Increase fall distance for which critical can trigger.

Now players are forced to create moving events with CraftBukit,
in order to get above the trigger-distance, thus moving checks can
complement this (in theory).

This could lead to more false positives.
This commit is contained in:
asofold 2014-02-16 19:10:52 +01:00
parent caff337b1b
commit 5c29859e8b
2 changed files with 2 additions and 1 deletions

View File

@ -79,6 +79,7 @@ public class Critical extends Check {
final MovingConfig ccM = MovingConfig.getConfig(player);
if (MovingListener.shouldCheckSurvivalFly(player, dataM, ccM)){
final double deltaFallDistance = (cc.criticalFallDistance - player.getFallDistance()) / cc.criticalFallDistance;
// TODO: Cleanup: velocity is more like the gravity constant.
final double deltaVelocity = (cc.criticalVelocity - Math.abs(player.getVelocity().getY())) / cc.criticalVelocity;
double delta = deltaFallDistance > 0D ? deltaFallDistance : 0D + deltaVelocity > 0D ? deltaVelocity : 0D;

View File

@ -318,7 +318,7 @@ public class DefaultConfig extends ConfigFile {
set(ConfPaths.FIGHT_ANGLE_ACTIONS, "cancel vl>100 log:angle:3:5:f cancel vl>250 log:angle:0:5:cif cancel");
set(ConfPaths.FIGHT_CRITICAL_CHECK, true);
set(ConfPaths.FIGHT_CRITICAL_FALLDISTANCE, 0.01D);
set(ConfPaths.FIGHT_CRITICAL_FALLDISTANCE, 0.06251D);
set(ConfPaths.FIGHT_CRITICAL_VELOCITY, 0.1D);
set(ConfPaths.FIGHT_CRITICAL_ACTIONS, "cancel vl>50 log:critical:0:5:cif cancel");