kernitus / BukkitOldCombatMechanics

Spigot plugin to configure combat mechanics from 1.9 onwards
https://www.spigotmc.org/resources/19510/
Mozilla Public License 2.0
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Sword blocking not showing correctly #672

Closed pabloalba16 closed 1 year ago

pabloalba16 commented 1 year ago

Information

OldCombatMechanics Plugin by kernitus and Rayzr522

Bukkit Page: http://dev.bukkit.org/bukkit-plugins/oldcombatmechanics/

Spigot Page: https://www.spigotmc.org/resources/oldcombatmechanics.19510/

GitHub Page: https://github.com/kernitus/BukkitOldCombatMechanics/

When this is set to 'true', the 'worlds' section under each module config will represent worlds that the feature is disabled in

When this is set to 'false', the 'worlds' section under each module config will represent worlds that the feature is enabled in

worlds-is-blacklist: false

To use the per-world feature you must specify a list of worlds in square brackets []

If empty, will be enabled in all worlds.

Otherwise, it acts as whitelist / blacklist (as per the global 'worlds-is-blacklist' setting, see above).

#

--- Example #1: this will enable 'disable-sword-seep' exclusively in 'world', 'survival', and 'creative'

#

worlds-is-blacklist: false

disable-sword-sweep:

enabled: true

worlds: [world,survival,creative]

#

--- Example #2: this will enable 'disable-sword-seep' in all worlds EXCEPT 'world_nether' & 'world_the_end'

#

worlds-is-blacklist: true

disable-sword-sweep:

enabled: true

worlds: [world_nether,world_the_end]

disable-attack-cooldown:

This is to disable the attack cooldown

enabled: false worlds: []

What to set the attack speed to. Default for 1.9 is 4, at least 40 is needed for no cooldown.

generic-attack-speed: 40 message-enabled: "&aAttack cooldown enabled for %player%" message-disabled: "&cAttack cooldown disabled for %player%" message-usage: "Usage: &7/ocm toggle [player] [on/off]"

disable-player-collisions:

This is to disable player collisions

This is now compatible with scoreboard and tablist-editing plugins

enabled: true worlds: []

disable-sword-sweep:

This is to disable the sword sweep attack

Particle effect is also now removed

enabled: false worlds: []

disable-attack-sounds: enabled: true worlds: []

The sounds that will be blocked by this module

blocked-sounds:

disable-crafting:

Disable the crafting of specified items

enabled: false worlds: []

List of denied items

denied:

disable-offhand:

Disable the usage of the offhand

Won't affect sword-blocking module

enabled: false worlds: []

Whether the following list allows items or blocks them

whitelist: true

List of items that should be allowed/blocked

Example: [diamond_sword,BOW]

items: []

old-brewing-stand:

Automatically refuels brewing stands

enabled: true worlds: []

no-lapis-enchantments:

Automatically adds lapis to enchantment tables upon opening

enabled: false worlds: []

Whether to only allow this for players with oldcombatmechanics.nolapis permission

usePermission: false

disable-elytra:

Do not allow players to wear elytra

enabled: false worlds: []

disable-enderpearl-cooldown:

Disables enderpearl cooldown

enabled: true worlds: []

The cooldown, in seconds

cooldown: 0

Show the user a message if they try to use an enderpearl and the cooldown has not expired yet

showMessage: true message: "&cYou must wait &7%ds&c before using an enderpearl again!"

old-tool-damage:

This is to set the tool damage as in pre-1.9

IMPORTANT: Also enable disable-sword-sweep module or sweeps will have the damage value of the weapon in hand

NOTE: this will modify the damage, however on the item tooltip it will still show the 1.9+ damage

enabled: false worlds: []

Use old sharpness calculations, i.e. each level adds 1.25 damage

In 1.9+, sharpness adds 1 + 0.5 * level damage

old-sharpness: true

Damage values shown in 1.9 representation (actual damage)

In 1.8 the damage tooltip value would be added to 1 'base damage', yielding the values below

damages:

Axe damages

GOLD_AXE: 4
WOOD_AXE: 4
STONE_AXE: 5
IRON_AXE: 6
DIAMOND_AXE: 7
NETHERITE_AXE: 8
# Shovel damages
GOLD_SPADE: 2
WOOD_SPADE: 2
STONE_SPADE: 3
IRON_SPADE: 4
DIAMOND_SPADE: 5
NETHERITE_SPADE: 6
# Sword damages
GOLD_SWORD: 5
WOOD_SWORD: 5
STONE_SWORD: 6
IRON_SWORD: 7
DIAMOND_SWORD: 8
NETHERITE_SWORD: 9
# Pickaxe damages
GOLD_PICKAXE: 3
WOOD_PICKAXE: 3
STONE_PICKAXE: 4
IRON_PICKAXE: 5
DIAMOND_PICKAXE: 6
NETHERITE_PICKAXE: 7
# Hoe damages
GOLD_HOE: 1
WOOD_HOE: 1
STONE_HOE: 1
IRON_HOE: 1
DIAMOND_HOE: 1
NETHERITE_HOE: 1

sword-blocking:

This is to allow players to block with swords again, by getting a shield while they hold right click with a sword

enabled: true worlds: []

How often, in ticks, OCM should check if the player is still blocking with a shield, and remove it if not

If this is too fast the player will have their shield disappear before they're able to block again causing a slight delay

If this is too slow players will have a shield in their hand well after they've stopped blocking

20 ticks = 1 second

restoreDelay: 40

List of items that holding in the offhand while right-clicking with a sword doesn't trigger blocking e.g. bow

noBlockingItems: []

Whether the above list should act as a blacklist (i.e. only items listed stop the blocking mechanic)

blacklist: true

Whether to require players to have oldcombatmechanics.swordblock permission to block with a sword

use-permission: false

shield-damage-reduction:

This module allows changing the damage reduction behaviour of shields

enabled: true worlds: []

How much damage blocking should reduce

Firstly, amount is subtracted, them value is reduced to percentage

1.8 default: (damage - 1) * 50% 1.9 default: 33% 1.11 default: 0%

Damage reduction = (damage - damageReductionAmount) * damageReductionPercentage / 100

generalDamageReductionAmount: 1 generalDamageReductionPercentage: 50

This value works the same but is exclusively for projectile damage

Set amount to 0 and percentage to 100 for 1.8 behaviour, i.e. arrows go through shields

projectileDamageReductionAmount: 1 projectileDamageReductionPercentage: 50

old-golden-apples:

This is to change the behaviour / crafting of golden apples to how it was in pre-1.9

WARNING: If on 1.12 or above and you disable this module you must reload the server for the recipe to disappear

enabled: true worlds: []

Cooldown between eating the apples, in seconds

cooldown:

The cooldown for normal golden apples

normal: 0
# Message when user tries to eat golden apple during cooldown. Leave empty to disable.
message-normal: "&ePlease wait %seconds%s before eating another golden apple."
# The cooldown for enchanted golden apples
enchanted: 0
# Message when user tries to eat enchanted golden apple during cooldown. Leave empty to disable.
message-enchanted: "&ePlease wait %seconds%s before eating another enchanted golden apple."
# Whether the two apple types share a cooldown.
# If this is true:
#   1. Eating any apple resets both cooldowns
#   2. Each apple type can only be eaten when its cooldown time is over
#      This means that when you eat *any* apple you start two parallel cooldowns: One for enchanted and one
#      for normal apples. Each type can only be eaten when its cooldown is over.
#      Once any apple is eaten, both cooldowns are restarted, so you can not eat either type again
#      before its full cooldown is over.
#   3. To have the plugin treat normal and enchanted golden apples as having the same cooldown,
#      then set the same cooldown time and enable shared mode. (This was the old mode)
# If this is false:
#   Eating an enchanted apple will prevent any *enchanted* apple type from being eaten before the cooldown is over
#   Eating a normal apple will prevent any *normal* apple type from being eaten before the normal cooldown is over
is-shared: false

If you want to allow enchanted golden apple crafting

enchanted-golden-apple-crafting: true

Enabling this makes the potion effects gained by eating golden apples

and enchanted golden apples the same as it was in pre-1.9

old-potion-effects: true

Potion effects golden apples should apply

Duration is in ticks (20 ticks = 1 second)

Amplifier is the potion level - 1, so Regeneration IV would be amplifier 3

gapple-effects: regeneration: duration: 100 amplifier: 1 absorption: duration: 2400 amplifier: 0

Potion effects enchanted golden apples should apply

napple-effects: regeneration: duration: 600 amplifier: 4 damage_resistance: duration: 6000 amplifier: 0 fire_resistance: duration: 6000 amplifier: 0 absorption: duration: 2400 amplifier: 0

Enable this if you have another plugin which adds a crafting recipe for

enchanted golden apples (requires server restart)

no-conflict-mode: false

old-fishing-knockback:

This is to make the knockback of players when they get hit by a fishing bobber the same as it was in pre-1.9

enabled: true worlds: []

This makes OCM check if other plugins are stopping the rod damage and follow their choice

Set to false to always have rod damage

checkCancelled: true

This is the damage done by the fishing rod attack

damage: 0.0001

Whether the EntityDamageEvent should be used instead of the EntityDamageByEntityEvent

Set to true when using plugins like NCP that check range

useEntityDamageEvent: false

This is to cancel dragging in the entity attached to the fishing rod when reeling in, like in 1.8

Options: all, players, mobs, none. players allows compatibility with WorldGuard pvp-deny regions

cancelDraggingIn: players

Whether to also give knockback on non-player living entities (e.g. mobs)

knockbackNonPlayerEntities: false

This is the delay in milliseconds in-between rod damage, so the player hit has time to fall back down

hitCooldown: 1000

fishing-rod-velocity:

In 1.9+ fishing rods go 8 blocks instead of 12 blocks

This is due to both gravity and initial launch speed

Set to true to revert back to the old calculations and gravity

enabled: true worlds: []

projectile-knockback:

This adds knockback and/or damage to players when they get hit by snowballs, eggs & enderpearls

This has been a Bukkit bug for so long people thought it was vanilla when it was recently patched

enabled: false worlds: []

This is the damage done by each projectile

damage: snowball: 0.0001 egg: 0.0001 ender_pearl: 0.0001

old-player-knockback:

This is to change knockback players receive from attacks. Default values are as in 1.8.

#

Practice servers tend to use lower knockback, for example:

knockback-horizontal: 0.35

knockback-vertical: 0.35

knockback-vertical-limit: 0.4

knockback-extra-horizontal: 0.425

knockback-extra-vertical: 0.085

#

Minigame servers use higher vertical knockback and lower horizontal knockback, exact values are unknown.

enabled: false worlds: []

Horizontal knockback is reduced by 40% for every successful attack by the player, with no limit

Increase to make clicking more important, decrease to make it less important

knockback-horizontal: 0.4

Vertical knockback is not reduced by clicking faster

Increase to make clicking less important, decrease to make clicking more important

knockback-vertical: 0.4

Vertical knockback limit is applied after base vertical knockback

This limit can be exceeded by sprint hitting or knockback enchantments, from the extra vertical knockback

knockback-vertical-limit: 0.4

Extra horizontal knockback is applied for each level of knockback enchant, and for sprinting

Increase to make sprint resetting (w-tapping) more important, decrease to make it less important

Increase to make clicking more important, decrease to make clicking less important

knockback-extra-horizontal: 0.5

Extra vertical knockback is applied for each level of knockback enchant, and for sprinting

Increase to make sprint resetting (w-tapping) more important, decrease to make it less important

Increase to make clicking less important, decrease to make clicking more important

knockback-extra-vertical: 0.1

Should knockback resistance be enabled? (e.g. netherite armour knockback resistance)

enable-knockback-resistance: false

old-player-regen:

This is to make players' regeneration act mostly like it did in pre-1.9

Based on https://minecraft.gamepedia.com/Hunger?oldid=948685

enabled: false worlds: []

How often a player should regenerate health, in milliseconds (In 1.8: 4 seconds)

The foodTickerTimer might not be perfectly accurate so we give it ~10ms of leeway

interval: 3990

How many half-hearts the player should heal by, every seconds specified above

amount: 1

How much exhaustion the player should get from healing. In 1.8: 3 In 1.9: 4 In 1.11: 6

If, after adding this, Minecraft finds the value is above 4, it subtracts 4

and either reduces saturation or, if saturation is 0, reduces food level by 1 (1/2 a stick)

exhaustion: 3

old-armour-strength:

This is to make armour calculations like in 1.8

Based on this: https://minecraft.gamepedia.com/index.php?title=Armor&oldid=909187

enabled: false worlds: []

old-armour-durability:

This makes armour take a constant amount of durability damage (except for explosions)

enabled: false worlds: []

By how much to reduce durability every attack. 1.8 default is 1

reduction: 1

disable-projectile-randomness:

This is to remove projectile randomness while firing arrows with a bow

This is actually a very old feature and has been in the game for quite some time

enabled: false worlds: []

This is the threshold between projectiles' (X,Z) values before they're considered the same and straightened

This value is only useful for multishot. The default of 0.1 works at all but extremely shallow angles,

where arrows end up bunched together. Set to 1 if you want multishots to all follow the same path.

epsilon: 0.1

disable-bow-boost:

This is to stop players from boosting themselves forward by hitting themselves

while running with a punch II arrow from their bow

This module simply stops them from hitting themselves with arrows entirely

enabled: false worlds: []

old-potion-effects:

This is to restore the 1.8 potion effects and duration

enabled: true worlds: []

DURATION: (in seconds)

potion-durations: regen: # Regeneration drinkable: base: 45 II: 22 extended: 120 splash: base: 33 II: 16 extended: 90

speed: # Swiftness
  drinkable:
    base: 180
    II: 90
    extended: 480
  splash:
    base: 135
    II: 67
    extended: 360

fire_resistance:
  drinkable:
    base: 180
    extended: 480
  splash:
    base: 135
    extended: 360

poison:
  drinkable:
    base: 45
    II: 22
    extended: 120
  splash:
    base: 33
    II: 16
    extended: 90

night_vision:
  drinkable:
    base: 180
    extended: 480
  splash:
    base: 180
    extended: 480

weakness:
  drinkable:
    base: 90
    extended: 240
  splash:
    base: 90
    extended: 240

strength:
  drinkable:
    base: 180
    II: 90
    extended: 480
  splash:
    base: 135
    II: 67
    extended: 360

slowness:
  drinkable:
    base: 90
    extended: 240
  splash:
    base: 67
    extended: 180

jump: # Leaping
  drinkable:
    base: 180
    II: 90
    extended: 480
  splash:
    base: 135
    II: 67
    extended: 360

water_breathing:
  drinkable:
    base: 180
    extended: 480
  splash:
    base: 135
    extended: 360

invisibility:
  drinkable:
    base: 180
    extended: 480
  splash:
    base: 135
    extended: 360

# 1.9+ potions
# Turtle Master potion currently incompatible, will just work like default
luck:
  drinkable:
    base: 300
  splash:
    base: 300

slow_falling:
  drinkable:
    base: 90
    extended: 240
  splash:
    base: 90
    extended: 240

EFFECTS

If 'multiplier' is true value is multiplied by base tool damage. If 'addend' it is added.

If both true, it is first increased by 1 then multiplied (same as +xx%)

Strength potion

1.9: I = +3; II = +6; 1.8: I = +130%; II = +260%

strength: modifier: 1.3 multiplier: true addend: true

Weakness potion

1.9 value: -4 1.8 value: -0.5

weakness: modifier: -0.5 multiplier: false

chorus-fruit:

This makes the chorus fruit behaviour configurable

enabled: false worlds: []

The maximum distance the fruit can teleport the player. This a PER AXIS value, so this outlines a cube with

2 * max-teleportation-distance as the side length

Vanilla default is 8.

Setting this to 0 disables chorus fruit teleport.

Setting this to a value greater than 8 MIGHT CAUSE CONFLICTS with bukkit's internal anti cheat

and potentially any other anti-cheat you use. Please make sure this is not an issue before increasing

this value.

max-teleportation-distance: 8

Whether to prevent eating the fruit completely. This also prevents the teleportation.

prevent-eating: false

The saturation value of the chorus fruit.

Vanilla default is 2.4

saturation-value: 2.4

The hunger value of the chorus fruit.

Vanilla default is 4 (2 bars)

hunger-value: 4

old-burn-delay:

This makes it so entities will immediately start to burn when entering fire

enabled: false worlds: []

How long, in ticks, entities should be on fire for after not being in direct contact anymore

fire-ticks: 120

attack-frequency:

Allows changing the player invulnerability between hits

enabled: false worlds: []

The hit delay to apply. Default for 1.9+ is 20 ticks (1 second)

playerDelay: 18 mobDelay: 16

old-critical-hits:

Makes critical hits work like in 1.8

With a critical hit, the damage will be multiplied by 1.5

In 1.9, the user must also not be sprinting for it to be a crit

enabled: false world: []

What the damage, after applying potions effects, is multiplied by

multiplier: 1.5

Whether to allow crits while sprinting. 1.8: true, 1.9: false

allow-sprinting: true

SUPPORT SETTINGS BELOW

support: spartan-cancel-ticks: 1

SPECIAL SETTINGS BELOW

This is to toggle the update checker

update-checker:

Whether to check for updates and notify players with the oldcombatmechanics.notify permission

enabled: true

Whether to automatically download an update of the plugin

The update is applied on the next restart/reload of the server

Auto update is disabled if Spigot version is below 1.18.1 and force-below-1-18-1-config-upgrade is false

This is to prevent accidentally resetting the config

auto-update: true

Whether to force config upgrade even in Spigot versions below 1.18.1

This is not advised, as all the comments would be removed

force-below-1-18-1-config-upgrade: false

This enables command argument completion when pressing tab

command-completer: enabled: true

This enables debug messages, only enable when troubleshooting

debug: enabled: false

DO NOT CHANGE THIS NUMBER AS IT WILL RESET YOUR CONFIG

config-version: 57


</details>

<!-- If the issue is damage related, please enable debug mode in the config and provide screenshots or log of the output-->

## Problem Description
<!-- A clear and concise description of what the bug is. -->

I supposed that the sword blocking module will allow to my players to block the sword no matter what version they are. That's working but it is not showing up when a player does it
![imagen](https://github.com/kernitus/BukkitOldCombatMechanics/assets/49927979/879b52cc-4811-48bd-b20e-734dea64f5c4)
Thats my POV 
![imagen](https://github.com/kernitus/BukkitOldCombatMechanics/assets/49927979/822516d3-9194-4459-9a34-c0eebb45d244)
Thats my friend's POV

We are blocking the sword at the same time, but we only see our sword blocking

### To Reproduce
<!-- Please enter what you would do in order for the problem to occur --> 
Steps to reproduce the behavior:
1. 
2.
3.

### Expected Behaviour
<!-- What do you think should happen when you perform the above steps? -->

Allow other players sword blocking visually

### Actual Behaviour
<!-- What does happen when you perform the above steps? -->

<!-- You may add more details here, e.g. screenshots or videos -->
kernitus commented 1 year ago

The sword blocking module just gives you a shield and replicates the behaviour of sword blocking, since sword blocking hasn't been a mechanic since 1.8. How are you seeing yourself blocking with a source on 1.16? Are you using an older client?

pabloalba16 commented 1 year ago

1.16.5 server in 1.8.9 client yeah

pabloalba16 commented 1 year ago

so the sword blocking module gives a shield when blocking on newer versions, right? but why does it not shows that a player is actually blocking? it just shows he has a shield, like with the sword in 1.8.8

kernitus commented 1 year ago

That is because they are two completely different behaviours/packets as far as the client is concerned. I'm going to merge this issue into #473.