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(ROUGH DRAFT, NOT YET IMPLEMENTED!)
The "example" configs provide a rich framework of character classes and attributes, with unique game mechanics.
Simply use the following command to enable these configs:
/mconfig example add rpg`
To combine the RPG configs with the default (or other configs), use this instead:
add_examples:
- rpg
- .. more configs if desired
Changes to the customized configs in plugins/Magic will affect example configurations as normal. Example configs are fully customizable.
If you'd like to see the rpg configs, look here:
https://github.com/elBukkit/MagicPlugin/tree/master/Magic/src/main/resources/examples/rpg
Players should begin in an area using the classselector
and attributeselector
GUIs, from an NPC or command-block system.
These spells will get the player in a specific class of their choosing, and have their attribute points distributed.
Ideally the player would be confined to this area until they have completed both of these tasks (TBD: How to do this)
Each character class strives to provide a unique and interesting mix of mechanics.
Can brew a wide variety of potions, for healing and attack. Has passive abilities to give health and protection boosts to allies
Can craft a variety of powerful melee weapons, some of which can only be used by the Fighter class.
NEW TECH: Class-specific crafting recipes (and items?)
High damage, high hit points.
Can craft a variety of arrows that are used in a bow.
NEW TECH: Consumable arrows, shot via a normal bow but cast spells (like the magic bow)
Stealth abilities and special weapons. Backstab, invisible-on-sneak.
A wand-using, mana-consuming spellcasting wizard, very similar to the default survival configs.
Must meditate (use a bed?) to choose up to 3 sets of effects that will activate on melee attacks.
Takes spells from a spellbook to cast on demand. Uses cooldowns, not mana.
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Progression will be based on vanilla XP and levels ?
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