[INACTIVE][FUN/MECH/RPG] EasyRPG v0.9.7 - The easiest RPG plugin you'll use! [928]

Discussion in 'Inactive/Unsupported Plugins' started by Mark Lohstroh, May 4, 2011.

  1. Offline

    Mark Lohstroh

    EasyRPG - Version: v0.9.7

    I am now going around and visiting public servers with my plugin. So if you want me to visit your server and get ideas from your people on your server please message me! I love doing it.


    This is an easy RPG plugin (hence the name). There are currently four classes. Warrior, Mage, Rogue, and Archer. For each class there are two stats. A primary stat and a secondary stat. Each class has their own skills. Skills and stats will be explained below.

    • /rpgstats - Displays your level, primary and secondary stats and current mana
    • /points - Displays your points that you can distribute
    • /class - Lists classes you can chose from or displays your own class
    • /class [class_name] - Chooses your class
    • /points [1 or 2] [points to add] - Adds points to your primary [1] or secondary [2] stat
    • /xp - Displays how much XP you have left till your next level
    • /skill - Skills you've unlocked and lists their mana requirements
    • /skill [skill_name] - Switches your skill to that skill (Skill names are case sensitive)
    • /changeclass [class name] - Changes your class but cuts all your xp and stats in half!
    • /reloadrpg - Reloads all the constants and properties files
    • /resetplayer - Removes the player from the database allowing him to start over
    Download the Plugin

    Download SQL Lite Put in the same directory as bukkit.jar

    Requires Permissions,

    Nodes: 'easyrpg.canrpg' for normal users and 'easyrpg.canreload' for OP's

    Source Code

    Admin Info:
    The plugin creates a EasyRPG.config file where it includes customizable xp values when you kill or break blocks. For now, don't add in any extra blocks because I haven't put in any block ID recognition yet.

    Stat Info:
    When you attack, the damage dealt to the mob/player goes like this.

    initial damage * 1.03 ^ firstStat

    And defense goes like this

    1.06 ^ secondStat

    Very Simple

    When you level up, your mana will go up also. It goes up as much as your first stat.

    Mana regenerates every second and more regenerates when you add points to your second stat.

    All mage skill are used by a right clicking when holding stick (Wand or Redstone Torch). Archery skills work when you shoot an arrow. Depending on what your current skill is thats what will happen. Warrior skills are mostly passive. Leeching health is the only thing thats not passive. And it happens when you hit someone.

    Configuring Skills:

    To configure a classes' skill, you need to open up their config file. In there, you'll find the default skills. To make your own skills, you'll need to follow the format. The format should be included in the config file but here it is for reference anyways.

    The format goes like this [level of skill]:[skill name]:[skill effect]:[skill effectiveness]:[mana needed]

    So and example for a weak fire ball would be. 1:Weak Blast:fire:1:20

    [level of skill] is just what level the player needs to be.
    [skill name] is the name that the user will have to type in to switch to that skill
    [skill effect] is the effect that the skill will have on impact. They are pretty easy to figure out.
    [skill effectiveness] is basically how hard the skill will hit. You can currently only put 1 or 2 in here currently. But a 2 will have more effect than a one basically.
    [mana needed] is just the amount of mana needed to cast a spell.

    Skill Effect List - These are the exact effects that need to be put into the config file
    Show Spoiler

    Warrior - Can only use swords
    • att_up - Passively increases warriors attack
    • resist - Resists any skill effect cast on the warrior. The mana for this should be decently low to make the warrior a more appealing class. Note: Skill effectiveness will not change the efficiency of the skill.
    • leech - Leeches health
    Mage - Can't use a bow or above an stone sword
    • fire - Casts a fireball at the user, only catches on fire if the spell hits
    • heal - A healing spell. Note: The efficiency if this spell should be set to 1 and the priests heal set to 2 just to make the priests a bit nicer.
    • lightning - Casts one or five lightning bolts on the entity if the spell hits
    • explode - Creates an explosion if the spell hits the entity
    Archer - Can't use above an stone sword
    • fire - Same as mage, only if the arrow lands
    • lightning - Same as mage
    • poison - Right now, catches the user on fire for so long. So less powerful than the fire arrow.
    • explode - Same as mage
    Rogue - Can use bows and swords
    • vanish - Lets the user vanish from sight and do anything he likes. Until he reappears. Used by sneaking
    • trap - Traps the user in a spider web so the rogue can finish them off
    • poison - poisons the hit entity
    Priest - Can't use a bow or above an stone sword
    • cure - Cures the user if the user is on fire.
    • group_heal - Heals everyone in the priests range. ALSO HEALS OTHER PEOPLE ALSO
    • heal - Recovers a certain amount of health. Note: Efficiency should be set to 2
    • barrier - Puts up a 3X3 barrier of cobble stone for protection. Note: Skill efficiency has no effect on this
    • passive_heal - When this is the priests current skill, and mana permits, the priest will regain health over time
    • cure_all - Cures everyone in the priests range of fire

    Known Issues:
    • People can work around the weapon restriction. (will be fixed in v0.9.7)
    • Fishing rods have the same effect as a arrow if the player is an archer
    • Switch from sqlLite to mySql

    Show Spoiler

    Version 0.9.7 - MORE BUG FIXES!

    • Permissons support has been added! 'easyrpg.canrpg' for normal users 'easyrpg.canreload' for OP's​
    • Stat names now change along with the class​
    • Invisiblity issues are fixed​
    • The book scrolling is finally fixed, NOTE: In order for this to work correctly, in the config file, you must line the skills up going from lowest level needed to highest level needed.
    • Leech SHOULD be fixed.​
    • Monsters are nastier and you can now defend against them​
    • Block xp should scale now.​
    • Fixed the stats disappearing and reload issues. You can now use /reload all with my plugin!​
    • Fixed the healing players when you attack them. (Thats probably why you couldn't kill anyone :p)​
    Version 0.9.6 - Mainly just a bug fix update
    • Hopefully fixed the disappearing info for the players NOTE: Not completely
    • Priests' barriers only last for 30 seconds
    • The stat system has been redone.
    • Monsters are now more powerful and you will now have defense against them.
    • Added more commands, allows for my plugin to reload my constants
    • CHANGED THE .CONFIG FILES TO .PROPERTIES YOU MUST SWITCH THE STATS OVER. This change was made due to some ftp clients not being able to handle .config files.
    • Changed /add to /points
    • Fixed the healing issues and mana draining NOTE: Nope...
    • Group xp now hopefully working ;)
    • Half step disappearing when lit on fire SHOULD not happen now.
    Version 0.9.5
    • Fixed the rogue reappearing bug
    • Xp now scales up when you are a higher level
    • Fixed stupid typos in my source
    Version 0.9.4
    • Added priests and rogues
    • Added skill effects for priests and rogues
    Version 0.9.3
    • No more sneaking for mana. Mana regens every second
    • Heal actually heals
    • Effect group_heal has been added, not tested yet.
    • Inventory null pointer fix
    • mcMMO compatible
    • changed /stats to /info
    • A redstone torch now acts as a wand
    Version 0.9.2

    • Bug fixes!
    • No more negative mana
    • Fast skill switching via right clicking while holding a book.
    • Found bug that i was surprised that no one complained about...
    • You will find a rouge.config, but don't screw around with it, it won't get you anything and you can't choose it yet. Thats in v0.9.3
    • I toned down the attacking a LOT. So all damage dealt is now multiplied by 0.2 so we don't have someone how just boosts his first stat a ton.
    Version 0.9.1

    • Fixed issues with fire destroying non-air blocks.
    • Fixed the calculations for damaging mobs.
    • Removed the weapon just disappearing and reassigned it to another empty inventory slot.
    • All skills are customizable and scalable! They are in their own config files in the EasyRPG directory
    • All you need is the jar file to run the plugin now. The plugin will take care of the rest.
    Version 0.9
    • Published the plugin

    This plugin may not be worth donating towards yet, so thats ok. Don't feel obligated.

  2. Offline

    Allen Buckman

    does the damage override the weapon you are using or modify it?
  3. Offline


    About the factions : It's my mistake, The main idea is more of a guild system than a faction system.
    About the exp : the multiplier idea will pretty much go the way you mentioned, but people will not need to configure the amount of exp per leve, they will just add a multiplier that will be part of a formula :
    Here is the exaple for one formula :

    EXP = the Next level's exp
    Level = Player's level
    Multiplier = the multiplier set by the operator

    EXP = Basic EXP - (Basic EXP / Multiplier)/(Level * 2)

    So if the creeper gives 100 exp at level one, and the multiplier is set to 2
    the next level exp will be : 100-(100/2)/(2 * 2) = 87.5

    And as the player progresses :
    Level 3 player
    Multiplier = 2


    So the higher the level and the multiplier the harder it is to level up.

    *Using fractions in exp system is not effective and cause problems so using int variables will be better than double and float variables.

    And what about the other suggestions in my reply?
  4. Do you mean the skill scrolling? I didn't understand what you meant to be honest, do you mean like, hold the right click button whilst scrolling at the same time? or use the opposite key from the attack key whilst holding the classes specific weapon?
    If you meant the second one it would be a good idea, but would they have to be facing an air block? cus it might get annoying if its changing when you're clicking chests and stuff or trying to break blocks in the way, plus you don't get much space underground so clicking an air block would be harder if you're underground or in a really tree infested area like the dark woods we're working on in my server, that plus a wizard could be trying to punch the enemy if they run out of mana, and miss the enemy (like how skeletons are annoying buggers and move so much :p) and then they'd change skills by accident if they miss. Although it'd only be a minor nuisance, I suppose having to write the skills in the middle of a fight is a nuisance too though :p. Your ideas a good idea but it'd be good if workarounds could be considered for the problems.
  5. Offline


    Well the idea was that you can click on the unused mouse button to select a spell. Every time you click on the unused button, a different skill is selcted and used.
  6. Offline

    Mark Lohstroh

    It modifies it. So the way it goes now is, (((first_stat / second_stat) * 0.2) * intitial damage from weapon). So you can easily get really powerful due to just boosting your first stat. BUT, when you're getting hit, your defense goes like this is (second_stat / first_stat) making the number REALLY REALLY small if you've boosted your attack a TON. So you'll get chewed up in battle really fast if thats the way you choose to play.

    As cool as that idea is, I am unable to implement that into the plugin. Bukkit doesn't have an api for a unused mouse click. But thats why I made the book able to change your skills. Right click while holding book and you'll change your skills and get a message to which skill is now active. I will probably keep it that way also.

    Ok, I really like that idea of scaling the xp with levels. I've been thinking on how to exactly to put that into EasyRPG and now I have the idea. Thanks!

    And as for your other suggestions, I really like the quest idea AND what i'm thinking I will do for v1.0, is an API for people to extend my plugin easily. Which in this case, that would make quests EASY and other people easily extend that into a quest plugin. And i'll probably do something like EasyQuests. And fast skill switching was already implemented. I talked about it ^ that way. And i think i'll just keep my current way of switching. As for factions, I kinda wanted a good vs evil kind of thing... but thats not that customizable THAT easily. So I might change that, and i'm assembling a team so we'll probably come up with an idea.

    If you have any more ideas I'd LOVE to hear them. PM or mention them please!
  7. Offline


    1:heal doesn't heal,
    2: PLEASE EXAMPLES ON HOW TO MAKE CUSTOM POWERS!! I am a mage and when i try to make a custom power such as 6:Slow_Spell:freeze:1 what am i doing wrong? it comes out as a regular snowball

    Edit: Nvm reread
  8. Offline


    I am glad that you liked my ideas and I got about a million more.

    About the book switching idea : Well, my main idea was that you will be able to switch skills using you unused button, the button can be pre-set by configuting each weapons functionality, I think that rifts plugin is using this system. I also didn't knew about the book stuff until now actually, and the thought that I will have to switch spell using the commands only caused me fear.

    So here are my new ideas, and more to come as soon as I finish my english test (it's a 5 hour test!!):

    1. New Class - Priest : Priests are the masters of holy magic, they won't be the strongest class but have a priest nearby may be the difference between life and death. The priest will be using a book.
    2. New Class - Tank : Tank is the ultimate defender, using a powerful armor and a large shield. The tank is capable of absorbing great amounts of damage and survive just about anything. (the shields can be the wooden and iron doors).
    3 New class - Battlemage : The warlock is the ultimate mage warrior, using his sword he can deal extraordinary amount of damage. The Battlemage's skills will mostly add magic effect to his attacks. For example :

    Level 1 skill : critical hits - The battlemage will increase his damage by dealing critical hits, the ability will last for a short amount of time.
    Level 5 skill : Burning slash - The battlemage will make a use of his fire ability to increase his damage and apply DoT effect over his opponent.
    Level 10 skill : Time warp - The battlemage will freeze one of the opponents for a short periond of time. This skill will consume a lot of mana.

    4. Passive abilities : Add passive abilities to make the game more interesting and fun. Players will get stronger by just leveling up. The passive ability will always work (cannot be toggeled on/off) and will have minor effects over the normal attack/defence. Here is an example of some good passives :

    - Warrior - Fencing mastery : This skill will increase the warriors damage and lowers the defence (passivly increases the first stat and lowers the second). This skill will be aquired by the warrior at level 3, and every level will add 1 to the first stat and reduce 1 from the second stat.
    - Mage - Focus : This skill will increase the mana regen of the mage, by adding 1 point to the second stat every level. This way mages will have a bigger adventage in the amount of mana regen and will be able to use spells more frequently. The skill will be aquired at Level 3.
    - Archer - Vampire arrows : The archer will have a low chance to leech the opponents health by shooting him. The chance will be increased as the archer levels up and will reach a maximun value of 10% chance to leech health. The skill will be automaticly added at level 3.
    - Priest (If you will add it) - Holy aura : This passive will increase the healing ability of the priest, as the priest levels up the skill will as well. Just like the other skills, it can be aquired at level 3.
    - Tank (If you will add it) - Armor boost : This skill will increase the armor score of a tank (the tank will have defencive ability even if he is not waring an armor) This way the tank will truly be the one and only survivor. The skill will be added at level 3 and will add 1 armor poin every 2 levels.
    - Battlemage (If you will add it) - Magic booster : This passive will increase the amount of time battlemages skills have effect (if the main period of critical hits is 2 seconds, the passive will extend that to upto 6 seconds). The passive will be added at level 3.

    That's it, i'm going to do my test, I'll be back in 4 hours :)
  9. I was thinking about things like these too, but more along the lines of progressions

    such as

    Warrior at level 10 has a choice to become either:
    Berserker (pvp type warrior with pvp type skills, along with the warrior ones)
    Knight (or the tank as you said)

    Wizard at level 10 has the choice to become either:
    Battlemage (pvp?)
    Healer (not sure about this, or just add a healer class)
    Conjurer (if not a healer, spawns mobs to help for set amount of time maybe?)

    Archer at level 10 has the choice to become either:
    Hunter (again, more pvp based skills)
    Rogue (can use swords along with bow?, or just has certain skills that can benefit the group)

    just examples but you get the point, the classes could give passive's rather than skills too, like knight = bonus defense, hunter = bonus attack, healer = stronger heals and so on
  10. Offline


    awsome idea =)

    But here are my suggestions (use them if you like) :

    Berserker skills :
    1. Rage - can be aquired at level 15 (the level of progression), This skill will temporary increase the damage done by swords but will lower the defance (increasing the main stat and lowering the secondary stat)
    2. Crazy burst - will be aquierd at level 20, When this skill is active, the berserker will no longer need to worry about his health (almost). While this skill is active the opponent will recieve 50% of the damage delt to the berserker.
    3. Burning crusade - will be aquired at level 30, this skill will add burning damage as well as DoT to the opponent equal to 50% of the physical damage delt for 3 seconds.

    Knight skills :
    1. Shield mastery - the knight can now wield a shield (wood/iron door). The secondary stat will be increased wildly while wielding a shield (wood door will add less that an iron shield). This skill will be aquired at level 15.
    2. Diehard - knight will no longer live in fear, this skill will give him the upperhand in every battle. As soon as the health of the knight goes below 6 hearts, the skill will be automaticly activate and heal him for half a heart every second for 5 seconds. Will be aquired at level 20.
    3. Stone wall - The ultimate defensive skill, knights will have 80% chance to avoid any damage for 4 seconds. Will be aquired at level 30.

    Battle mage skills :
    1. critical hits - The battlemage will increase his damage by dealing critical hits, the ability will last for a short amount of time. Will be aquired at level 15.
    2. Burning slash - The battlemage will make a use of his fire ability to increase his damage and apply DoT effect over his opponent. Will be aquired at level 20.
    3. Time warp - The battlemage will freeze one of the opponents for a short periond of time. This skill will consume a lot of mana. Will be aquired at level 30.

    Summoner skills :
    1. Summon zombie - the summoner will call a zombie to help him, the zombie will burn at daytime making him the least effective summoner spell. Will be aquired at level 15.
    2. Summon monster -well we all know about the monster (human like agressive mob), he will be the improved version of a zombie. Will be aquired at level 20.
    3. Summon wolf pack - the best and most effective skill of the summoner. The summoner will spawn 4 wolves that will attack every one around. Will be aquired at level 30.

    Healer/priest skills :
    1. Major heal - a stronger healing ability, will heal the target for : base heal + (base heal/3). Will be aquired at Level 15.
    2. Rgeneration aura - every nearby player will have higher mana regeneration rate for 5 seconds. Will be aquired at level 20.
    3. Group heal - strongest and most effective heal skill, will heal up to 5 people for : basic heal * 2. Will be aquired at level 30.

    Hunter skills :
    1. Wild aura - Aggresive mobs will ignore you for a certain amount of time. Will be aquired at level 15.
    2. Spray n' pary - this skill will lower the hit chance but will double the damage delt by arrows for 6 seconds. Will be aquired at levle 20.
    3. Bloody ritual - this skill will insta-kill every living entity with less than 4 hearts witgin a radius of 10 blocks. Will be aquired at level 30.

    Rogue skills :
    1. Piercing strikes - by using swords the rogue will deal 50% more damage every hit for 8 seconds. Will be aquired at level 15.
    2. Back stab - players and monster will recieve 250% damage when being attacked from behind using swords. This skill will consume 100% MP (no matter what is the amount of mana it has to be full to use it). Can be aquired at level 20.
    3. Stealth - will make the rogue completly disapear untill he will attack anything (placing blocks will not remove the effect). will be aquired at level 30.

    The skills are all examples, and you can use whatever you want. Once again if you don't like any of the skills suggest your own improvments.
    Thanks and hava a nice day =)
  11. very nice ;D
  12. Offline

    Mark Lohstroh

    I'm aware that heal doesn't heal. That bug is being fixed. And the reason the effect "freeze" doesn't work because that effect doesn't exist. Although, I'm wondering if I really want to put thy effect.

    @Scott and beatcomet: I'll reply toall that later.
  13. Offline

    lloyd menzies

    My players loved this plugin, it even inspired them to create Mages, archers and warrior guilds. Sadly it was to buggy for my server i had to remove. I had some people ragequit and some people beg me to re-add the plugin which in all honesty i really want to.

    Please fix the current issues, when i told the players im going to re-add the plugin when the author fixes it they cheered haha.

    Looking forward to the update!

    Keep up the good work.
  14. Offline

    Mark Lohstroh

    Wow! That's cool and when it's v1.0, everything will be fixed. If you know what needs fixing send me a bug list please. In case there are bugs I do not know about.
    And I plan on fixing the plugin in the next week!
  15. Offline


    You used mah idea :3. <3. I got a new computer so I should be more active now.
  16. Offline


    is how do you go level
    because I exceed the shade and apply it
    I'm missing disse example -100 xp

  17. Offline

    lloyd menzies

    Next week it is then Mark, looking forward to it will let my players know.

  18. Offline


    Could you re-phrase please?
    I do not understand what you're saying.
    I can help you if you make it understandable ^^.

    I'm not sure if he meant the plugin will be fixed next week (as in all the bugs will be gone) or if he means 1.0 will be out next week..

    (sits patiently for answer from mark)

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


    I sorry, I don't speak english

    how do you level up, because my xp is in the least
  20. Offline

    Mark Lohstroh

    Btw, I'm putting in a nice API so other developers can make their own plugins that can extend this :)

    I'm HOPING to get all the bugs fixed by then. Not v1.0.

    You level up by killing mobs and mining specific ores. Then, to add to your stats, you must do /add [first or second stat] [how ever many points you want to add]

    Does that make sense?

    Example: /add 1 5

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

    Mark Lohstroh

    You may now use redstone torch for a wand. Healing is fixed. group_heal is now an available effect. Priests and rogues are coming soon. Inventory bug is fixed. Any bugs I should fix before I publish? This version will not have priests or rogues YET.
  22. Offline

    Mosh Mage

    i was thinking. maybe you could enable admins to place [add points] signs, instead of users having to /points

    they would right click the [primary] [secondary] sign and some sort of "added one point to primary thingy yay" message would come up.

    That way, admins can use spawn as a levelup/gathering spot
  23. Offline

    Mark Lohstroh

    Its been suggested. I'll think about doing that. That might be a separate plugin. I have several in the making
  24. Offline


    can not wait until this is MCMMO compatible. looks so cool.
  25. Offline

    Mark Lohstroh

    I just changed /stats to /info.

    So that should be the only conflict with mcmmo. Testing it soon.

    Updated to v0.9.3! Now compatible with mcMMO!

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


    Awsome that its now compatible with mcMMO, but got 2 bugs to report

    1. Mana regain spams the server console
    2. when i type /info it gives me information about the item im using in my hand instead of rpg info, so i cant see any of that info. maby change it to /rpgstats ??

    thx for the plugin, its great :)
  27. Offline

    Mark Lohstroh

    Sorry, i gave you guys the debug version >.> i'm updating right now.
    And as for the /info, that might conflict with another plugin that you have. But i'll quickly change that to /rpgstats
  28. Offline


    that is awsome, thank you :D
  29. Offline


    That is great, thanks for the update. Are you going to add any new stuff in the following updates (such as the classes and skills I suggested, maybe the exp calculation system etc.)?
    Anyway, it works and works smoothly, it's not causing server lags at all and the memory usage is nice and low thanks.
  30. Offline

    Mark Lohstroh

    Sorta. Some of the classes you suggested I feel get a little bit complicated and require too much micromanagement. They are good ideas. The only other classes I will be putting in are the rogue and priest. And I will be adding (hopefully) MANY more skills and effects. And some that you suggested will be put in. We shall see what the future has in store.
  31. Offline


    cool :D
    you are the most awsome plugin developer xD

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