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classes [2019/12/29 03:13]
joshin
classes [2020/07/01 03:13] (current)
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 Players will always belong to a default class that you setup, so even if you don't plan on using MMOCores class system, you are able to utilize every feature of this plugin while the class system remains hidden. Players will always belong to a default class that you setup, so even if you don't plan on using MMOCores class system, you are able to utilize every feature of this plugin while the class system remains hidden.
-===Class Points===+=====Class Points=====
 Choosing a class requires a "class point" and these can be given via admin command however you want. This is our way of letting the admins decide how often or when players should get to choose or change classes. ​ Choosing a class requires a "class point" and these can be given via admin command however you want. This is our way of letting the admins decide how often or when players should get to choose or change classes. ​
  
 Classes tie into plugins like MMOItems in order to provide class restrictions on items and even class bonuses. MMOItems also has these restrictions and benefits built into the Crafting Stations that the plugin offers. A smithing profession can gain experience from using custom MMOItems smithing stations. Classes tie into plugins like MMOItems in order to provide class restrictions on items and even class bonuses. MMOItems also has these restrictions and benefits built into the Crafting Stations that the plugin offers. A smithing profession can gain experience from using custom MMOItems smithing stations.
  
-===Class Triggers===+=====Class Triggers=====
 Class triggers are one of the most versatile part of classes. These can be used to perform very specific actions, and the list will always continue to grow. They can be used to give leveling rewards on certain levels, or even give a special mana to certain classes when they deal damage. Class triggers are one of the most versatile part of classes. These can be used to perform very specific actions, and the list will always continue to grow. They can be used to give leveling rewards on certain levels, or even give a special mana to certain classes when they deal damage.
  
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 All of those listed triggers go under the triggers: header in your class files. The full list of actions will be available on the actions page located elsewhere in the manual. These triggers listed above will cause the actions to occur. A few of the possible ones are command, item, mmoitem, experience, and money. All of those listed triggers go under the triggers: header in your class files. The full list of actions will be available on the actions page located elsewhere in the manual. These triggers listed above will cause the actions to occur. A few of the possible ones are command, item, mmoitem, experience, and money.
  
-===Class Behavior===+=====Class Behavior=====
 Within the classes folder on your server, each YML file stands for a specific class. You can only have one class per YML file and you can not sub folder them currently. We provide 7 class files by default for you to learn with, mess with, or use. 5 of the classes are normal classes, 1 is a default class, and 1 is a subclass example. Within the classes folder on your server, each YML file stands for a specific class. You can only have one class per YML file and you can not sub folder them currently. We provide 7 class files by default for you to learn with, mess with, or use. 5 of the classes are normal classes, 1 is a default class, and 1 is a subclass example.
  
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 configured in order for it to work. You only want ONE of your classes to have default set to true. Your default class should also have display set to false. All of your main classes should have display set to true in order to show up in the /class menu. Your subclasses should have display set to false, as they will not show up until the requirements are met. configured in order for it to work. You only want ONE of your classes to have default set to true. Your default class should also have display set to false. All of your main classes should have display set to true in order to show up in the /class menu. Your subclasses should have display set to false, as they will not show up until the requirements are met.
  
-===Example===+======Example=====
     display:     display:
         name: '​Mage'​         name: '​Mage'​
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     - '​killmob{type=ENDERMAN;​amount=6-9}'​     - '​killmob{type=ENDERMAN;​amount=6-9}'​
  
 +
 +To explain some of the options, display and lore are fairly self explanatory. This is where you set the display name of the class, and the lore that is shown in the /class menu.
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 +The item: option is where you select what item you want to represent the class in /class selection.
 +
 +Under that you can set the max level the class can achieve.
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 +Next is your triggers section. This is where the previously talked about triggers go.
 +
 +Next you have several cosmetic options like mana and casting particle. Warrior.yml has a good example of how you can setup a special type of mana that DEGENERATES and only regenerates inside of combat. We called this one "​rage"​ as an example. It is constantly degenerating unless you are in combat, in which case we use weapon-damage triggers to give mana.
 +
 +Finally at the bottom of the file you can edit the classes specific attributes and skills. Any attributes not given here will make that class inherit the stats.yml for it. If you leave this blank, that is fine and it will use stats.yml. Any attributes you put here will override stats.yml. The last thing you can do is set which skills that class is supposed to have. As well as modify at what level they get the skill, and modify specific skill modifiers based on the class. Any specific skill modifiers left blank will just inherit that global skills attributes.
  
  

classes.1577589237.txt.gz · Last modified: 2020/07/01 03:13 (external edit)