v0.7

Details

  • Filename
    TorchArrow.jar
  • Uploaded by
  • Uploaded
    Sep 5, 2011
  • Size
    20.12 KB
  • Downloads
    1,794
  • MD5
    3690b9f30fe320824f507a467d08e4b6

Supported Bukkit Versions

  • CB 1060

Changelog

Version 0.7

  • Re-added the setting for disabling/enabling torch spawning in config file. By setting this "spawnTorches"-setting to false, it will override the permissions concerning the torches and just disable the torch spawning from every player in the server.
  • Removed commands "/torcharrow disable" and "/torcharrow enable" because they are not so useful and they were quite misleading
  • Changed the way how light area is calculated for faster processing. The arrowGlowFalloff-setting in config now acts differently because of this. By changing the value of arrowGlowFalloff between 0-6 one can now reduce the light area more accurately. For example if arrowGlowFalloff is set to 1, the maximum light area is cropped by one block unit in every dimension. If set to 6 (when the arrowGlowIntensity is 15), the light area is reduced to none, so the effect is same as setting arrowGlowIntensity value to 0. By tuning this value one can reduce the processing time of the glow effect if it slows down the server excessively.
  • Added new experimental feature "static glow". If the static glow is activated, the shot torch arrows will remain lit after impact and will go out after a predefined time. This works as a "flare arrow". I'm still trying to work out the glitches concerning this feature. At least one problem arises if static glow arrows are spammed too much on the same place. It may cause some lit areas to remain, but they can be removed by destroying or placing a block near the area. Remember to disable torch spawning from config or by permissions and set staticGlow to "true" from config to activate this feature.
  • Addressed the issue described at here. This bug never appeared for me although I tested it extensively, but I changed the way how the stuff was handled, so it should not arise anymore.
  • Changed some of the permissions settings to achieve better compatibility with pEX and its '*'-setting. Hopefully this did the trick. Most of the features are activated by default, so permission changes are only needed when disabling features for groups or players. The torcharrow.* and torcharrow.torches permissions are just shortcuts to reduce amount of typing when handling the permissions.
  • One should remove and generate the config file again as there are some changes done and arrowGlowFalloff is now working differently, so the new default values may work better.
  • Sometimes blocks on the surface area may stay illuminated if a torch arrow has been used in day time or in sunset. However, this can be easily "fixed" by changing a block (by breaking or placing a new block) near the light area so the chunk will reload.
  • If "static glow" arrows are spammed too much on the same area, some blocks may stay lit after the torch arrows are burned out. This can be fixed by the same method as described above. One should use static glow feature in more relaxed game play, not in all-out war.