Inactive [FUN/ADMN] Weapons_of_Legend v1.0.0 - Wield epic weapons [1.2.5-R1.2]

Discussion in 'Inactive/Unsupported Plugins' started by DragonSoulSong, Sep 22, 2011.

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    Version: v1.0.0
    Release Date: September 23, 2011
    Last Updated: May 7, 2012

    This plugin allows you to use certain items, specified in the plugin's config file, as
    different "weapons of legend". With this plugin you can use configuration-specified items as "Thor's Hammer" (defaults to golden axe), "Vulcan's Hammer" (defaults to stone pickaxe), or "Banhammer" (defaults to iron pickaxe), and more, with more as yet to come! The "Thor's Hammer" allows you to strike lightning at will upon blocks, mobs, and players, "Vulcan's Hammer" sets a configurable area of blocks on fire, and "Banhammer"...well, do I really need to explain that one? And there's even more fun contained in the plugin with the recent update including the "Meteor Staff" (blaze rod), making your players a bit like a Ghast, the "Demon Scythe" (gold hoe) which is the first weapon in this plugin to have custom melee effects, and the "Glacier Staff" (bone), which can act both as a defensive and offensive tool by encasing your foes, or yourself if need be, into a sphere of ice!

    • Use certain configurable items as fun new "weapons".
    • Give yourself the pre-configured weapon items using a simple command interface.
    • Toggle whether the items work as weapons for other players, or yourself, using the command interface.
    • Configurable cool-down times and percent usage successes for all legendary weapons.
    • Fully configurable weapon damages outputs.
    • Permissions support
      • Supports all permission managers that support SuperPerms
        • eg. PermissionsEX or PermissionsBukkit
    How to use:

    After using "/legend" or having had "/legend" used on you, simply hold the item for the weapon that you want to use in your hand, then right-click and the weapon's effects will target and affect just about any block, player, or mob within sight that you place your crosshair on.


    What commands a player can or cannot use is dependant on what permissions they have
    been given.
    /lg [playerName]
        -Toggle whether or not the weapons work for the specified player. If no player is specified, toggles whether or not the weapons work for the user of the command.
    /lg <version | v>
        -Returns the current version of the plugin installed on the server.
    /lg <reload | r>
        -Reloads the plugin's config.
    /lg <give | g> <thor | vulcan | banhammer | meteor | demon | glacier>
        -Gives the user the item for the specified hammer weapon.
    *Only op's will ever be able to use the banhammer, for obvious reasons.
    Permission Nodes (open)

    • 'wol.*'
    - Gives access to the ability to use all of the weapons (except for Banhammer*) and all associated commands.​
    • 'wol.commands'
    - Gives access to all of this plugin's commands.​
    • 'wol.use'
    - Gives the ability to use all of this plugin's weapons (except for Banhammer*).​
    • 'wol.legend.give'
    - Gives access to the command "/legend <give | g> <thor | banhammer | vulcan | meteor | demon | glacier>".​
    • 'wol.legend'
    - Gives access to the command "/legend".​
    • 'wol.legend.version'
    - Gives access to the command "/legend version".​
    • 'wol.legend.reload'
    - Gives access to the command "/legend <reload | r>".​
    • 'wol.legend.toggle'
    - Give access tothe command "/legend <playerName>".
    • 'wol.use.thor'
    - Allows the use of Thor's Hammer.​
    • 'wol.use.vulcan'
    - Allows the use of Vulcan's Hammer.​
    • 'wol.use.meteor'
    - Allows the use of the Meteor Staff.
    • 'wol.use.demon'
    - Allows the use of the Demon Scythe.
    • 'wol.use.glacier'
    - Allows the use of the Glacier Staff.
    • 'wol.legend.give.thor'
    - Gives access to "/legend give thor".
    • 'wol.legend.give.vulcan'
    - Gives access to "/legend give vulcan".
    • 'wol.legend.give.banhammer'
    - Gives access to "/legend give banhammer".
    • 'wol.legend.give.meteor'
    - Gives access to "/legend give meteor".
    • 'wol.legend.give.demon'
    - Gives access to "/legend give demon".
    • 'wol.legend.give.glacier'
    - Gives access to "/legend give glacier".
    • 'wol.limits.bypass'
    - Allows players with this permission to bypass configured limits for weapons, such as cooldown times and percent success checks.

    *None of these permissions explicitly give permission to use the Banhammer, as this is a weapon that is, no matter what, op-only.

    Download Weapons of Legend

    Source Download: Download source-code


    Note: If anyone is interested, the full dev changelog is inside the plugin's jar. (Taking a look at it makes sense of why I started my release numbers at 0.7.0.)

    Version 1.0.0
    • Compatibility with Bukkit for 1.1 and 1.2.
    • Added 3 new weapons, the Meteor Staff, Demon Scythe, and Glacier Staff, along with corresponding permissions.
    • Vulcan Hammer's long-lasting bug of it's spherical AoE being...well...not spherical, has been fixed.
    • Commands and permissions changed to make a little more sense and be quicker and easier to use.
    • Command added that allows the plugin's config to be reloaded without having to completely reload the server.
    • The server console now has access to some of the commands, the ones that make sense for it to use, and if an incorrect command is attempted from the console, the plugin will disallow it and will let you know that you must be a player to use the given command.
    Version 0.8.3
    • Bug fix patch.
    • Fixes a bug where banhammer wouldn't kick the target players after they had been banned by it.
    • The ability to configure the triggering mouse button removed for now due to a chronic issue with the incorrect button sometimes being recognized. The button is now the right mouse button. partly to allow players to continue to use the weapon tools normally while having legend abilities activated.
    • The config has been changed as well, now being divided up into sections to make ease of navigation/understanding a little better.
    Version 0.8.2
    • CraftBukkit RB#1337 compatibility patch.
    Version 0.8.1
    • Permissions support added
    • The list of player names that controls whether a player can use the weapons or not has been moved to the plugin's config file, making toggled abilities to use the weapons persistent.
    Version 0.7.0
    • Initial release
    To do:
    • Add more awesome weapons.
    • Armor abilities.
    • Possibly more customizability.
    • Implement suggestions from you guys!
    Known Issues:
    • The Glacier Staff, if spammed way too much, can cause a bit of server-side lag, so be careful.
    • It also is not always 100% perfect about cleaning up it's own mess, its pretty good about it, but especially has issues if the server gets restarted/shut down before it has had a chance to clear everything up.
    Thank you:
    • dark78660
      • For helping me test the plugin by aiding me in setting up my own server to test on as well as installing the alpha and beta versions on his own server while the plugin was still in development, for ideas and feedback throughout the plugin's development, and for convincing me to put my programming knowledge to use making plugins in the first place.
    • Television
      • For his awesome InventoryManager class, which this plugin uses. see here
      • Note: This plugin no longer uses Television's class, but I'm still grateful for it nonetheless, as the first release, and the first several updates, could not have existed without it, due to my lack of API knowledge at the time.
    • cholo71796 and coryf88
      • For their code help at a couple of brick walls along the way.
    Tanite likes this.
  2. Offline

    Grammar Troll

    You can use Spout to change the hover-over names of the items.
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    Really? I like that thought, perhaps I'll do that in the future. Does that require the spout client, or just the plugin server-side?
  4. Nice Plugins :D
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    interesting - im quite sure it does require the client mod'd...
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    Why, thank you! :)

    Probably. If it does, then I may not implement such a feature, but if not, I probably will.
  7. Because, its epic!!! :D
    I've tried it :)
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    Thanks, I'm glad you like it. :)
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    the ban hammer could be a fail, if the guy is hiding in a crowd of people

    /ban is better :D
  10. Add more evil and sadistic weapon :D
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    This is true, but when the moment is right, it's so much more fun to use the banhammer instead of /ban. :D I would know, I tested it out on a friend...and promptly apologized amidst much chuckling. :rolleyes:

    I plan on it. In my opinion, three is too few, especially when all three are "hammers". I have some fun plans, but I'll keep them secret for now. :cool:
  12. Hurry! :D I cant wait.
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    Well, first I think I'm going to wait a little and see if this thread even gets moved to Plugin Releases. XD Though I'll probably work some more on it in the meantime.
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    So, for those who may have tried out this plugin, do you have any suggestions that I can work on while this is still in plugin submissions?
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    Grammar Troll

    In order to see the customized hover-over names of items, one needs to play with the Spoutcraft launcher, yes.
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    Ok, well then, like I said, I probably won't implement such a feature for now since it requires spoutcraft on the client's side. I appreciate the input though. It was an interesting and good thought/idea. :)
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    Hey guys, I'll be attempting to add permissions support tonight, fyi, but I'm not sure whether or not I'll update untill after this gets moved to Plugin Releases. Speaking of which, does anyone know approximately how long it usually takes for a particular plugin to be approved? I personally don't have any kind of reference as this is my first plugin. (My curiosity, and admittedly partly my impatience, seek an answer...)
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    Honestly, I've been looking for a plugin that would introduce more weapons of the rare and powerful variety for quite some time; please don't rule out Spout in your development. It not only would prevent the need to swap pre-existing (and sometimes used by other mods) tools but give you so many more item slots to use. Sure, it would require Spoutcraft to be installed client-side, but anyone browsing these forums looking for plugins with a serious head on their shoulders, will have been intrigued with the possibilities Spout has to offer.

    It's going to get more popular very soon; don't be afraid to get involved with it! I can imagine a plugin like this where swords can set enemies on fire, or have a 20% chance to strike lightning on enemy mobs. Have an arrow that explodes like TNT, but has some really rare/hard-to-acquire explosive-shot ammo. An axe that acts as a torch, lighting up the area around it! You wouldn't be able to do half this stuff without the client/server communication Spout offers, so please, for the love of all the potential this plugin has, don't disregard it!
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    Add a configurable item
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    Thanks for the input. To be honest, if I'm reading you correctly, I think the particular things that you mentioned can actually be done without spout unless you're referring to literally adding brand-new items to the game, which I'm fairly certain Spout's API doesn't currently allow for (Though I could be wrong about that.). The reason that I'm staying away from spout for now is that, for what I'm currently doing with this plugin, spout is not required, nor does it offer anything in particular that would be a boon to this plugin, at least not untill the spout api allows for the addition of custom items (to my knowledge, that is). I do not say this for lack of education in the matter at hand, for I have read through nearly the entirety of the current API javadocs for spout, though admittedly I may have missed something, if so, please let me know. :) (On a side note though, I have considered adding an invisibility weapon of some sort that would grant the holder/user complete invisibility, which doesn't necessarily require spout, but it works far better with spout. ;) )

    Is what I have just said regarding Spout and adding custom items to the game correct?

    What exactly do you mean? Add a new weapon? Make the weapon items configurable (If so, they already are.)? Or do you mean to literally add a new item (As I said above to Swizzlestix, as far as I know this is not currently possible in a plugin.)?

    In other news, I will most likely be uploading an update of the plugin sometime today with permissions support, and possibly persistent storage of players that have had their ability to use the weapons toggled on, meaning that when you reload your plugins or restart your server, you will no longer have to re-toggle your ability to use the weapons on, the plugin will "remember" you and will automatically give you that ability. The only time you will then have to re-toggle this ability on, unless you have had it toggled off, will be if/when you delete the plugin's folder, or config file.
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    Not quite.

    There is no explicit easy way to create custom blocks or items with Spout 1.0.6, but it's coming with 1.1.

    There are workarounds to achieve a similiar effect though. You can render items differently with custom textures or models, as well as custom textures and models for blocks. You could use the data values on existing items and custom textures to create a new item, and even change the hover over name of it, so for all intensive purposes, it would be a new item to players. But as I said, this is kludgy, and a workaround. A unifying item system is in progress, and will be out before the end of October.

    If I were you, I'd wait though. Using the workaround would be time consuming, and we'll have a good API out in a few weeks.
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    Ok, thanks! I'll wait, and will be looking forward to that. :) I also agree about using a workaround, while it could work, it's not the best option, and I personally prefer to avoid kludgy or hackish ways of going about things if at all possible. And to be honest, it could possibly take me the few weeks untill the API is out just to develop a good workaround for it. XD
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    I'll be keeping an eye on this plugin, though I think the iron pickaxe is too valuable to me or anyone on my server to sacrifice for a weapon xD
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    That's ok, the commands that this plugin provides allow the use of the specified items as weapons to be toggled on/off on a per-player basis. Also, the item used by the plugin for each weapon is fully configurable via the plugin's configuration file in ../YourServerFolder/plugins/Weapons_of_Legend/config.yml. :) Can't say that I can blame you there though. XD

    Update! Be sure to check out the OP, and the changelog in it, to see what has changed! :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 19, 2016
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    Make a scythe! It would be cool. :p
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    The Ban Hammer, made real! Oh how very LOL :p
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    make a configurable delay on every skills? we don't want our players spamming them. Thanks
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    Hmm...interesting thought, I'll see what I can do. :D

    Glad you like it. :) I figured that someone needed to make the Ban Hammer real for once. XD

    I hadn't thought of that, that's a really good idea. It makes sense. I'll see about adding in a configurable cool-down time between uses. :)
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    I have other legendary skills suggestions if you can:

    Critical weapon = a configurable chance to deal a large amount while attacking
    Firing weapon = a configurable chance to hurl a fireball / TNT explosion to the cursor's location
    Stopping weapon = a configurable chance to stun an enemy / freeze the enemy
    Blocking weapon = a configurable chance to parry/block an enemy attack
    Jump/Blink weapon = will blink to the cursors location (configurable max distance)
    Weapon of Berserk = makes the weapon attacks faster for a duration of time
    Weapon of Backstabbing = a chance to blink the player to the back of the enemy

    - I think a % chance is better than cooldown? what you think? or you can do both

    Armor of evasion = a configurable chance to dodge/miss enemy attack
    Reflect damage = a configurable chance to reflect damage to an enemy
    Armor of Telekinetic = a configurable delay when right clicked on an enemy it will pushed him into a distance

    If you can do this with all configurable required weapons/equip it will be awesome! Thanks
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    I have to say, you have some very good ideas there. :) To be honest, in some cases, a % chance of an effect does make sense, depending on the desired effect, but for the most part, a cool-down will generally be better for preventing spamming, it's a reliable delay period that is guaranteed to always prevent a spammed attack, whereas a % chance effect can sometimes still result in a spammed attack. eg. At 50% chance of an effect, there's about a 25% chance of any two consecutive strikes both resulting in an effect and about a 12.5% chance of four consecutive strikes succeeding in producing an effect every time. (somebody correct me if I'm wrong, it's been 2 years since I took Statistics and Probability in school. XD )

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