Comments (3)
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If you have problems with modesets switching when they're not supposed to, that's a bug, and you should open a ticket for that.
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To only have old combat, simply remove the
new
modeset from the list of modesets, and put all modules in theold
modeset
from bukkitoldcombatmechanics.
If you have problems with modesets switching when they're not supposed to, that's a bug, and you should open a ticket for that.
- To only have old combat, simply remove the
new
modeset from the list of modesets, and put all modules in theold
modeset
Thank you for the reponse.
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It could very well be a bug. I also noticed another bug (probably) that only occured when I have OCM enabled. When I cast a fishing rod straight up in the air, it flies off like 100 blocks, when it should only be 10 blocks or so. Really weird. Should I open separate bug report for that?
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The new: [] modeset in the config is already empty, but the 1.9 cooldown for some reason stays. Also, in the old: [] modeset, there are things like "old-golden-apples" which I've disabled. Does the plugin ignore it if it's disabled, or do I have to remove that from the old modeset?
I'll open a bug report on what I found. But generally, I just feel like it would save a lot of confusion to just have a "modesets: enabled/disabled" option in the config.
from bukkitoldcombatmechanics.
No, you misunderstand. You can create as many modesets as you like and call them whatever you like. 'old' and 'new' are just the default. If you only want 'old' then you have to remove 'new' from the list.
Of course cool down remains, because the 'disable-attack-cooldown' module is not enabled for the 'new' modeset
from bukkitoldcombatmechanics.
Related Issues (20)
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