Unnamed : This plugin is still unnamed. This things allows you to create immersive gameplay with a bunch of feature that will completly turn your server into MMORPG based game. With Class, Stats, Abilities, Spells and others system.
Feature
Also, leveling system is splitted into 2. Character and Class level, while character level didnt have any maximum or significant effect to your character power, Class level will raise your character power (like unlocking class spell, new attributes, and etc) but Class level have a maximum value.
Class system in this system isnt like the others. You can equip more than one Class. Class slot can be unlocked when you reach specify amount of level. And when you equip a new Class, you will be given a benefit from your new Class and keep your old Class benefits without replacing it.
There's still plenty of them but i know everyone have already know it if its come to MMORPG, leveling, backpack, and the others.
Im willing to sell the source code of this plugin and also giving hand to develop it with the buyers. Spells have a framework which allow you to create more spells in the future, i will teach you how to use the framework upon deal. If you willing to buy this, you will get every update i did in the future (Mount system, Dungeon system, and etc) without no additional fee.
Pricing:
Source Code: Negotiate (100$+)
Discord: Izal#1246
Feature
1. Class
This system implement things that you probably never seen in any other plugins. Such as attack speed and attack range. Attack range? Seriously? Yes, it is. Attack range mean the maximum distance between you and your target to deal a damage. This system can prevent reach cheats too.Every MMORPG should have this things. And yap, this plugin have Class system too. Every class you made will determine player gameplay. Every class have their own skill (Passive & Active) too ^^
2. StatsStore your player stats into database. Its a basic things in MMORPG.
Current player stats that will determine player power
3. AttributesCurrent player stats that will determine player power
Character
Each character will have
Max mana
Determine how much mana player can have
Mana regen
Determine how much mana will regenerate every second
Magic damage
Determine how much damage output for wand/staff or spell. Every wand/staff and spell have their own base damage. So the calculation will be
Damage output = B. Damage + magic damage
Example :
Wand damage = 5
Player M. Damage = 10
Output = 5 + 10 => 15
Max HP
Determine how much player HP (damage that player can take)
HP Regen
Determine how much HP will regenerate every second
P. Damage reduction
Reduce incoming P. Damage based on percentage. This will occured in the last step of damage calculation.
Incoming damage = Damage - (Damage * (P. Damage reduction / 100))
Example :
Incoming damage = 20
Player P. Damage reduction = 10%
Incoming = 20 - (20 * (10/100)) => 20 - (20 * 0.1) => 20 - 2 => 18
M. Damage reduction
Same as P. Damage reduction, but instead of reducing physical damage, this reduce M. Damage
Max stamina
Determine how much stamina player can have. Stamina bar is hunger bar. System will remove damage that player got for getting their hunger level into 0. Instead of damaging player overtime when hunger bar is 0 which mean stamina is 0, player will not be able to perform attack nor casting skill. Stamina reduced just like how hunger level reduced in Vanilla minecraft but with addition it will reduced everytime player deal successful hit / spell casting
Stamina regen
Determine how much stamina will regenerate every second
Physical damage
Determine how much damage will dealt when player hitting entity / player with bare / armed hand.
Damage output = Weapon damage + P. Damage
If player is unarmed, then the damage output will be just P. Damage value
Crit chance
Percentage of player chance to deal x2 damage. Only for Physical damage type.
Dodge chance
Percentage of player chance to negate any incoming damage
Movement speed
Determine how fast player will move
Attack speed
Determine the cooldown between attack. The more value get close to 0, player can land successful attack faster.
Attack range
Determine how far player can attack the others. 1 Attack range mean player can only hit the other if distance between player and target is below or equal of 1 block away.
Cooldown reduction (CDR)
Determine how much cooldown will be decreased upon success spell casting.
Cooldown = Base cooldown - (base cooldown * (CDR/100))
Mana cost reduction (MCR)
Determine how much mana cost will be decreased upon success spell casting.
Mana cost = Base cost - (base cost * (MCR/100))
Each character will have
Max mana
Determine how much mana player can have
Mana regen
Determine how much mana will regenerate every second
Magic damage
Determine how much damage output for wand/staff or spell. Every wand/staff and spell have their own base damage. So the calculation will be
Damage output = B. Damage + magic damage
Example :
Wand damage = 5
Player M. Damage = 10
Output = 5 + 10 => 15
Max HP
Determine how much player HP (damage that player can take)
HP Regen
Determine how much HP will regenerate every second
P. Damage reduction
Reduce incoming P. Damage based on percentage. This will occured in the last step of damage calculation.
Incoming damage = Damage - (Damage * (P. Damage reduction / 100))
Example :
Incoming damage = 20
Player P. Damage reduction = 10%
Incoming = 20 - (20 * (10/100)) => 20 - (20 * 0.1) => 20 - 2 => 18
M. Damage reduction
Same as P. Damage reduction, but instead of reducing physical damage, this reduce M. Damage
Max stamina
Determine how much stamina player can have. Stamina bar is hunger bar. System will remove damage that player got for getting their hunger level into 0. Instead of damaging player overtime when hunger bar is 0 which mean stamina is 0, player will not be able to perform attack nor casting skill. Stamina reduced just like how hunger level reduced in Vanilla minecraft but with addition it will reduced everytime player deal successful hit / spell casting
Stamina regen
Determine how much stamina will regenerate every second
Physical damage
Determine how much damage will dealt when player hitting entity / player with bare / armed hand.
Damage output = Weapon damage + P. Damage
If player is unarmed, then the damage output will be just P. Damage value
Crit chance
Percentage of player chance to deal x2 damage. Only for Physical damage type.
Dodge chance
Percentage of player chance to negate any incoming damage
Movement speed
Determine how fast player will move
Attack speed
Determine the cooldown between attack. The more value get close to 0, player can land successful attack faster.
Attack range
Determine how far player can attack the others. 1 Attack range mean player can only hit the other if distance between player and target is below or equal of 1 block away.
Cooldown reduction (CDR)
Determine how much cooldown will be decreased upon success spell casting.
Cooldown = Base cooldown - (base cooldown * (CDR/100))
Mana cost reduction (MCR)
Determine how much mana cost will be decreased upon success spell casting.
Mana cost = Base cost - (base cost * (MCR/100))
Abilities contains basic Strength, Endurance, Dexterity, Agility, and Magic. Each type of abilities will affect your character power. Such as Strength will determine your attack power, Endurance will determine your health, Dexterity will determine how long you must chant a spell, Agility will determine your movement speed & attack speed, and Magic will determine your mana and magic power.
4. SpellsSpells contains passive and active spells. Active spells have 3 / 2 types based on how player use it. Toggle spells that will active only if you toggle it and also it will drain your mana / second. Instant spells that will active if you use it and reduce your mana / usage. And chanting spells that need to be chanted (hold right click for certain amount of time) before the spells active. You can use combo chanting instead of instant or hold chanting system if you want to.
5. ItemsCome bundle with a custom items management. Item can hold things like stats (like +5 hp, -5mana, value seperated into real and percentage, so you can make it to be +5 value or +5% value). Items can hold power too such as passive and actives power. You can make premade items or setting up loot tables so player can get random items with random stats based on chance.
Also, leveling system is splitted into 2. Character and Class level, while character level didnt have any maximum or significant effect to your character power, Class level will raise your character power (like unlocking class spell, new attributes, and etc) but Class level have a maximum value.
Class system in this system isnt like the others. You can equip more than one Class. Class slot can be unlocked when you reach specify amount of level. And when you equip a new Class, you will be given a benefit from your new Class and keep your old Class benefits without replacing it.
There's still plenty of them but i know everyone have already know it if its come to MMORPG, leveling, backpack, and the others.
Im willing to sell the source code of this plugin and also giving hand to develop it with the buyers. Spells have a framework which allow you to create more spells in the future, i will teach you how to use the framework upon deal. If you willing to buy this, you will get every update i did in the future (Mount system, Dungeon system, and etc) without no additional fee.
Pricing:
Source Code: Negotiate (100$+)
Discord: Izal#1246
Attachments
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