OldCombatMechanics

OldCombatMechanics

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Sword blocking not showing correctly

pabloalba16 opened this issue ยท 4 comments

commented

Information

  • Server Version: 1.16.5
  • OldCombatMechanics version: 1.12.2 from Spigot
  • Server Log File:
Server Log
  • OldCombatMechanics config file:
config.yml
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/        #
#                                                                           #
# ###########################################################################

# 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:
   - "minecraft:entity.player.attack.strong"
   - "minecraft:entity.player.attack.sweep"
   - "minecraft:entity.player.attack.nodamage"
   - "minecraft:entity.player.attack.knockback"
   - "minecraft:entity.player.attack.crit"
   - "minecraft:entity.player.attack.weak"

disable-crafting:
 # Disable the crafting of specified items
 enabled: false
 worlds: []
 # 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: 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

Problem Description

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
Thats my POV
imagen
Thats my friend's POV

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

To Reproduce

Steps to reproduce the behavior:
1.
2.
3.

Expected Behaviour

Allow other players sword blocking visually

Actual Behaviour

commented

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.

commented

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?

commented

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

commented

1.16.5 server in 1.8.9 client yeah