Whoever wrote the note in LoadoutResetJob about stopping fire knew what
he was talking about. Sadly `git blame` shows nothing due to a refactor.
However, this job was still being run in sync, therefore doing nothing.
So I added a new job that is ran a tick later to clean up.
The more interesting change I made here was the removal of the so-called 're-killing' statements - e.g. setting the health of really dead players to 0 to ensure they are dead. Who knows, it might affect #796 and #778, because I have zero idea what is causing them.
Closes#711, closes#13, closes#11.
Items only drop on kill to prevent players from farming items. Warzone
makers must design their warzone items to fit with this feature if they
choose to enable it. E.g. a warzone might include items that must be
found and then can be stolen on kill.
Thanks to @dylanhansch for testing.
Closes#781
Another bug due to Mojang's new stupid username changing "feature".
Setting the owner requires a web lookup or cache hit for the name in
order to target the correct player. It apparently doesn't like looking
up a blank name.
Closes#793
Please note this is not a simple fix and applies it through a large
series of changes that may need to be noted in case of further troubles
in the future.
To accomplish this correctly, if a player is a really dead fighter, his
state and position will not be updated in a number of places. This is
all handled by the respawn hook for really dead fighters, which by the
way I rewrote because yolo. It makes a (potentially incorrect)
assumption that there is no reason a zone should hold a previous player
state when they join, so it is deleted for safety purposes. If not, and
the player leaves the zone, they may lose items. This may fix other
related inventory reset issues.
Warzones created in worlds that are then deleted can cause a stack
trace to dump in the error log. This replaces the stack trace with
an informative error message.
Closes#774
I personally dislike forcing our users to use a separate plugin
just to abstract different economy plugins, but sadly we live in a
hell world where there are 20 competing economy plugins and
counting so I don't want to deal with that.
Closes#507.
War now includes a configuration option "TPWARMUP" to add delays
before teleporting players to a war. This can be used on full-world
PvP servers to prevent players from running away from a fight.
The configuration option is specified in ticks - 20/sec.
The delay is activated for /zone and /warhub.
@taoneill @cmastudios documentate for 1.9 release.
Closes#615.
The new APPLYPOTION configuration option allows warzone makers to
give potion effects ot players every time they spawn.
Use case: Resistance 5 for a few seconds on player spawn to prevent
them from being "spawn camped" - killed when they step out by other
players waiting nearby.
Format of APPLYPOTION: effect_type:duration:amplification
effect_type:
For a valid list of values that can be used for this type param,
please see http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
duration:
Time in ticks (1/20 sec) that the potion will apply for.
amplification:
Amplifier to the potion's power.
@taoneill @cmastudios documentate how to tune this option before
1.9 release on the wiki. Also please test use of this option in
game (pulling a @grinning here).
@taoneill @grinning we need a new name for War 1.9. Maybe Bob can have his
chance again after all?
@taoneill also please update main war branch to 'develop'.
- We just take care of wiping top inventory slots in CRAFTING-type inventory views (container inventories weren't causing the same issue)
- End-of-game teleport and state restoration shouldn't wipe your chat anymore either
PL has been completed, KO corrections.
There needed to be a trailing newline on the warhub sign localization or the plugin crashed when loading a lobby.