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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Option to disable modesets completely in the config #710

Closed qualityrice closed 4 months ago

qualityrice commented 5 months ago

Personally I am not interested in this new modeset feature at all, so I think it's reasonable to have a simple "disable modesets: true" in the config. I actually don't know why it's enabled by default to begin with, but at least letting people disable it would be nice.

I just want to use the old combat mechanics. That's it. But now after the introduction of modesets, I'm having all kinds of problems with the plugin switching people's modesets back and forth on world change. Even when I try to remove the new modeset for every world separately, the 1.9+ cooldown is sometimes still active. I really don't understand this feature. Please give me an option to disable it.

Even if I could disable the "new modeset" per world, I don't think it's good that you have to disable the modeset change every time you make a new world. It makes a lot more sense to just have a "disable modesets" option in the config that disables this switch and also the messages that say "[OCM] Set modeset to old" every now and then.

kernitus commented 5 months ago
  1. If you have problems with modesets switching when they're not supposed to, that's a bug, and you should open a ticket for that.

  2. To only have old combat, simply remove the new modeset from the list of modesets, and put all modules in the old modeset

qualityrice commented 5 months ago
  1. If you have problems with modesets switching when they're not supposed to, that's a bug, and you should open a ticket for that.

    1. To only have old combat, simply remove the new modeset from the list of modesets, and put all modules in the old modeset

Thank you for the reponse.

  1. It could very well be a bug. I also noticed another bug (probably) that only occured when I have OCM enabled. When I cast a fishing rod straight up in the air, it flies off like 100 blocks, when it should only be 10 blocks or so. Really weird. Should I open separate bug report for that?

  2. The new: [] modeset in the config is already empty, but the 1.9 cooldown for some reason stays. Also, in the old: [] modeset, there are things like "old-golden-apples" which I've disabled. Does the plugin ignore it if it's disabled, or do I have to remove that from the old modeset?

I'll open a bug report on what I found. But generally, I just feel like it would save a lot of confusion to just have a "modesets: enabled/disabled" option in the config.

kernitus commented 5 months ago

No, you misunderstand. You can create as many modesets as you like and call them whatever you like. 'old' and 'new' are just the default. If you only want 'old' then you have to remove 'new' from the list.

Of course cool down remains, because the 'disable-attack-cooldown' module is not enabled for the 'new' modeset