamage
    We've moved to BukkitDev!
     
  2. Offline

    Digi

    Interesting !


    One thing I noticed:
    Why the overcomplexity, can't it just be between 3 and 5 ?
     
    Freaker309 likes this.
  3. Offline

    dak393

    Very nice plugin looks cool so far
    can't wait for the planned features
     
    KoryuObihiro likes this.
  4. Offline

    Brvtvs

    Pants=Soiled. I was looking for this for a long ass time before, and I have a different use for it now.
     
    KoryuObihiro likes this.
  5. Offline

    anchoredpirate

    This is very nice and should be built-in imo.
     
  6. Offline

    Monkah

    Sweet jesus the config is hard to understand. Make a GUI editor please. =D
     
  7. Offline

    KoryuObihiro

    o_o What the...my OP isn't showing up like the preview did. Is anyone else getting crazy BBCode tags ("[/COLOR]" type stuff, mainly)?

    Anyway, @Monkah Yeah....you're right. :p Feedback definitely appreciated, but I'm not so sure I'd be up to the task of writing a program like that with the spare time I have. Bukkit community, do you love this plugin? :p

    @Digi Really good suggestion, actually. That was...sort of a nerdy thing to do, in retrospect. I guess I can stop being lazy and just add the eight extra characters that'd be necessary to do that for. Watch out for 1.0! :p

    Box.net link is up! You may now download to your heart's desire.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 15, 2016
  8. Offline

    Monkah

    Kory, please. GUI. I'm begging you. I've been staring at this thing for a hour, and haven't gotten anything done.
     
  9. Offline

    KoryuObihiro

    PM me - let's work out something.

    EDIT: Sending you one now. :p
     
  10. Offline

    Monkah

    sent a reply xD
     
  11. Offline

    Brvtvs

    Now that I am configuring this, my pants are even more soiled. However, is there a way to set a setting or buff to a group to affect all animals, groups, etc.? Like "- '3'" would add 3 damage to attacks against all other players and mobs? Or do I just buff for each group and animal? Thanks, this is literally the best plugin ever. I love ultra complicated and ultra useful and ultra customizable plugins. This makes so many things possible, I cannot laud it highly enough, really.

    Also, if I want lightning to do a lesser amount to one group, should I define the damage in the defensive section of that group?
     
  12. Offline

    KoryuObihiro

    @Brvtvs: Defensive Lightning score is the only good way I can think of, so yeah. If you look at the wiki, you'll see that there's a category for damage config called "generic:" - this is exactly what you're looking for.

    @All: Trust me when I say that the wiki documentation is much more complete than what I have here. :p
     
  13. Offline

    Brvtvs

    Oh, I didn't look at the wiki, thanks.

    So the values are all integers, right? i.e. I can't do

    - 'div.1.5'?

    But I could do something like this?:

    Offense:
    - 'set.3'
    Defense:
    - 'div.2'

    or

    Offense:
    - 'mult.5'
    Defense:
    - 'div.4'
    (In order to have a very gradual multiplied value)
    Or could I do those nodes both in the defense, so first it multiplies by 5, then divides by 4

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 15, 2016
  14. Offline

    KoryuObihiro

    Definitely. :p That's how it works. The only thing is, remember that you're limited to integer results.
     
  15. Offline

    Brvtvs

    I am getting a little lost on the defensive nodes. It would be really helpful if the default config included a global and group example for defensive trees.
     
  16. Offline

    KoryuObihiro

    The tree is basically the same as the Offensive - except obviously elements of nature can't take damage. :p
     
  17. Offline

    Brvtvs

    Can you just post a sample of a defensive tree? Thanks a lot
     
  18. Offline

    KoryuObihiro

  19. Offline

    Brvtvs

    Alright, you seem staunch about it, I will just redo my defensive tree and hopefully that will fix the parsing issues I am having, thanks.

    Also, on the example tree there is no lightning by group (obviously because groups cannot do lightning damage, but in the defensive should I just paste the "nature" portion into the group to edit damage from that stuff?
     
  20. Offline

    Juze

  21. Offline

    KoryuObihiro

    @Brvtvs: Well, I'm not entirely certain what you're trying to do, but it sounds like you want a particular group to take less damage from lightning. So, what you'd do is just use this type of structure:
    Code:
    Defensive:
        groups:
            groupName:
                nature:
                    lightning:
                        - 'some.string'
    
    Incidentally, I would also suggest some resistance to fire, as lighting almost always does some considerable fire damage.

    @Juze Made the changes - but for some reason I keep getting a double spoiler for the introduction. o_o

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 15, 2016
    Brvtvs likes this.
  22. Offline

    Brvtvs

    Alright, thanks.
     
  23. Offline

    Juze

    @KoryuObihiro : It's good now, I can't fix the spoiler bug though. I'd suggest adding a wget download friendly link too, to DropBox or GitHub for the .jar. :)
     
  24. Offline

    KoryuObihiro

    @Juze Fixed it, didn't like the paragraph break for some reason.

    In the meantime, I've developed equipment/armor settings and am testing the code right now. Expect a release today or tomorrow!
     
  25. Offline

    Brvtvs

    I am not sure if this is reasonably fixable, but I am having some issues with Groupmanager's multiple group function. I can only use the main group (not that I am trying to define two group trees for the same player, I am just trying to get damage to be reliant on my secondary group, "Class").

    I just realized that with this plugin I can use single groups for class because I don't need faction groups to eliminate PvP using groupPvP. I can just set RedArcher to 'set.0' damage to RedMage, etc. This plugin has so much functionality

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 15, 2016
  26. Offline

    KoryuObihiro

    @Brvtvs Armor configuration coming soon. Just gotta get home from work and test it. :D
     
  27. Offline

    Brvtvs

    Armor configuration meaning effects that armor has and how much damage it absorbs?
     
  28. Offline

    KoryuObihiro

    Well, it'll basically be O/D configuration for specific sets of equipment - like the "item" node. This is strictly a damage mechanics plugin, so I won't be doing any armor "special effects", but with this config you'll be able to have offensive and defensive buffs for a specified combination of equipment items. The main problem from a user standpoint right now is that the config itself is hideous. XD
     
  29. Offline

    Brvtvs

    Having some trouble with creating faction pvp. With this configuration, no class from either faction I have can hurt eachother, despite the fact that classes are set to cancel damage only to their faction's groups.

    Code:
    Offensive:
        world:
            global: # settings applied regardless of group
                generic:
                    animal:
                    item:       # Might, but for semantic reasons you probably don't want to define this.
                    mob:
                    humans:
                animal:
                    Chicken:
                    Cow:
                    Pig:
                    Sheep:
                    Wolf:
                item:
                    axe:
                    hoe:
                    pickaxe:
                    spade:
                    sword:
                mob:
                    Creeper:
                    Ghast:
                    Giant:
                    Skeleton:
                    Slime:
                    Spider:
                    Zombie:
                    ZombiePigman:
                nature:
                    blockexplosion:
                    burn:
                    cactus:
                    explosion:
                    fall:
                    fire:           #"fire" is exposure to a fire or lava block, "burn" is damage taken
                    humans:
                    lava:
                    lightning:
                    suffocation:
                humans:             # This should also work, but I don't recommend defining this either.
            groups:
                Redrogue:
                    generic:
                        humans:
                            - 'mult.3'
                            - 'div.4'
                    groups:
                        Redtank:
                            - 'set.0'
                        Redpriest:
                            - 'set.0'
                        Redmage:
                            - 'set.0'
                        Redarcher:
                            - 'set.0'
                        Redrogue:
                            - 'set.0'
                Redtank:
                    groups:
                        Redtank:
                            - 'set.0'
                        Redpriest:
                            - 'set.0'
                        Redmage:
                            - 'set.0'
                        Redarcher:
                            - 'set.0'
                        Redrogue:
                            - 'set.0'
                Redarcher:
                    groups:
                        Redtank:
                            - 'set.0'
                        Redpriest:
                            - 'set.0'
                        Redmage:
                            - 'set.0'
                        Redarcher:
                            - 'set.0'
                        Redrogue:
                            - 'set.0'
                Redmage:
                    groups:
                        Redtank:
                            - 'set.0'
                        Redpriest:
                            - 'set.0'
                        Redmage:
                            - 'set.0'
                        Redarcher:
                            - 'set.0'
                        Redrogue:
                            - 'set.0'
                Redpriest:
                    groups:
                        Redtank:
                            - 'set.0'
                        Redpriest:
                            - 'set.0'
                        Redmage:
                            - 'set.0'
                        Redarcher:
                            - 'set.0'
                        Redrogue:
                            - 'set.0'
                Bluerogue:
                    generic:
                        humans:
                            - 'mult.3'
                            - 'div.4'
                    groups:
                        Bluetank:
                            - 'set.0'
                        Bluepriest:
                            - 'set.0'
                        Bluemage:
                            - 'set.0'
                        Bluearcher:
                            - 'set.0'
                        Bluerogue:
                            - 'set.0'
                Bluetank:
                    groups:
                        Bluetank:
                            - 'set.0'
                        Bluepriest:
                            - 'set.0'
                        Bluemage:
                            - 'set.0'
                        Bluearcher:
                            - 'set.0'
                        Bluerogue:
                            - 'set.0'
                Bluearcher:
                    groups:
                        Bluetank:
                            - 'set.0'
                        Bluepriest:
                            - 'set.0'
                        Bluemage:
                            - 'set.0'
                        Bluearcher:
                            - 'set.0'
                        Bluerogue:
                            - 'set.0'
                Bluepriest:
                    groups:
                        Bluetank:
                            - 'set.0'
                        Bluepriest:
                            - 'set.0'
                        Bluemage:
                            - 'set.0'
                        Bluearcher:
                            - 'set.0'
                        Bluerogue:
                            - 'set.0'
                Bluemage:
                    groups:
                        Bluetank:
                            - 'set.0'
                        Bluepriest:
                            - 'set.0'
                        Bluemage:
                            - 'set.0'
                        Bluearcher:
                            - 'set.0'
                        Bluerogue:
                            - 'set.0'
     
  30. Offline

    Expatcat

    I can't figure out how to do this...

    I simply want it to be so that in a Multiverse world of mine, NOT my default world, no players take damage. How would I set this up?!
     

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