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    Oct 3, 2011
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  • CB 1185


+ Refined "nofall" check, to only "punish" for the perceived difference in fall distances, not the full distance
+ slightly modified falldamage calculation in general, to always count the "last step" as part of the fall (fixes a loophole that could be used for bypassing the nofall check)
+ replaced default nofall damage multiplier with 120 (was 200). You may want to change that in your config.txt.

- might have some side effects on something else in the game, if a player manages to "go down" with a speed of more than 2 blocks per tick WITHOUT actually falling and without riding a vehicle. I personally believe such a situation doesn't exist. If you can think of one, tell me.