CRAFTSPIGOT | 1.8 (with support for 1.7.10+)
This spigot offers more functionality to the traditional Bukkit/Spigot API as 1.8 hasn't been supported for a while. The main aim for this spigot is to maximize performance without sacrificing any features with most (nearly all) changes applied being toggleable suited towards your server's needs.
This is a fork of PaperSpigot (1.8.
Features:
- Added extra features to ease developer access with the Bukkit API
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Added a system where you can disguise yourself for certain players and your skin. This will also change tab completes and any area where it shows your real name to players who aren't excluded from the disguise.
Skin API
Player#getRealSkin - Gets your actual skin
Player#setSkin - Set your skin to a different skin
Player#getSkinParts - Get all parts of a player's skin that is enabled (avaliable in 1.8+ options)
Event: PlayerSkinPartsChangeEvent -- Called when a player changes a skin section (e.g. toggling glasses off a skin)
Disguised API
Player#setDisguiseName - Sets a disguised name to a given player
Player#getDisguisedName - Gets your disguised name (also returned in Player#getDisplayName)
Player#isDisguised - Check if a player is disguised or not
Player#resetDisguised - Reset all disguised players sent to the player
Player#setDisguisedSkin - Set your disguised skin for a player
Player#resetDisguisedSkins - Reset all disguised skins sent to the player -
Bukkit Events added:
- BlockDispenseEntityEvent - Called when an entity is dispensed from a block.
- BlockFallEvent - Called when a falling block lands on the ground
- InventoryClickedEvent - Triggers after InventoryClickEvent (POST event), useful for monitoring with extra data
- PlayerOnGroundEvent - Triggers after a player lands on the ground
- PlayerPickupExperienceEvent - Triggers after a player pickups an experience orb
- PlayerSpawnEntityEvent - Triggers after a player spawns a custom entity (mob egg)
- EntityDespawnInVoidEvent - Triggers after Entity is removed from the world caused by the void
- EntityExtinguishEvent - Triggers after a burning entity is extinguised
- PlayerAttackEntityEvent - Triggers after a player attacks an entity event (cancelling prevents all further effects of the right click)
- PotionEffectAddEvent - Called when a potion effect is removed from an entity
- PotionEffectExpireEvent - Called when a potion effect runs out from an entity
- PotionEffectRemoveEvent - Called when a potion effect is removed from an entity
.. and many more (have not listed all)
- ... and many more features that aren't listed
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- Allows support for 1.7 player connections
- Tick stack functionalities (Configure what you want to load) Many in-game processes are used in the game that aren't used in most gamemodes which improves performance. (e.g. furnaces)
- Crash fixes (prevent players from crashing the server with common in-built crash preventions)
- Toggle whether you'd like 1.8 blocks and mobs enabled (Rabbits, Diorite etc...) -- Useful for a server that's trying to mimic 1.7.10 with 1.8 enhancements
Knockback/Potion Overhaul
I've been looking into Knockback for a while now alongside players who enjoy PvPing on Practice servers, HCF and many more to find a perfect system that is also understandable by server owners (to avoid making it too complex with 100+ values)
Additionally, I've ensured that there is no extended added latency trying to fetch knockback for a player to prevent it from feeling "laggy'
I've created a system called Knockback Mechanics which fine-tune the knockback system without setting any values, these Mechanics are built into the spigot and allows increased flexibility for server-owners trying to make a knockback system suited to your server need.
- Disable Friction -- Interested in seeing how knockback feels without friction being applied at all. I wouldn't suggest it but it's there.
- Dynamic Friction - Friction is a base value which varies depending on the horizontal and vertical values inputted
- Vertical Friction Reduction - It reduces the friction given on the Y axis to give a more dev321 vibe to the server
- Custom Math Helper - It changes how the knockback is handled from its base system that improves the flow of pvp and players say increases the baseline for pvping (emphasising strafing, wtapping and more)
- Vanilla Sprint Checker - This, although deprecated, can be given to a Knockback system which gives a less-sync version of the knockback within EntityHuman
- Disable Sprint Toggle - This basically disables whether it should check if you're sprinting before external knockback is applied (gives less skill to pvping but increases the smoothness in combos during fights)
- Ignore Sprint Requirement - This essentially makes the system into an auto-wtap knockback system that doesn't require you to sprint to execute the sprint variables, handy for servers just displaying basic yet smooth pvp
- Ignore Sprint Limit - There is a base sprint limit added to prevent you from going flying into the air although some combo servers prefer to disable the Y vertical cap to give more luscious vertical combos when the hit delay is set to something low
Core Values - I didn't want to add any additional values that could confuse server owners so I've added a similar value system to the now-infamous "Kohi patch" although the server feels much better than how Kohi was
- Friction
- Vertical
- Horizontal
- Vertical Limit
- Extra Horizontal
- Extra Vertical
- Extra Vertical Limit
- Slowdown
- Hit Delay (useful for servers that have a Combo ladder)
- Base Potion Intensity Multiplier -- This can be enabled or disabled and allows you to change the flow of potions)
- Sprint Potion Intensity -- This is applied so that potions are more accurately splashed to a player when sprinting
- KnockbackMechanics... (read above)
Player Knockback API
Code:
KnockbackManager#setKnockback(Player player, Knockback knockback) - Set a knockback for a player
LivingEntity#setKnockback & LivingEntity#getKnockback is also accessible to setting knockback
Price: $30
Contact me on discord: manny#0477
There'll also be continuous support with aims of updates every ~2 weeks (if needed).
Thread doesn't include all features applied to the spigot, dm for more information on that
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