Plugin Release FeelingLucky v1.2.1 - A luck driven mechanics plugin.

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v1.2.0 Release Notes:
This is the official RELEASE of FeelingLucky.

NOTE: THIS PLUGIN REQUIRES PAPER TO RUN. SPIGOT SUPPORT IS IN PROGRESS, HOWEVER AS IT STANDS CURRENTLY THE PROJECT UTILIZES PAPER SPECIFIC FUNCTIONS AND THUS REQUIRES PAPER FOR THE TIME BEING.

This plugin utilizes the luck stat to modify the outcomes of certain events such as taking damage or block/item drops. Users are assigned a default value for their Luck stat as represented by this plugin from their GENERIC_LUCK attribute modifier. This value is used to then calculate a percentage and compare it to an RNG generator to see whether or not the user is "lucky enough" to receive special bonuses for things that happen to them. It's also important to note that your luck stat may also turn negative, in which case things may end up being a bit worse than you'd expect.

Features:
  • Users can check their luck stat by using /luck info. The default permission for this is luck.default
  • Server owners can set the threshold and rarity of each listener type, to have more control over how often each event triggers.
  • Admins can check, modify, or reset a players luck stat by using /luck <info | reset> player, or /luck <set, give, take> <player> <amount>. The default permission for this is luck.admin.
  • Admins can also reload player configurations, or the main plugin configuration, by using /luck reload [-p <player> | -m]. By default, /luck reload will reload all player configurations. To reload by player specific, use /luck reload -p player. To reload the main configuration, use /luck reload -m
  • All user information is stored in individual configuration files in the FeelingLucky data folder by each user's UUID.
  • Users can increase their luck by finding and right clicking a rabbit's foot. This will increase their luck value by 2 - 5 points.
  • Users will find that being damaged by a witch has a 33% chance to decrease their luck value by 5. Beware! This has a 33% chance to trigger every time you are taking damage from a poison tick that was dealt by a witch's poison potion! Drink milk!
  • Users will also find that taking damage from a guardian laser will also do damage to their luck stat.
  • Users may take half damage when being damaged from certain sources, such as from a fall or by another entity.
  • Users may find their hunger restored a bit more when consuming food, alongside an additional Saturation effect applied to them.
  • Users will find that mobs and blocks will drop 2 - 5 more of their respective item drops.
  • Users may find that negative potion effects dissipate
  • Users may find that a random enchantment will be better than they expected when using an enchanting table.
  • Users may find that bonemeal can instantly grow crops.
  • Users may find a positive potion effect applied when teleporting or respawning
  • Users may find a special rabbit foot item on the BUTCHER villager which increases their luck MULTIPLIER when used
  • Users may find that their luck gives them the ability to cheat death
  • Users may find that when afflicted with the Bad Omen status effect, they take a -25% reduction to their luck stat. (This may change in the future to a -25% reduction to HP)
  • Users may find that when crafting tools they may be unbreakable.
  • Users may find that sneaking has a chance to dispel all targeting enemies.
  • Users may find that jump height is increased.

Please check the source code on GitHub for more information.

Join our discord for plugin support: Simplex Development Group
Please file all bug reports through the GitHub Issue Tracker.
 
Last edited:

Paldiu

New member
Jun 14, 2022
2
0
1
Update 1.2.1 - Patch Fix for Luck Interactions:

What's Changed:

  • Added a check for the Luck potion effect within the RNG factor to consider if the player is being affected by a luck potion.
  • Changed version from 1.2.0 to 1.2.1
  • Added a Codacy analysis workflow
  • Fixed a bug where the RNG calculation was based off a percentage of 100 [in the case of (n/1024) * 100] while the actual player luck value was based off raw points out of 1024. This meant that so long as the player had over 100 luck points and met the criteria for that particular effect, it would successfully trigger every time. Now, both the player's luck points and the RNG number calculation is based off a percentage of 100, in the case of [(n/1024) * 100]. A total of 1024 points of luck are available, and the RNG calculates a number within 0 and 1024; This resulting number is then divided by 1024 and then subsequentially multiplied by 100 to retrieve a percentage.