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

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

     
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    KoryuObihiro

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    This post has been edited 67 times. It was last edited by KoryuObihiro Dec 28, 2011.
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    Digi

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    Interesting !


    One thing I noticed:
    Why the overcomplexity, can't it just be between 3 and 5 ?
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    dak393

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    Very nice plugin looks cool so far
    can't wait for the planned features
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    Brvtvs

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

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

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

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    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
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    KoryuObihiro

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

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

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    PM me - let's work out something.

    EDIT: Sending you one now. :p
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    Monkah

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    sent a reply xD
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    Brvtvs

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    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?
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    KoryuObihiro

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    @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
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    Brvtvs

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

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    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
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    KoryuObihiro

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

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    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.
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    KoryuObihiro

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

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    Can you just post a sample of a defensive tree? Thanks a lot
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    KoryuObihiro

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    Brvtvs

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    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?
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    Juze

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    KoryuObihiro

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    @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.
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    KoryuObihiro

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

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    Alright, thanks.
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    Juze

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    @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. :)
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    KoryuObihiro

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    @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!
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    Brvtvs

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    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").
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    Brvtvs

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    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
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    KoryuObihiro

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

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