Elytras are unequipped on server join with module disabled
SrBigos opened this issue ยท 3 comments
Information
- Server Version: Purpur 1.20.2 Build 2095
- OldCombatMechanics version: 2.0.1
- Server Log File: [OldCombatMechanics] Received a packet that is not NMS: class io.netty.buffer.PooledUnsafeDirectByteBuf PooledUnsafeDirectByteBuf(ridx: 0, widx: 3915, cap: 4096)
Server Log
[OldCombatMechanics] Received a packet that is not NMS: class io.netty.buffer.PooledUnsafeDirectByteBuf PooledUnsafeDirectByteBuf(ridx: 0, widx: 3915, cap: 4096)
- 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/
#
#
#
#
###########################################################################
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
old:
- disable-attack-cooldown
- old-tool-damage
new:
- disable-sword-sweep
- disable-offhand
- sword-blocking
- shield-damage-reduction
- old-golden-apples
- old-player-knockback
- old-player-regen
- old-armour-strength
- old-potion-effects
- old-critical-hits
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
world_nether:
- old
world_the_end:
- old
survival:
- old
survival_the_end:
- old
survival_nether:
- old
otros:
- old
# 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: 18
mobDelay: 16
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: false
# 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: 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
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
# 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: false
# 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: false
# 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: false
# 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: false
# 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: false
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: false
# 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: false
# This is the damage done by the fishing rod attack
damage: 1.0E-4
# 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: false
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: 1.0E-4
egg: 1.0E-4
ender_pearl: 1.0E-4
# ########################
# 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: false
# 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: false
# 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: false
# 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: false
# 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: false
# Whether the following list allows items or blocks them
whitelist: false
# 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: false
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
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: true
# ########################
# 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
If you join in the server, the elytras they are unequippedTo Reproduce
Steps to reproduce the behavior:
1.
2.
3.
Expected Behaviour
When player join in the server, the elytras if there is equipated, it deequipate moving the elytras in the inventory. If the inventory is full, they lose the elytras.Actual Behaviour
https://youtu.be/34RydU8jiOUThat's a feature that's part of the disable-elytra
module, did you enable it for any of your players?
Also if the inventory is full it drops the item at the player location, it isn't lost.
Ia have the modulo like this
disable-elytra:
# Do not allow players to wear elytra
enabled: false
Also you can see my full config if it is any mistake