Inactive [MECH/ADMN] ModDamage - Change damage mechanics on the fly!

Discussion in 'Inactive/Unsupported Plugins' started by KoryuObihiro, May 20, 2011.

  1. Offline

    KoryuObihiro

    ModDamage
    We've moved to BukkitDev!
     
  2. Offline

    KoryuObihiro

    Code:
    Offensive:
        global:
            generic:
                nature:
                    - '0'
        worlds:
            hell:
                global:
                    mob:
                        Creeper:
                            - 'mult.2'
                        Spider:
                            - 'mult.2'
                        Zombie:
                            - 'mult.2'
                        Slime:
                            - 'mult.2'
                        Skeleton:
                            - 'mult.2'
    MobHealth:
        worlds:
            hell:
                Creeper:
                    - 'mult.2'
                Spider:
                    - 'mult.2'
                Zombie:
                    - 'mult.2'
                Slime:
                    - 'mult.2'
                Skeleton:
                    - 'mult.2'
    
    News update:
    I have finished testing basic integration of conditionals - now I just need to make sure that individual routines are working as they should. 0.9.5 is essentially ready for testing by the community here, but I'd like to make sure it's a little more stable than it is before I release it. Hopefully, this will be tomorrow.

    Ah, man. I know that people are gonna hate me for doing it, but here's the same config posted above...except in 0.9.5 config. :p

    Code:
    Damage:
        - 'if worldName.hell':
            - 'switch.attackertype':
                Creeper: 'mult.2'
                Spider: 'mult.2'
                Zombie: 'mult.2'
                Slime: 'mult.2'
                Skeleton: 'mult.2'
    Spawn:
        - 'if worldName.hell':
            - 'switch.attackertype':
                Creeper: 'mult.2'
                Spider: 'mult.2'
                Zombie: 'mult.2'
                Slime: 'mult.2'
                Skeleton: 'mult.2'
    
    For 0.9.6, I plan on adding some aliasing for various things, and hopefully something like this could be written:
    Code:
    Damage:
        - 'if worldName.hell':
            - 'if attackertype._hardhitters': 'mult.2'
    Spawn:
        - 'if worldName.hell':
            - 'if attackertype._hardhitters': 'mult.2'
    Aliases:
        entity:
            hardhitters:
                - 'Creeper'
                - 'Spider'
                - 'Zombie'
                - 'Slime'
                - 'Skeleton'
    
    Looks so much cleaner. ;_; Can't wait to release this new stuff!
     
  3. KoryuObihiro likes this.
  4. so my mobhealth has this in mobworld part: does it make their hp 2x more ?
    Code:
            mobworld:
                global:
                    Creeper:
                       - 'mult.2'
                    Chicken:
                    Sheep:
                    Giant:
                       - 'mult.2'
                    Slime:
                       - 'mult.2'
                    ZombiePigman:
                    Spider:
                       - 'mult.2'
                    Pig:
                    Squid:
                    Wolf:
                       - 'mult.2'
                    Zombie:
                       - 'mult.2'
                    Cow:
                    Ghast:
                    Skeleton:
                       - 'mult.2'
    
     
  5. Offline

    KoryuObihiro

    Yeah. It multiplies everything by two - that's what the "mult" routine does.
     
  6. Offline

    Haliotro

    Hey Koryu,

    I found out something else interesting when using your mod on CB 1000.
    The conditional calculations EntityWearing and EntityWearingOnly do not seem to be differentiated. Everything relating to wearing certain armor types seems to be calculated as WearingOnly.

    For example, if under an offensive node in global, I have the following:

    nature:
    lava:
    - 'if.targetis.wearing.GOLD_HELMET':
    - 'set.0'

    The target effect is that the entity would take no damage from lava as long as they're wearing a gold helmet. This condition is only true if the entity is wearing exactly a gold helmet (what you would expect from a 'if.targetis.wearingonly condition). Add, let's say, some iron leggings and the condition is no longer true.

    This is true also under defensive nodes.

    For example, let's say I have the following under a defensive node in global:

    armor:
    'GOLD_CHESTPLATE':
    - 'set.0'

    The target effect is that the entity would take no damage as long as they're wearing a gold chestplate. The is only true if the entity is wearing exactly a gold chestplate and no other armor.


    I still love your mod and use it intensively on my server. To rectify this challenge, I currently utilize several thousand nodes to check for every possible combination of armor excluding leather (since leather isn't a valid armor type with MD) including Nothing, Iron, Diamond, Gold, and Chainmail. Is this eating up a lot of CPU on my server? Either way, this gets around the hurdle with a little hard work in manually preparing every possible armor combination (5^4 entries for each node type).

    If you could set the Wearing vs WearingOnly to only check if that particular bit of armor is being worn and does not check what other armor is worn so that I wouldn't have to manually add in every combination, it would be a huge time saver for me when I update the effects for different conditions.

    Thank you very much. I hope 0.9.5 is coming along well!
     
  7. Offline

    KoryuObihiro

    o_o Wow. That's quite impressive. If you want to benchmark that (i.e., the difference in execution time for thousands vs. no routines) then that would be cool to know. I honestly couldn't tell you how much that would slow things down - I don't know much about profiling for Java at this point. I'd like to see your implementation - I'd be able to give you more detail if I know what you're doing.

    Yes, there's no difference in the armor evaluation routine behaviors. This is one of the changes marked in the current 0.9.5 changelist. I'm trying to get 0.9.5 released as soon as I can - work keeps me busy, and it doesn't help if I forget to push some changes to Github between what I get done during lunch and when I'm at home... ;A; I'm still running integration tests on everything, and making sure it's relatively sane before I allow people to test it.

    Integration for CalculatedEffect routines should finish today. I suppose I can say this much with certainty: 0.9.5 Beta this week according to normal time, not Koryu time. :p

    Okay, first Beta JAR for 0.9.5 is up!

    Instructions and a link will be posted in a private conversation, with instructions to boot. Anybody that wishes to opt in should either post here or PM me.

    EDIT: Made an IRC channel for ModDamage. Join #bukkit-ModDamage at irc.esper.net.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 15, 2016
  8. Offline

    dak393

    wow that was fast!
     
  9. Offline

    Chrisspitz

    Hello i'm getting the same error someone else was having in previous posts, but couldn't find a solution. My problem is that ModDamage is saying there is no configurations being loaded.
    Code:
    2011-08-03 12:50:50 [INFO] [ModDamage] 0.9.4.2 enabled [Permissions v3.1.6 active]
    2011-08-03 12:50:50 [SEVERE] [ModDamage] No configurations loaded! Are any calculation strings defined?
    I just made this new config which isn't working, but before I had one that had a larger config which had every world configured and that didn't work either. What i'm trying to do is make TeamAqua immune to drowning in every world and TeamMagma immune to lava damage in every world:
    Code:
    Offensive:
        global:
            groups:
                    TeamMagma:
                        nature:
                            lava:
                                - 'set.0'
                    TeamAqua:
                        nature:
                            drowning:
                                - 'set.0'
                            suffocation:
                                - 'set.0'
    Deffensive:
        global:
            groups:
                    TeamMagma:
                        nature:
                            lava:
                                - 'set.0'
                    TeamAqua:
                        nature:
                            drowning:
                                - 'set.0'
                            suffocation:
                                - 'set.0'
    
    My worlds are world, freeworld, miningworld2, and pvpworld - not sure if anyone is nice enough to try and set it up for me, but if you did I would be very grateful because I have tried quite a few different ways to get this working with no success.
     
  10. Offline

    KoryuObihiro

    Two things:
    1) There's no "Deffensive" node in 0.9.4. ;) Just get rid of an extraneous character there.
    2) Your indentation is off in your groups - decrement everything under your group nodes by 4 spaces.

    That's weird, though...you'd think YAML wouldn't like it. But the online YAML Parser doesn't seem to react to pasting that config in. :confused:

    Also, if I might make a suggestion about your configuration itself, Offensive -> group -> nature doesn't do anything - it's impossible for any group to attack an element of nature, you see? Another thing to note here is that "suffocation" is when a block is currently occupying the same space as a player's head (i.e., sand falling and suffocating somebody) - is this what you wanted?

    My proposed configuration for you is this:

    Code:
    Defensive:
        global:
            groups:
                TeamMagma:
                    nature:
                        lava:
                            - 'set.0'
                TeamAqua:
                    nature:
                        drowning:
                            - 'set.0'
    #I'm taking the liberty of commenting these out, but just get rid of the "#" if you still want this.
                        #suffocation:
                        #    - 'set.0'
    
     
  11. Offline

    Chrisspitz

    I was aware about the suffocation, but I thought it was unfair immunity so I added it anyway.. Changed my mind now I guess i'll just give them drowning. But anyways... Just changed/saved my config and reloaded the server, then did /md check and /md reload and still the same issue. About the restart my server to see if that fixes the problem. Using the exact config you pasted for me above.

    Yes i'm using permissions before you ask that :p

    EDIT: Restarted, same error
    Code:
    2011-08-03 13:33:52 [INFO] [ModDamage] 0.9.4.2 enabled [Permissions v3.1.6 active]
    2011-08-03 13:33:52 [SEVERE] [ModDamage] No configurations loaded! Are any calculation strings defined?
     
  12. Offline

    KoryuObihiro

    @Chrisspitz What does verbose debugging give you?
     
  13. Offline

    Chrisspitz

    Here's what I got with verbose, sorry about the extra worlds i've been meaning to get rid of them.
    Worlds are need as I believe I said above are: world, freeworld, pvpworld, and miningworld2
    EDIT: and world_nether i guess even though I try not to give access to that world much

    I have to be at work in 15 minutes, but ill be home in 4 and a half hours : |. I may be able to reply from my phone at work though. Hope I can get this fixed :p

    Code:
    2011-08-03 13:40:59 [INFO] [ModDamage] Verbose debugging enabled.
    2011-08-03 13:41:02 [INFO] [ModDamage] Reload initiated by user Chrisspitz
    2011-08-03 13:41:02 [INFO] [ModDamage] Verbose debugging active.
    2011-08-03 13:41:02 [INFO] [ModDamage] Default damage enabled.
    2011-08-03 13:41:02 [INFO] [ModDamage] Default health enabled.
    2011-08-03 13:41:02 [INFO] [ModDamage] Negative-damage healing disabled.
    2011-08-03 13:41:02 [WARNING] {Couldn't find Offensive node for world "world"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Defensive node for world "world"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find MobHealth node for world "world"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Scan node for world "world"}
    2011-08-03 13:41:02 [WARNING] [ModDamage] World "world" configuration could not load.
    2011-08-03 13:41:02 [WARNING] {Couldn't find Offensive node for world "world_nether"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Defensive node for world "world_nether"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find MobHealth node for world "world_nether"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Scan node for world "world_nether"}
    2011-08-03 13:41:02 [WARNING] [ModDamage] World "world_nether" configuration could not load.
    2011-08-03 13:41:02 [WARNING] {Couldn't find Offensive node for world "freeworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Defensive node for world "freeworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find MobHealth node for world "freeworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Scan node for world "freeworld"}
    2011-08-03 13:41:02 [WARNING] [ModDamage] World "freeworld" configuration could not load.
    2011-08-03 13:41:02 [WARNING] {Couldn't find Offensive node for world "donaterworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Defensive node for world "donaterworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find MobHealth node for world "donaterworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Scan node for world "donaterworld"}
    2011-08-03 13:41:02 [WARNING] [ModDamage] World "donaterworld" configuration could not load.
    2011-08-03 13:41:02 [WARNING] {Couldn't find Offensive node for world "pvpworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Defensive node for world "pvpworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find MobHealth node for world "pvpworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Scan node for world "pvpworld"}
    2011-08-03 13:41:02 [WARNING] [ModDamage] World "pvpworld" configuration could not load.
    2011-08-03 13:41:02 [WARNING] {Couldn't find Offensive node for world "miningworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Defensive node for world "miningworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find MobHealth node for world "miningworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Scan node for world "miningworld"}
    2011-08-03 13:41:02 [WARNING] [ModDamage] World "miningworld" configuration could not load.
    2011-08-03 13:41:02 [WARNING] {Couldn't find Offensive node for world "Flatgrass"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Defensive node for world "Flatgrass"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find MobHealth node for world "Flatgrass"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Scan node for world "Flatgrass"}
    2011-08-03 13:41:02 [WARNING] [ModDamage] World "Flatgrass" configuration could not load.
    2011-08-03 13:41:02 [WARNING] {Couldn't find Offensive node for world "flatmap"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Defensive node for world "flatmap"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find MobHealth node for world "flatmap"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Scan node for world "flatmap"}
    2011-08-03 13:41:02 [WARNING] [ModDamage] World "flatmap" configuration could not load.
    2011-08-03 13:41:02 [WARNING] {Couldn't find Offensive node for world "flatmapworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Defensive node for world "flatmapworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find MobHealth node for world "flatmapworld"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Scan node for world "flatmapworld"}
    2011-08-03 13:41:02 [WARNING] [ModDamage] World "flatmapworld" configuration could not load.
    2011-08-03 13:41:02 [WARNING] {Couldn't find Offensive node for world "miningworld2"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Defensive node for world "miningworld2"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find MobHealth node for world "miningworld2"}
    2011-08-03 13:41:02 [WARNING] {Couldn't find Scan node for world "miningworld2"}
    2011-08-03 13:41:02 [WARNING] [ModDamage] World "miningworld2" configuration could not load.
    2011-08-03 13:41:02 [WARNING] Could not load damage elements in Defensive
    2011-08-03 13:41:02 [WARNING] Could not load Defensive armor routines
    2011-08-03 13:41:02 [WARNING] Could not load Defensive melee routines
    2011-08-03 13:41:02 [WARNING] Could not load Defensive group routines
    2011-08-03 13:41:02 [WARNING] [ModDamage] Server configuration could not load.
    2011-08-03 13:41:02 [SEVERE] [ModDamage] No configurations loaded! Are any calculation strings defined?
    
     
  14. Offline

    KoryuObihiro

    I'm experimenting and debugging with 0.9.4.2 right now to determine what the solution is. :)
     
  15. Offline

    Chrisspitz

    Alright i'm off to work ill be checking back
     
  16. Offline

    KoryuObihiro

    Figured out the problem - I didn't recognize it immediately because I've (happily) not had to peruse 0.9.4 and older configuration paradigms for awhile. If you look at the tutorial, you'll notice that "global" and "group" nodes are all separate - this is a semantic thing that is thankfully being done away with in MD 0.9.5 and up. Thus, the solution is simple:

    Code:
    Defensive:
        #global: Take this out, change indentation accordingly below.
        groups:
            TeamMagma:
                nature:
                    lava:
                        - 'set.0'
            TeamAqua:
                nature:
                    drowning:
                        - 'set.0'
    
     
  17. Offline

    Chrisspitz

    Blah I was excited, but a new problem.
    I set my config file to what you showed above
    Code:
    Defensive:
        groups:
            TeamMagma:
                nature:
                    lava:
                        - 'set.0'
            TeamAqua:
                nature:
                    drowning:
                        - 'set.0'
    
    And now /md reload works in game as the config being loaded, but TeamAqua can still drown and TeamMagma still dies in lava. :'(
     
  18. Offline

    KoryuObihiro

    Well, crap. Found the error.

    It requires a rebuild. But...I'm so close to MD 0.9.5.... :<

    I'm considering publishing the beta JAR here for now. Thoughts?
     
  19. Offline

    Chrisspitz

    Gr sorry to bring error news to you I feel bad lol.
    Feel free to post the beta if it will fix my problem any :)

    I'm not really sure how I could help unless you have a problem with the 0 damage being delt if that makes some sort of undefined error maybe? Just guessing and sounding dumb.
     
  20. Offline

    KoryuObihiro

    You're fine. Mind if I send you JAR/config in an archive that you just need to paste into your plugins folder? I'll test it all out first. :p
     
  21. Offline

    Chrisspitz

    Haha alright i'm fine with that. My server is RubiksCraft if you're curious
    www.RubiksCraft.com

    If you wanted to join it would force you to register on the forum though :X

    EDIT:
    @KoryuObihiro
    You died? D:
     
  22. Offline

    gsand

    I keep getting the following error every since I upgraded to permissionsbukkit 1.1 with superpermsbrige 1.2.

    Also, the mobdisguise plugin conflicts with it because it uses the same commands (/md)

    Thanks for this awesome plugin!
    Also, do you accept any donations via paypal?


    Code:
    2011-08-06 16:07:40 [SEVERE] Could not pass event ENTITY_DAMAGE to ModDamage
    java.lang.NullPointerException
        at com.KoryuObihiro.bukkit.ModDamage.Backend.DamageEventInfo.<init>(DamageEventInfo.java:116)
        at com.KoryuObihiro.bukkit.ModDamage.ModDamage.handleDamageEvent(ModDamage.java:311)
        at com.KoryuObihiro.bukkit.ModDamage.ModDamageEntityListener.onEntityDamage(ModDamageEntityListener.java:14)
        at org.bukkit.plugin.java.JavaPluginLoader$58.execute(JavaPluginLoader.java:649)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:332)
        at net.minecraft.server.EntityHuman.damageEntity(EntityHuman.java:423)
        at net.minecraft.server.EntityPlayer.damageEntity(EntityPlayer.java:179)
        at net.minecraft.server.EntityMonster.a(EntityMonster.java:90)
        at net.minecraft.server.EntityCreature.c_(EntityCreature.java:64)
        at net.minecraft.server.EntityLiving.v(EntityLiving.java:685)
        at net.minecraft.server.EntityMonster.v(EntityMonster.java:26)
        at net.minecraft.server.EntityZombie.v(EntityZombie.java:30)
        at net.minecraft.server.EntityLiving.m_(EntityLiving.java:218)
        at net.minecraft.server.EntityMonster.m_(EntityMonster.java:30)
        at net.minecraft.server.World.entityJoinedWorld(World.java:1198)
        at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:48)
        at net.minecraft.server.World.playerJoinedWorld(World.java:1180)
        at net.minecraft.server.World.cleanUp(World.java:1104)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:447)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    2011-08-06 16:07:41 [SEVERE] Could not pass event ENTITY_DAMAGE to ModDamage
    java.lang.NullPointerException
        at com.KoryuObihiro.bukkit.ModDamage.Backend.DamageEventInfo.<init>(DamageEventInfo.java:116)
        at com.KoryuObihiro.bukkit.ModDamage.ModDamage.handleDamageEvent(ModDamage.java:311)
        at com.KoryuObihiro.bukkit.ModDamage.ModDamageEntityListener.onEntityDamage(ModDamageEntityListener.java:14)
        at org.bukkit.plugin.java.JavaPluginLoader$58.execute(JavaPluginLoader.java:649)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:332)
        at net.minecraft.server.EntityHuman.damageEntity(EntityHuman.java:423)
        at net.minecraft.server.EntityPlayer.damageEntity(EntityPlayer.java:179)
        at net.minecraft.server.EntityMonster.a(EntityMonster.java:90)
        at net.minecraft.server.EntityCreature.c_(EntityCreature.java:64)
        at net.minecraft.server.EntityLiving.v(EntityLiving.java:685)
        at net.minecraft.server.EntityMonster.v(EntityMonster.java:26)
        at net.minecraft.server.EntityZombie.v(EntityZombie.java:30)
        at net.minecraft.server.EntityLiving.m_(EntityLiving.java:218)
        at net.minecraft.server.EntityMonster.m_(EntityMonster.java:30)
        at net.minecraft.server.World.entityJoinedWorld(World.java:1198)
        at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:48)
        at net.minecraft.server.World.playerJoinedWorld(World.java:1180)
        at net.minecraft.server.World.cleanUp(World.java:1104)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:447)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
     
  23. Offline

    KoryuObihiro

    Just had a talk with desmin88 about his command usage - we've agreed to acknowledge the collision in our OP threads, but there's no real reason to change our "convenience" command labels. In case of an collision like this, use the command label "/moddamage". If that doesn't seem acceptable for you...that's what Bukkit command aliasing is for. ;)

    EDIT: @gsand I has a Donate button now. :D

    Sorry, haven't died quite yet - I've been working a full time job during the day, focused on getting 0.9.5 up to scratch and relatively sane for a nonprogrammer at night. The main issue at this point is that there's not enough documentation - there's quite a few routines, new and old, to convert to a format like this: https://github.com/KoryuObihiro/ModDamage/wiki/Routine:-Set-Size-(Slime)

    Ladies and gents, I'd say 0.9.5 is just about ready. which is why I'm going to give public access to a release candidate. There's so much new stuff to test, I'm gonna need help getting it all and making absolute sure it's stable and ready. After 0.9.4 and related incidences, I'd rather get things right the first time for the Bukkit community.

    Most of the instructions below will have been copied and pasted from previous ones with the group I mentioned earlier in this thread - incredibly, none of them have responded in the last week. :( Anyway, here goes:

    Basic 0.9.5 tutorials are Gists located here (1) and here (2). These are incomplete, and if you have Github accounts are more than welcome to edit them. A list of MD 0.9.5 routines has been posted in the form of an index here, however the routine reference itself isn't complete. Problem, officer. Any questions you have about syntax should be posted here, so that others can see responses and suggestions in reply. If any of you are looking to mess with the source, use the latest commit for branch "beta" at https://github.com/KoryuObihiro/ModDamage. I'll also be taking any questions you have about code itself, and am open to suggestions of any nature at this point.

    Basic instruction for testers:

    1) Place the beta JAR in the directory. I'd suggest moving/deleting your old configs and letting it automagically generate the default item aliases, and moving back/saving once those are done. Aliases are denoted with an underscore ("_") in the configuration when they're used in routines.

    2) Read the tut links posted, because there's been a lot of changes between 0.9.4 and here. If need be, g'head and copy/paste these to your config locally - they should work without any changes in MD.

    3) Mess around! Any testing is good testing.

    4) Post bugs, questions, concerns, comments, rants, snide remarks, insults about my mother, etc. in this thread or on the channel I've made in IRC. Join #bukkit-ModDamage at irc.esper.net for the latter.

    tl;dr: MD 0.9.5 release candidate number 1 is here. Note that by downloading, you relinquish your soul in addition to assuming an understanding that an MD beta JAR is not necessarily stable, and that KoryuObihiro doesn't have any liability for any (very unlikely) mishaps that may occur on your server when you use these JAR files.

    EDIT: A changelog for 0.9.5 can be found here, but that's not complete either. :p
     
  24. Offline

    Chrisspitz

    Ah completely different commands/config setup.
    Could you help me set mine up since I basically have 2 basic things, making TeamMagma immune to lava damage and TeamAqua immune to drowning as you know.

    I tinkered with it some but I don't think you have added how to set up any nature damage stuff in your wiki :|
    Thanks in advance

    EDIT: Server just started mega lagging out of nowhere. I doubt its the host since I recently added a new plugin (your beta plugin)... So I just disabled it for the time being and restarted my server. Not quite sure what to say besides that :| - Lag was gone after disabling the plugin and restarting
     
  25. Offline

    KoryuObihiro

    You're gonna have to look at the Gists I posted that have been numbered in my instructions - these are where the new tutorials are currently being stored, and the first contains the Elements portion that is used with "entitytype" evaluations.

    That said, try a config like this:

    Code:
    Damage:
        - 'if targetgroup.TeamAqua and attackertype.drowning': 'set.0'
        - 'if targetgroup.TeamMagma':
            - 'switch.attackertype':
                _HotStuff:
                    - 'set.0'
                    - 'targeteffect.setfireticks': '0'
    Aliases:
        Element:
            HotStuff:
                - 'fire'
                - 'burn'
                - 'lava'
    debugging: normal
    

    For some reason Element aliasing isn't working with the Entity Type conditional - I'll have to look at that tomorrow.
    @All: Anything that's broken needs to be reported! Don't be afraid to post here.
     
  26. Offline

    hawianguy1189

    I feeling very retarded right now. Is there any way you can send me your config so i can get a jist of what to do. I keep reading the wiki over and over and become more and more confused. Thanks
     
  27. Offline

    topsub

    I am readding over the new .9.5 tutorials but do you have a basic multi verse config? I want mobs to do different damages and have more health in the different multi verses? Any help configuring this would help. I'm trying to learn the configs.

    EDIT: I don't see how to do switch statements with different worlds? I'm not sure if the old configuration way works with the beta version?
     
  28. Offline

    KoryuObihiro

    @topsub What you want is the World switch. Goes like this:

    Code:
    Damage:
        - 'switch.world':
            SomeWorld:
                - ROUTINES
            AnotherWorld:
                - MORE.ROUTINES
    
    And no, that's precisely the point - 0.9.4.2 and older are NOT compatible with 0.9.5, because there has been a drastic change in the configuration paradigm.

    A more detailed skeletal structure for what you have described:
    Code:
    Damage:
        - 'switch.world':
            world:
                - 'switch.attackertype':
                    Zombie:
                    Skeleton:
                    Slime:
                    [...]
            world_nether:
                    Zombie:
                    [...]
    Spawn:
        - 'switch.world':
            world:
                 - 'switch.targettype':
                     Zombie:
                     [...]
    
    Could you be more specific?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 15, 2016
  29. Offline

    topsub

    On top of that i would like to increase the health and damage output on a per world basis. is the Mult.2% ( 2% ) and increase health by 4%.

    Thanks!

    ps Sent you a PM again.
     
  30. Offline

    hawianguy1189

    I cant rly be to spacific. You maid a nice Wiki dont get me wrong it just me. If you possibly could send me a config file that you use it would probably make more sense to me.
     
  31. Offline

    respetenudillos

    I can't seem to get the plugin to work correctly. No matter what I do, using "/md r" always gives me "No configurations loaded! Are any calculation strings defined?"

    I get this with the default config file as well as adding a couple nodes. What could be causing this? Thanks.
     

Share This Page