kernitus / BukkitOldCombatMechanics

Spigot plugin to configure combat mechanics for 1.9 onwards
https://www.spigotmc.org/resources/19510/
Mozilla Public License 2.0
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absolutely not working... i can't hit anyone and fall damage doesn't work either (paper 1.20.4) #758

Open Nacvunko opened 1 week ago

Nacvunko commented 1 week ago

absolutely not working... i can't hit anyone and fall damage doesn't work either

config.yml ``` yaml # This Source Code Form is subject to the terms of the Mozilla Public # License, v. 2.0. If a copy of the MPL was not distributed with this # file, You can obtain one at https://mozilla.org/MPL/2.0/. # ############# 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/ # # # # ########################################################################### modesets: # Modesets are lists of modules that are enabled for a player in that mode. # Modules not listed in any modeset are assumed to always be available. # You can create, remove, and rename as many modesets as you like by modifying the list below. # When in PvP, the modeset of the attacker is checked first. # If not PvP, the modeset of the defending entity is checked. # Of course, the module must also be enabled in its own config section. # Sample below has modules enabled for "old" combat modeset and disabled for "new" combat modeset # PlaceholderAPI: %ocm_modeset% old: - "disable-attack-cooldown" - "disable-sword-sweep" - "disable-offhand" - "old-tool-damage" - "sword-blocking" - "shield-damage-reduction" - "old-golden-apples" - "old-player-knockback" - "old-player-regen" - "old-armour-strength" - "old-potion-effects" - "old-critical-hits" new: [ ] worlds: # These are the modesets available in each world. # If player has no modeset when moving worlds they'll be assigned first mode in list, # unless the mode from the world they are coming from is also available in the new world. # Worlds not specified below will have all modesets available. lobby: ["old"] eggwars: ["old"] eventy2: ["old"] parcely: ["old"] # old_world: ["old"] # brave_new_world: ["new"] mode-messages: # Messages used when changing player mode # To disable any message, leave the corresponding string empty (e.g., mode-status: ""). # This applies to all messages in the configuration. mode-status: "&bYour current modeset is: &7%s" message-usage: "&eYou can use &c/ocm mode [player] &eto change modeset" invalid-modeset: "&cPlease specify a valid modeset!" invalid-player: "&cPlease specify a valid player!" mode-set: "&2Set modeset to &7%s" # ######################## # COMBAT MODULE SETTINGS # ######################## disable-attack-cooldown: # This is to disable the attack cooldown enabled: true # 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 attack-frequency: # Allows changing the player invulnerability between hits enabled: false # The hit delay to apply. Default for 1.9+ is 20 ticks (1 second) playerDelay: 0 mobDelay: 0 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 the item tooltip will still show the 1.9+ damage enabled: true # 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 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: true 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 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: true # 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 # ######################## # ARMOUR # ######################## 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: true # Whether to introduce randomness in the calculation, as in 1.8 randomness: true old-armour-durability: # This makes armour take a constant amount of durability damage (except for explosions) enabled: true # By how much to reduce durability every attack. 1.8 default is 1 reduction: 1 # ######################## # SWEEP, SHIELDS & BLOCKING # ######################## shield-damage-reduction: # This module allows changing the damage reduction behaviour of shields enabled: true # How much damage blocking should reduce # Firstly, amount is subtracted, then value is multiplied by percentage # 1.8: (damage - 1) * 50% 1.9: damage * 33% 1.11: damage * 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 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 # 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 # Whether to require players to have oldcombatmechanics.swordblock permission to block with a sword use-permission: false disable-sword-sweep: # This is to disable the sword sweep attack # With ProtocolLib, particle effect is also removed enabled: true disable-sword-sweep-particles: # This is to disable the sword sweep attack particles # Requires ProtocolLib enabled: true # ######################## # KNOCKBACK # ######################## 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: true # 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-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 # This is the damage done by the fishing rod attack damage: 0.0001 # 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 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 patched enabled: true # This is the damage done by each projectile damage: snowball: 0.0001 egg: 0.0001 ender_pearl: 0.0001 # ######################## # GAPPLES & POTIONS # ######################## 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 # Cooldown between eating the apples, in seconds cooldown: # The cooldown for normal golden apples # PlaceholderAPI: %ocm_gapple_cooldown% 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 # PlaceholderAPI: %ocm_napple_cooldown% 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 for golden apples # Duration is in seconds # Amplifier is the potion level-1, so Regeneration IV would be amplifier 3 golden-apple-effects: regeneration: duration: 5 amplifier: 1 absorption: duration: 120 amplifier: 0 # Potion effects for enchanted golden apples enchanted-golden-apple-effects: regeneration: duration: 30 amplifier: 4 resistance: duration: 300 amplifier: 0 fire_resistance: duration: 300 amplifier: 0 absorption: duration: 120 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-potion-effects: # This is to restore the 1.8 potion effects and duration enabled: true # DURATION: (in seconds) potion-durations: drinkable: regeneration: 45 strong_regeneration: 22 long_regeneration: 120 swiftness: 180 strong_swiftness: 90 long_swiftness: 480 fire_resistance: 180 long_fire_resistance: 480 poison: 45 strong_poison: 22 long_poison: 120 night_vision: 180 long_night_vision: 480 weakness: 90 long_weakness: 240 strength: 180 strong_strength: 90 long_strength: 480 slowness: 90 long_slowness: 240 leaping: 180 strong_leaping: 90 long_leaping: 480 water_breathing: 180 long_water_breathing: 480 invisibility: 180 long_invisibility: 480 # 1.9+ potions. You can add more as needed. # Make sure to also add to splash section below. luck: 300 slow_falling: 90 long_slow_falling: 240 splash: regeneration: 33 strong_regeneration: 16 long_regeneration: 90 swiftness: 135 strong_swiftness: 67 long_swiftness: 360 fire_resistance: 135 long_fire_resistance: 360 poison: 33 strong_poison: 16 long_poison: 90 night_vision: 180 long_night_vision: 480 weakness: 90 long_weakness: 240 strength: 135 strong_strength: 67 long_strength: 360 slowness: 67 long_slowness: 180 leaping: 135 strong_leaping: 67 long_leaping: 360 water_breathing: 135 long_water_breathing: 360 invisibility: 135 long_invisibility: 360 # 1.9+ potions. You can add more as needed luck: 300 slow_falling: 90 long_slow_falling: 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 # ######################## # MISCELLANEOUS # ######################## disable-crafting: # Disable the crafting of specified items enabled: true # List of denied items denied: - shield # Show the user a message if they try to craft a blacklisted item showMessage: true message: "&cYou cannot craft that item!" disable-offhand: # Disable the usage of the offhand # Won't affect sword-blocking module enabled: true # Whether the following list allows items or blocks them whitelist: true # List of items that should be allowed/blocked # Example: [diamond_sword,BOW] items: [ ] # Message to send user when denied. Set to '' to disable denied-message: "&cOff-hand is disabled" old-brewing-stand: # Automatically refuels brewing stands enabled: true no-lapis-enchantments: # Automatically adds lapis to enchantment tables upon opening enabled: false # Whether to only allow this for players with oldcombatmechanics.nolapis permission usePermission: false disable-elytra: # Do not allow players to wear elytra enabled: false disable-enderpearl-cooldown: # Disables enderpearl cooldown enabled: true # The cooldown, in seconds # PlaceholderAPI: %ocm_enderpearl_cooldown% 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!" chorus-fruit: # This makes the chorus fruit behaviour configurable enabled: false # 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 # How long, in ticks, entities should be on fire for after not being in direct contact anymore fire-ticks: 120 disable-projectile-randomness: # This is to remove projectile randomness while firing arrows with a bow # Or to remove effects of velocity when player is running and launching potions etc # This is actually a very old feature and has been in the game for quite some time enabled: false # What projectiles are affected e.g. arrow, splash_potion, snowball, egg, fishing_hook projectile-types: [ arrow ] # 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 disable-attack-sounds: # Disables attack sounds that were added with 1.9+ # Requires ProtocolLib enabled: false # The sounds that will be blocked by this module blocked-sound-names: - "ENTITY_PLAYER_ATTACK_STRONG" - "ENTITY_PLAYER_ATTACK_SWEEP" - "ENTITY_PLAYER_ATTACK_NODAMAGE" - "ENTITY_PLAYER_ATTACK_KNOCKBACK" - "ENTITY_PLAYER_ATTACK_CRIT" - "ENTITY_PLAYER_ATTACK_WEAK" # ######################## # SPECIAL SETTINGS BELOW # # ######################## message-prefix: "&6[OCM]&r" # 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: 65 ```

Problem Description

absolutely not working... i can't hit anyone and fall damage doesn't work either

kernitus commented 1 week ago

Please fill in the issue template and provide more details on what the problem is so that we can help.