I got bored and decided to start theorycrafting what the configs would have, or could be capable of doing, figured I'd just post my thoughts out loud.
MythicChampionsCFG.yml
Rogue:
Base-Stats:
Health: 20 #Modifiable in a plethora of ways
Health-Regen: 1.00 #1 Health per 5 seconds (in or out of combat, doesn't matter.)
Hunger: 20 #Hunger can be used to execute attacks, or simply allow the Champion to fight longer
Critical-Strike-Chance: 0.10 #1.00 = 100%
Critical-Strike-Multiplier: 1.50 #Modifies the critical strike damage by this value
Haste/Stamina-Bonus: 0.00 #Modifies the swing timer of weapons in 1.9
Power-Crit-Strike-Chance: 0.15 #Modifies the chance to apply critical Mythic Skill dmg
Power-Crit-Strike-Multiplier: 3.00 #Modifies the critical mythic skill damage amount by this value
Power-Cooldown-Multiplier: 1.00 #Modifies the cooldown rate of Mythic Skills
Movement-Speed: 0.275 #Modifies the Champion's Base Movement Speed
Movement-Speed-Multiplier: 1.00 #Modifies the Champion's Speed by this #
Hit-Chance-Bonus: 0.00 #Modifies the hit chance of the Champion vs MM
Hit-Chance-Multiplier: 1.00 #Modifies the hit chance of the Champion vs MM by this #
PVP-Hit-Chance-Bonus: 0.00 #Modifies the hit chance of the Champion vs Champions
PVP-Hit-Chance-Multiplier: 1.00 #Modifies the hit chance of the Champion vs Champions by this #
# Could also set up for Spell Resistances and have Mythic Skills not just do 'Power Damage' anymore
# But they could be set to an ability type, and leave it up to the scripters to decide how to do this
# Such that a particle skill that uses flame particles has an ability_type of 'fire'
# Or you could use default Spigot/Bukkit internal damage-types for various skills
# Such as - Damage{d=30,dt=FALL_DAMAGE,ia=true} @trigger
# However, a lot of this is made with the assumption that Mythic Champions will have a more robust
# Targeting system than MM currently has, such as area of affect, frontal cone,
# sides, rear, circular, casted or projected circular attacks, etcetera
# based on how the Champion interacts with the game world.
Max-Level: 20 #Sets the max level this Champion can achieve
EXP-To-Level-Up: 100.00 #Sets the base EXP required for level 2
EXP-Multiplier: 1.5 #Sets the multiplier required for each additional level
#
# 150, 225, 337.5, 506.25, 759.375, etc. (rounding up or down, or not at all)
# Could also maybe set it this way EXP-Level-1: 100, EXP-Level-2: 125, EXP-Level-3: 150
#
Per-Level:
Health: 1.5 #Bonus Health per level
Hunger: 0.5 #Bonus Hunger per level
# All the base stats can be raised with additional options in this section per level
# Followed by adding skills by level # to the Champion
# As well as having items contain skills the Champion would not otherwise have
# And allowing for commands to be run from the Champion that could use the skills
Level-1: PoisonStrike #Grants any loaded MythicMob/Champion skills based on level of the Champion
Level-5: KineticLeap #Should return an error if the skillname is not valid, but not crash plugin
Level-7: PoisonWave
Level-11: etc
Options:
Modify-Hunger-Bar: false
Modify-Health-Bar: true
Modify-EXP: true
# More here
Thoughts? What you guys would like to see from the plugin? I am not writing it of course, but this is just something I thought would be cool to talk about to discuss how configurable it could be, and to think through the end user process for Xikage. It could be a boon if he already saw a clear picture of how people imagine it might work, so that he may improve upon the community's work or discussion in line with his own way of doing things.