Attack frequency affects all kinds of damage
hsnrdin opened this issue ยท 4 comments
Information
- Server Version:
- OldCombatMechanics version:
- Server Log File:
[Server Log](https://mclo.gs/NzzGDeK)
- OldCombatMechanics config file:
config.yml
# 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:
# These 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 as many modesets as you like by adding a new key and corresponding list.
# 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.
world: ["old", "new"]
world_nether: ["old", "new"]
world_the_end: ["old", "new"]
# old_world: ["old"]
# brave_new_world: ["new"]
mode-messages:
# Messages used when changing player mode
mode-status: "&bYour current modeset is: &7%s"
message-usage: "&eYou can use &c/ocm mode <modeset> [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: true
# The hit delay to apply. Default for 1.9+ is 20 ticks (1 second)
playerDelay: 0
mobDelay: 20
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: 5
WOOD_AXE: 5
STONE_AXE: 6
IRON_AXE: 7
DIAMOND_AXE: 8
NETHERITE_AXE: 9
# Shovel damages
GOLD_SPADE: 3
WOOD_SPADE: 3
STONE_SPADE: 4
IRON_SPADE: 5
DIAMOND_SPADE: 6
NETHERITE_SPADE: 7
# Sword damages
GOLD_SWORD: 6
WOOD_SWORD: 6
STONE_SWORD: 7
IRON_SWORD: 8
DIAMOND_SWORD: 9
NETHERITE_SWORD: 10
# Pickaxe damages
GOLD_PICKAXE: 4
WOOD_PICKAXE: 4
STONE_PICKAXE: 5
IRON_PICKAXE: 6
DIAMOND_PICKAXE: 7
NETHERITE_PICKAXE: 8
# Hoe damages
GOLD_HOE: 2
WOOD_HOE: 2
STONE_HOE: 2
IRON_HOE: 2
DIAMOND_HOE: 2
NETHERITE_HOE: 2
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: 2
# 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: 1.5
generalDamageReductionPercentage: 60
# 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: false
# ########################
# 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: 0.6
# Vertical knockback is not reduced by clicking faster
# Increase to make clicking less important, decrease to make clicking more important
knockback-vertical: 0.6
# 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: 0.8
# 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: 0.8
# 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: 0.2
# 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 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-potion-effects:
# This is to restore the 1.8 potion effects and duration
enabled: true
# 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
# ########################
# MISCELLANEOUS
# ########################
disable-crafting:
# Disable the crafting of specified items
enabled: false
# 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"
disable-player-collisions:
# This is to disable player collisions
# This is compatible with most scoreboard and tablist-editing plugins
enabled: false
# ########################
# 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: 63
Problem Description
when making hit cooldown for players and mobs 0 even lava and berries and anything in game will have 0 cooldown lava getting very op and kills so fast
To Reproduce
Steps to reproduce the behavior:
1.
2.
3.
Expected Behaviour
hitting players and mobs should have 0 cooldown and any other thing should have normal cooldown like lava bushes ect
Actual Behaviour
lava and other entities have 0 damage cooldown on players
Well of course. You set the attack frequency to 0. This changes how long a player is invulnerable for after receiving damage, which includes all kinds of damage. This is a built-in minecraft mechanic, see the link below for more information.
Can you elaborate on what you mean? Combat delay has nothing to do with lava
well when having
enabled: false
# The hit delay to apply. Default for 1.9+ is 20 ticks (1 second)
playerDelay: 0
mobDelay: 0
on 0 ,0
lava, fire, berries anything that deals dammage get 0 delay as well