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Temporary increases player stats, damage and defense values.

Features:

  • Create as many buffs as you want.
  • Define the min. and max. buff level and scale buff bonuses on it.
  • Buff can give positive as well as negative effects.
  • Buff duration may be in seconds, minutes, days, weeks, etc.

Stat Bonus:

  • Item Stat bonuses may be different on each buff level.​
  • Item Stat bonuses may work as a multiplier to the current player stats.​

Damage Bonus:

  • Damage bonuses may be different on each buff level.​
  • Damage bonuses may work as a multiplier to the current player stats.​

Defense Bonus:

  • Defense bonuses may be different on each buff level.​
  • Defense bonuses may work as a multiplier to the current player stats.​

Settings.yml

Default module settings are described HERE.

general:
  # When true resets the active player buffs on death.
  reset-on-death: true
  # Enables/Disables buff messages.
  messages-enabled: true

Buffs

All buffs must be stored in it's own YML file inside the /buffs/ subfolder of Buffs module folder.

Bonus Placeholders:

  • Use the %stat_NAME% placeholder in lore to display ItemStat bonus value. Where name is ItemStat name in UPPER CASE.
  • Use the %damage_name% placeholder in lore to display Damage bonus value. Where name is Damage name in LOWER CASE.
  • Use the %defense_name% placeholder in lore to display Defense bonus value. Where name is Defense name in LOWER CASE.

# Buff name
name: '&aEvasion %rlevel%'

# Buff icon
icon:
  material: 'FEATHER'
  name: '%buff_name%'
  lore:
  - '&7Have a &f%stat_DODGE_RATE%&7 chance to dodge the attack.'

# Min. and max. buff level
min-level: 1
max-level: 2

buffs-by-level:
  # Define stat bonus here.
  #
  # Format: ITEM_STAT : Number
  #
  # Add the percent (%) symbol at the end of number to make it work as a multiplier. 
  # Multiplier = (1 + Number / 100). Example: 15% BURN_RATE = BURN_RATE * 1.15, while flat 15 BURN_RATE = BURN_RATE + 15.
  item-stats:
    # Buff Level
    '1':
      # Buff bonus at this level.
      DODGE_RATE: 40
    '2':
      DODGE_RATE: 60
  
  # Define damage bonus here.
  #
  # Format: Damage Type : Number
  #
  # Add the percent (%) symbol at the end of number to make it work as a multiplier. 
  # Multiplier = (1 + Number / 100). Example: 15% Damage = Damage * 1.15, while flat 15 Damage = Damage + 15.
  damage-types:
    # Buff Level
    '1':
      # Buff bonus at this level.
      physical: 10%
    '2':
      physical: 20%
  
  # Define defense bonus here.
  #
  # Format: Defense Type : Number
  #
  # Add the percent (%) symbol at the end of number to make it work as a multiplier. 
  # Multiplier = (1 + Number / 100). Example: 15% Defense = Defense * 1.15, while flat 15 Defense = Defense + 15.
  defense-types:
    # Buff Level
    '1':
      # Buff bonus at this level.
      physical: 15%
    '2':
      physical: 25%
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