[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.

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    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.

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    i am using mcmmo and easyrpg and i had my stats all reset at one point (just setting up/learning my first bukkit server so i am not 100% sure why it happened, but its safe to say it was prolly a /reload because i was/am testing/experimenting with every command/mod/config option etc). anyway i fixed it by opening the easyrpg.db in this program (free db viewer). i noticed that there were two entries for my user name, one correct, and one at lvl 0 with no class. just delete the line which is at zero and your other stats are restored. dunno if that was mentioned before in the thread, if not, hopefully it helps someone.

    some feature suggestions (if i may):

    -if all the variables were in class.properties files we could make our own classes or change existing ones (like weapon restrictions, primary/secondary stats, skills, health/mana regen etc)
    -a classless option where you could pick one choice from all the abilities available at your current level (so you could have a warrior skill like leech_health, heal_all and fireball if you wanted)
    -a way to choose the item id for the wand and book required for spell casting in case there are conflicts with other mods or we have ideas for a class that uses a sword as a holy symbol to cast priest magic, or scrolls (paper) instead of books etc
    -a way to toggle which notices pop up (like 'you earned 8 xp for mining ore' and 'you leveled up')

    for bukkit plugins to add new items they require a client side mod right? i was thinking it would be cool to require mages/priests to go out and craft a magic wand or spellbook for that extra 'questing' element...but that requires a new recipe/item. i guess the redstone torch is kinda like that already, i was just thinking more 'in character' (and its annoying using as a wand cause you always accidentally place them).

    anyway, thanks for this awesome plugin. i am overflowing with ideas now =)
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    Mark Lohstroh

    I'm not sure exactly what happens when you do /reload. but I do know my plugin does handle "/reload all" correctly.

    As for the suggestions, yes, as far as i know, the new items require a client side mod so that will not happen for a while, if ever. I'll look into those other suggestions.
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    Is it normal tha the skill Leech Health doesn't work in PvP? In my server it only works against mobs.​
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    what is your plan for this mod in the future? are you considering adding in items/quest system/etc at some point?
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    That's way to much work for the dev alone, there are other dev's working on quest's alone.
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    We get no exp when killing animals D: please fix :O?
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    Yeah it turned out I was using an old version. Like I said I was playing plugin roulette that day, and the plugin.yml in the in the three easyrpg.jar I was looking at said 0.9.4 so it was difficult to tell which one was which. Was wondering if you could update that in a future update?
    On a side note, do you have any plans for allowing us to create custom classes or maybe add more spells to the already existing classes?
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    @Mark Lohstroh

    hmm did u get my post about mobs specificly skeletons doing like 5 hearts dmg an arrow, my server is buzzing with ppl questioning that " Is it a bug,When is it getting fixed,Why do skellys do 3-5 hearts a hit"
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    Is it normal that I set Giants to 600xp but when someone kills one he gain nothing?
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    best thanks :) but why does "heal" not heal others when targeting them?
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    Yes Giants are not included normaly and the OP has stated that you cannot simply add them in yourself into the config.
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    Mark Lohstroh

    Permissons node? And choose a class first.

    Ah right... I didn't really change that version number in the .yml file. I probably should. And yes, I am planning on adding more spells. Not more classes yet but more spells are coming. I dont' have a list yet but i will soon.

    Thats cause I made monsters decently nastier. They do a bunch more damage, but that can all be reduced when you increase your defense.

    Heal only heals yourself, heal_all heals everyone in a set radius.
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    I just have a few questions here:

    1. Do the damage of mage spells increase as you level up or get more points in your primary stat?

    2. How does defense work? I know how to calculate it, but does it negate damage, give a chance of reduced damage, or what?

    3. Skeletons are currently one-shotting people. Is there something in the config that can change the amount of damage they do?

    4. Is there a way to change the amount of blast damage the Explosion spell does? It's hard to prevent griefing if it's able to destroy cobblestone despite it only working when hitting an enemy (Players could attack even a chicken by an enemy base as a way to cause damage)

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    Spell damage increases based on your Primary stat (although technically it'd be whatever stat (Primary (1) or Secondary (2)) the spell's bound to).

    Didn't test easyrpg long enough but proc chance sounds more reasonable (having a flat reduction in damage would make armor redundant and useless unless both skill and armor stacks, then it might be op).

    IIRC skeletons do the same damage they do on Hard difficulty in SSP. I haven't tested enough (I only look for initial compatibility, generic testing to make sure everything works as intended (unless it's like the Defense skill, then I usually don't bother testing it), and generic debugging to see what went wrong) but I figure armor or (like Mark said) Defense skill will reduce the damage Skeles deal. Granted, I would like to see it possible to control how much damage monsters deal (although moreso with a calculation based on how far away you are from 0,0 or the set spawn (and for the sake of overkill, a calculation based on a combination of that, how many people are in the area and what class you are)).

    Nope. Explosion uses a static calculation and does damage based on what material is surrounding the epicenter (or maybe I'm thinking of creeper explosion. Need to stop programming for 6 hour sessions at a time...). Though the terrain damage caused outweighs the damage per second/usefulness of Explosion so most of the admins I know of usually disable it.
    I'll rarely have Explosion enabled so I just give the mages something else to play with (last two times was the priest's barrier spell. A few of the mages seem content to dropping barriers rather than spamming explosion and falling into a dark cave/lava lake).
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    possible to expand the function for possible target? I mean, if no target (or a block as target) the heal heals himself... otherwise the target. :=)

    Soorry for my bad english
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    Emm you say three classes does that mean that the rogue class has been erased, and if not is stealing implemented yet?
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    Maybe possible to add autosave after an interval? ;-)
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    i got to fully test this out tonight for the first time with a warrior, priest and mage going through a dungeon generated by mcdungeon. everything was awesome. there were no issues or bugs that i am aware of (ill ask the others though just to be sure) and everything went extremely well (1.7.2/953 and tons of other plugins). the guys were giddy at the prospect of choosing a class and getting skills, xp, levels etc. thanks for all this. i cant wait to see what happens with it as it evolves.

    one thing that i just thought of to ask about is how hard would it be to show player health (like beside their nametag which floats over their head or something)? mana drains and regens so fast im not too concerned about being able to always see it, but knowing how hurt the others are in real time would be great for the priest.

    anyway, thanks for this plugin, its a lot of fun =)
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    Please help, skeles do 8 hearts a arrow, fix please?
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    Mark Lohstroh

    Up your defense and put on some armor. And in the next version, I will put some config option to tweak how much damage is done via monsters.

    I will add a config option for that. To expand the radius right?

    Will do!

    Thanks! And I'm not sure how easy that would be... Its POSSIBLE but not sure if its efficient.
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    Sorry ;-) I mean to modify the function "heal" to heal others, too, if they are in target. :)
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    Mark Lohstroh

    So like throw a snowball at them and have it heal them?
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    that would be cool for the basic 'heal' spell. if no player target heal self kinda logic?
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    Hey just one question... are the monsters supposed to be doing such heavy dmg? For some reason skeletons now leave me with one heart when they shoot me...
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    Yes, this way I mean ;-)
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    played a bit more tonight and thought of something else to ask about. what about allowing us to define spells in the class.properties file using other commands?

    example mage.properties

    #This will contain all the info for the mage class
    #The format goes like this [level of skill]:[skill name]:[skill effect or /command]:[skill effectiveness, 1 or 2 only]:[mana needed]
    3:local teleport:/blink:1:10
    5:dimensional teleport (nethers):/mvtp nethers:1:100
    7:inter-dimensional cake:/give %player 354 1:1:200
    i also just noticed on your to do list that you are switching to mysql. will you leave the option to stay with sqlLite?

    edit - just noticed this in the logs

    Show Spoiler
    04:17:08 [SEVERE] Exception in thread "Timer-2"
    04:17:08 [SEVERE] java.lang.IllegalArgumentException: Health must be between 0 a
    nd 200
    04:17:08 [SEVERE] at org.bukkit.craftbukkit.entity.CraftLivingEntity.setHe
    04:17:08 [SEVERE] at com.ninename.easyrpg.RPGPlayerListener.addHealthToPla
    04:17:08 [SEVERE] at com.ninename.easyrpg.EasyRPG.passiveRegenHealth(EasyR
    04:17:08 [SEVERE] at com.ninename.easyrpg.EasyRPG.handleAllTimerTasks(Easy
    04:17:08 [SEVERE] at com.ninename.easyrpg.EasyRPG.access$0(EasyRPG.java:19
    04:17:08 [SEVERE] at com.ninename.easyrpg.EasyRPG$HandleTimer.run(EasyRPG.
    04:17:08 [SEVERE] at java.util.TimerThread.mainLoop(Unknown Source)
    04:17:08 [SEVERE] at java.util.TimerThread.run(Unknown Source)
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    Hi. First, just let me say that I really love your plugin, and Ive used it on my server for a while now. However, I am seeing some problems that prove quite hindering to the balance of the game. The first being that if a player increases their Def stat enough, they become near invincible even allowing them to swim in lava. I honestly think nearly everything needs to be toned down, or be given an option to do so. Also, how far away does 9.8 look? Thanks.
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    Hi. Nice plugin u have done here :), but i want to know one thing, is it possible to disable the plugin on some map? Exemple: Easy rpg available on World but, not available on Nether?.

    Thanks for reply ;)
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    Hey love the plugins theres a HUGE problem.. Mages and rogues and their cobweb attack, the webs don't go away and people can grief houses, the spawn ect.
    Please make it so the "webs" go away after 5 seconds please.
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    I love this plugin and yes the guy above me is totally right!
    The CobWeb attacks needs to be fixed OR removed :/

    I confirm that this plugin works with [953] ! Keep up the good work!

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