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| server_plugins_and_customizations [2023/10/06 17:31] – tritonio | server_plugins_and_customizations [2024/01/10 23:04] (current) – [Experts (Proprietary)] tritonio |
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| Who attacks whom plays very little role as the damage is randomly applied to one of the two (either the one who got attacked, or it may be reflected back to the attacker). When player A hits player B, the probability of player B dodging and retaliating automatically (and thus reflecting the full damage that they'd receive back to player A, ignoring A's armor) is higher the closer B is to their base and the further away A is from their own base. | Who attacks whom plays very little role as the damage is randomly applied to one of the two (either the one who got attacked, or it may be reflected back to the attacker). When player A hits player B, the probability of player B dodging and retaliating automatically (and thus reflecting the full damage that they'd receive back to player A, ignoring A's armor) is higher the closer B is to their base and the further away A is from their own base. |
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| {{::basedist.png?400 |}} The distance from the base is calculated as the Euclidean distance in 3D space but the player's height is always zero. The base's height is some number, which, when increased, effectively causes a permanent increase in the calculated distance. The height of the base increases every time the player dies in PvP and it also naturally increases and decreases based on a complex formula that aims to prevent certain exploits where a player would move their base at a location without being actually there. You can see the effective distance from your base, as well as the direction to it, by holding a compass for 10 seconds. | {{::basedist.png?400 |}} The distance from the base is calculated as the Euclidean distance in 3D space but the player's height is always zero. The base's height is some number, which, when increased, effectively causes a permanent increase in the calculated distance. The height of the base increases every time the player dies in PvP and it also naturally increases and decreases based on a complex formula that aims to prevent certain exploits where a player would move their base at a location without being actually there. You can see the effective distance from your base, as well as the direction to it, by holding a compass. |
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| BasePvP prevent players from lighting fires or placing lava near other players (although building a trap in an area before a player goes there is still possible). It also prevents dogs from causing damage to players. | BasePvP prevent players from lighting fires or placing lava near other players (although building a trap in an area before a player goes there is still possible). It also prevents dogs from causing damage to players. |
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| Players do not drop items or XP when killed during PvP by a player's attack. But they will drop these if killed by a trap. To avoid having players use this as a non-vanilla way to teleport to their bed, it will also apply an unremovable slow curse for a length of time proportional to the distance that the player teleported by dying. | Players do not drop items or XP when killed during PvP by a player's attack. But they will drop these if killed by a trap. To avoid having players use this as a non-vanilla way to teleport to their bed, it will also apply an unremovable slow curse for a length of time proportional to the distance that the player teleported by dying. |
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| | While compasses normally show the effective distance from your base, they can be set to a custom target. Hold a compass and slap while looking downwards to set its target to your current location. Slap while looking upwards to reset it so that it shows distance from your base again. Hover your mouse on the compass to see what its target is. |
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| Finally, BasePvP sends you a message with your death coordinates when you die. | Finally, BasePvP sends you a message with your death coordinates when you die. |
| **Summary: You get tired when you break blocks and need to take short rests. You lose some items when you craft items. Practice improves both. Or others can teach you.** | **Summary: You get tired when you break blocks and need to take short rests. You lose some items when you craft items. Practice improves both. Or others can teach you.** |
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| {{::fatigue.png?400 |}}Adds a fatigue system to slow down breaking blocks and a fail chance to crafting items. Fail chances start at 99% while fatigue increase from breaking a block starts at 300% higher, which corresponds to a 75% slower mining rate. The fail chance increases by 0.03% per day and the effective slowdown imposed by | {{::fatigue.png?400 |}}Adds a fatigue system to slow down breaking blocks and a fail chance to crafting items. Fail chances start at 99% while fatigue increase from breaking a block starts at 300% higher, which corresponds to a 75% slower mining rate. The fail chance increases by 0.3% per day and the effective slowdown imposed by the fatigue bar increases by 3% per day, never exceeding 75%. The fail rate or the slowdown gets multiplied by a fixed factor every time you craft something (whether you succeed or not) or whenever you break a block, and both are tracked separately for each type of item/block. {{::craftfail.png?400 |}}Failing to craft something means you lose the materials. Crafting 10 items at once is treated at 10 sequential events which can fail individually and improve your fail chances between them. Whenever you break a block it adds an amount of time to your fatigue bar. Your fatigue is reducing all the time at a steady rate. If your fatigue bar becomes full or goes beyond full, you cannot break blocks for 5 seconds. |
| the fatigue bar increases by 0.003% per day, never exceeding 75%. The fail rate or the slowdown gets multiplied by a fixed factor every time you craft something (whether you succeed or not) or whenever you break a block, and both are tracked separately for each type of item/block. {{::craftfail.png?400 |}}Failing to craft something means you lose the materials. Crafting 10 items at once is treated at 10 sequential events which can fail individually and improve your fail chances between them. Whenever you break a block it adds an amount of time to your fatigue bar. Your fatigue is reducing all the time at a steady rate. If your fatigue bar becomes full or goes beyond full, you cannot break blocks for 5 seconds. | |
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| {{ :breakfail.png?400|}} | {{ :breakfail.png?400|}} |