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ecoarmor's Issues

Enchantments do not display in armor lore.

Describe the bug
Any enchantments do not display in armor lore.

To Reproduce

  1. Try enchant the armors in enchantment table.
  2. Enchant successfully, but the enchantments do not display in armor lore.

Expected behavior
The lore should display armor lore.

Screenshots
屏幕截图 2022-07-03 214303

Server Information (please complete the following information):

  • Version: This server is running Pufferfish version git-Pufferfish-5 (MC: 1.19) (Implementing API version 1.19-R0.1-SNAPSHOT) (Git: fdfb106 on HEAD)
    You are running 5 versions beyond. Please update your server when possible to maintain stability, security, and receive the latest optimizations.
  • Version of plugin and eco: 7.87.2 and 6.37.1

Additional information
Problem get solved after try downgrade EcoArmor to 7.87.0.

sell_multiplier only works in some cases

Describe the bug
Does not multiply when using commands or when not selling all.

To Reproduce
Steps to reproduce the behaviour:

  1. Using EconomyShopGUI:
    2.1. Run command /sellgui, put items in and sell, it does not multiply sell rewards.
    2.2. Run command /sellall, choose what items or where from, and sell, it does not multiply sell rewards.
    2.3. Run command /shop, head to the item you wish to sell, sell 1. it does not multiply sell rewards. However, selling all does multiply.
  2. Be sad.

Expected behaviour
It should multiply sell rewards from all channels.

Screenshots
image
image
image
image
image
image

Server Information (please complete the following information):

  • Version: This server is running Paper version git-Paper-191 (MC: 1.19.2) (Implementing API version 1.19.2-R0.1-SNAPSHOT) (Git: 928bcc8)
  • Version of plugin and eco. Eco:6.43.5. EcoArmor:7.124.1

Additional context
Nope

Command

Add command to be able to give the player one piece of armor.

Set Crystals

Is your feature request related to a problem? Please describe.
It's not really causing problems but this would definitely take servers using this Plugin to the next step - It would also add another level of content for players.

Describe the solution you'd like
So the name I came up with was simply Set Crystals (This is just for the explanation) - The whole purpose would be that these crystals could turn regular non-set armour into specific sets. So someone could take their normal diamond chestplate, apply a Reaper Set Crystal to it, then it would turn into a Reaper Chestplate.

Describe alternatives you've considered
Unfortunately, I was not able to think of a good alternative for this.

HP Stacking

Describe the bug
Lives that add armor are sometimes bugged when disconnected and when connected the player has extra HP. This way players are still adding lives.

To Reproduce
Steps to reproduce the behavior:

  1. add lives to armor
  2. disconnect and reconnect a couple of times
  3. look at the lives

Server Information (please complete the following information):

  • Version: git-Purpur-1763 (MC: 1.19.2)
  • Version of plugin and eco 6.38.3, ver ecoarmor: 7.103.2

Effect being removed in worldguard wich can cause a infinite effect bug

Describe the bug
A player can wear an armor that gives an effect, then go in a /spawn wich is worldguard, the worldguard remove the effect
then the player will run away from the spawn (the worldguard) that way they have the infinitly the effect of the armor without having to wear it, sometime this bug can be achieve by equipping the set anywhere, then removing it

unknown

Conditions do not re-check their values over time

Describe the bug
Conditions like standing on block only checks one time when the armor is put on.

For example standing on block will only activate if you're standing on the block and put on the armor. If you walk off the target block and then back on, the effect will never fire again.

To Reproduce
Steps to reproduce the behavior:

  1. Add the following effect to an armor set:
      - id: add_stat
        args:
          stat: speed
          amount: 22
        conditions:
          - id: standing_on_block
            args:
              block: stone
  1. Stand on stone and put on the armor. You will gain 22 speed.
  2. Walk off the stone block and then walk back onto it. You never gain the 22 speed again.

Expected behavior
I expect the conditions to periodically check their values over time. This should probably be configurable for performance reasons.

For example, an argument on a condition: refresh

This argument takes either seconds or ticks and will re-check the condition over and over again.

Server Information (please complete the following information):

  • Latest Paper
  • Latest Eco

sounds: not working correctly

equip: works, but volume: adjusts the pitch and pitch: adjusts the volume.
advancedEquip: and unequip: do not appear to function at all.

Example config:

   sounds:
      equip:
        enabled: true
        sound: "block_beacon_activate"
        volume: 2  # This is adjusting the pitch
        pitch: 1
      advancedEquip:
        enabled: true
        sound: "block_beacon_activate"
        volume: 1
        pitch: 1
      unequip:
        enabled: true
        sound: "block_beacon_deactivate"
        volume: 1
        pitch: 1

Custom Heads piece specific effects do not work (+ no lore)

Describe the bug
Custom Heads piece specific effects do not work (neither does lore)

To Reproduce
Steps to reproduce the behavior:

  1. Create custom head helmet with a piece specific effect
  2. try it in-game
  3. does not work

Expected behavior
It should give the piece specific effect

Screenshots
This Helmet should give +8 Strength +7 Toughness like its chestplate counterpart. But it does not

Server Information (please complete the following information):
2022-05-25_22 59 46
2022-05-25_22 59 47
2022-05-25_23 00 24
2022-05-25_23 00 33

If you look at the action bar you can see the chestplate increases my stats but the helmet does not

  • Version: This server is running Paper version git-Paper-"e7d928a" (MC: 1.18.2) (Implementing API version 1.18.2-R0.1-SNAPSHOT) (Git: e7d928a)
  • Version of plugin and eco
  • eco armor: 7.64.1
  • eco: 6.35.2

advanced-lore-only does not work

"advanced-lore-only" in config.yml does not work.
It's supposed to have the purpose that when the armor is on advanced, it will only show advanced lore, but when it's on, it shows both.

Server Information:

  • Version: 1.18.1 1563-Purpur
  • Version of plugin and eco: eco 6.25.2, ecoarmor 7.33.0

Player heads not working as helmets

Describe the bug
When trying to set a player head as a helmet the lore doesn't work, it does not have the correct attributes, and it can be infinitely given crystals, however upgrading it with a shard works correctly.

To Reproduce

  1. Make a set's helmet a player head
  2. Give yourself the helmet in game
  3. See error

Screenshots
image

Expected behavior

  • Armor should properly display lore, have correct attributes, and have its tier upgradable correctly

Server Information

  • Version: git-Purpur-"133b3e1" (MC: 1.18.1)*
  • eco Version: 6.31.2
  • EcoArmor Version: 7.45.0

Lore shows %tier%

Describe the bug
Lore shows %tier% sometimes

To Reproduce
Steps to reproduce the behavior:

  1. Hover over EcoArmor item in inventory
  2. Lore shows all values correctly except tier shows up as: %tier%

Expected behavior
I expect to the see the value of %tier% and not the actual text `%tier%

Screenshots
Screen Shot 2022-06-17 at 2 48 35 PM

Server Information (please complete the following information):

  • Paper 1.18.2
  • Latest eco versions

Additional context
Click on/off item will usually fix it.

In_water and is_night conditions trigger incorrectly

Describe the bug
The In_water and is_night condition both do not function as intended, only working if the set is equipped when the condition is met and not giving the effect if the condition is met whilst wearing

To Reproduce
Steps to reproduce the behavior:

  1. Create an Armor set using either condition
  2. Equip Armor set whilst condition is NOT met
  3. Attempt to meet condition
  4. Result

Expected behavior
Conditions should work as intended and update when the condition is met

Screenshots
https://user-images.githubusercontent.com/88732543/151160432-69733608-0eca-40b9-853a-37ce9fc6c8ce.mp4

Server Information (please complete the following information):

  • Version: This server is running Paper version git-Paper-140 (MC: 1.18.1) (Implementing API version 1.18.1-R0.1-SNAPSHOT) (Git: d9fb602)
    You are 36 version(s) behind
    Download the new version at: https://papermc.io/downloads
    Previous version: git-Paper-133 (MC: 1.18.1)

  • Version of plugin and eco: Eco 6.20.4; EcoArmor: 7.22.3

Additional context
N/A

Player Heads as helmets broken. (No Lore/Shards do not work)

Describe the bug
When using a player head as a helmet, the item doesn't show lore and also cannot have shards applied to it.

To Reproduce
Steps to reproduce the behavior:

  1. Create a helmet with a Player Head as the item.
  2. Go in-game after reloading plugin
  3. Head does not have lore/shards do not work

Expected behavior
What should happen is the helmet should have lore like the rest of the armor and the shards should upgrade its tier like usual.

2022-05-20_16 11 29
helmetbug

Server Information (please complete the following information):

  • Version: This server is running Paper version git-Paper-"e7d928a" (MC: 1.18.2) (Implementing API version 1.18.2-R0.1-SNAPSHOT) (Git: e7d928a)
  • Eco armor Ver: 7.53.0
  • Eco Ver: 6.35.2

Player head lore/effects not working

Describe the bug
Lore and effects don't show/work on player heads as the armor item.

To Reproduce
Steps to reproduce the behavior:
Change any helmet to a player head

Expected behavior
The lore and effects would stay on the player head

Screenshots
image

Server Information (please complete the following information):
This server is running CraftBukkit version 3563-Spigot-2183145-1e3bf58 (MC: 1.19.1) (Implementing API version 1.19.1-R0.1-SNAPSHOT)
EcoArmor version 7.102.0

The armor itself enchants can't be display correctly.

Describe the bug
If the armor itself has enchantments, they won't be displayed correctly, but after I try reload the plugin, the problem get solved.

To Reproduce

  1. Make a armor with enchantments.
  2. Use /ecoarmor give command get the armor.
  3. The enchantments is not display on the armor.
  4. Use /ecoarmor reload to reload the plugin.
  5. Try use /ecoarmor give command again.
  6. The new armor will display enchantments.

Expected behavior
The enchantments should be display without use reload the plugin.

Screenshots
屏幕截图 2022-07-04 214448
First 4 armors was got before plugin reloaded, last 4 armors was got after plugin reloaded.

Server Information (please complete the following information):

  • Version: This server is running Pufferfish version git-Pufferfish-5 (MC: 1.19) (Implementing API version 1.19-R0.1-SNAPSHOT) (Git: fdfb106 on HEAD)
    You are running 6 versions beyond. Please update your server when possible to maintain stability, security, and receive the latest optimizations.
  • Version of plugin and eco: 7.87.3 and 6.37.1

Description not working for custom head textures

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:
I have no idea how it happened

Expected behavior
for some reason or anther, when the helmet is a player head, it doesn't show any of it's description

Screenshots
2022-05-03_16 18 13
2022-05-03_16 18 14

Server Information (please complete the following information):
"This server is running Paper version git-Paper-317 (MC: 1.18.2) (Implementing API version 1.18.2-R0.1-SNAPSHOT) (Git: e5da93a)
You are running the latest version
Previous version: git-Paper-260 (MC: 1.18.2)"
Eco: 6.35.3
Ecoarmor: 7.54.0

Additional context
Add any other context about the problem here.

add_stat effect improperly calculated for per-piece armor effects

Describe the bug
add_stat is improperly counted for pie-piece armor effects, seemingly based on stat values after bonuses, meaning the order in which armor is put on will completely change the final value

To Reproduce
Steps to reproduce the behavior:

  1. Create an armor set with add_stat (defense) as per-piece effects
  2. Equip the armor set in varying order
  3. Note the differences of stats applied based on the order you equip the individual armor pieces

Expected behavior
The add_stat effect should be additive comparatively to the base stat values, and should take into account multiple armor pieces in the event that per-piece effects are used

Screenshots
NVIDIA_Share_v250tQYHoN

Server Information (please complete the following information):

  • Version: Purpur-1566 1.18.1
  • Version of plugin: 7.74.0
  • Version of Eco: 6.36.4

Enchantments are not displayed

Hello , sorry for my english i'am french .
I have a bug with ecoarmor . When i put a enchant on my items , this enchant are not displayed after /ecoarmor reload and after restart serveur . I try with items adder items , and vanilla items
I don't have a error on consol after reload and restart .
image

image
image
image
image
and i have this ^^ 100 sustainability display

image

hunger_multiplier/food_multiplier not functioning correctly

Describe the bug
Migrating two reports: hunger_multiplier/food_multiplier not functioning, add or remove support.

Screenshots
image
image

Server Information (please complete the following information):

  • Version: latest

Additional context
Migrated two open reports of hunger_multiplier/food_multiplier not working, limited info

Potion effect gets cleared on TP/world change from armor sets

Describe the bug
When a player gets TP, TP or change world the armor sets that gives potion effect get cleared and th eplayer must unequip and re equip so the effect works again and its a pain to be honest

To Reproduce
Steps to reproduce the behavior:

  1. wear an armor sets that give a potion effect
  2. use the potion effect
  3. tp or change world
  4. try to use the potion effect and see that it doesnt work anymore

Expected behavior
That the potion effect works all the time when wearing the eco armor

Bonus Health effect not functional.

Describe the bug
The effect Bonus Health doesn't work properly

To Reproduce
Steps to reproduce the behavior:

  1. Give yourself any armor set that has bonus_health
  2. set the health to whatever number you want, I tried tons of numbers between 10 & 250
  3. Reload the plugin, and equip the armor.
  4. Notice that you don't get any extra hearts.

Expected behavior
Well, obviously get more hearts based on what's written in the configuration

Screenshots
N/A

Server Information (please complete the following information):

  • Version: git-Purpur-1597 (MC: 1.18.2)
  • Version of plugin and eco: Eco Version 6.29.1 EcoArmor Version 7.41.1

Additional context
N/A

Recipes with Custom Items in them Don't Work

Describe the bug
Putting custom items from itemsadder and oraxen into the crafting grid for a recipe won't work, but if you put it into the end result, it'll show up.

To Reproduce
Steps to reproduce the behavior:

  1. Go to ecoarmor.yml
  2. Add a new recipe for a piece of armor, and use a namespaced custom item for one of the items in the grid (e.g itemsadder:blocks__ruby_ore 1)
  3. Restart server
  4. Recipe won't work with the custom item in the grid, but will work if you put it in as the "result" item.

Expected behavior
Custom items are expected to work in the crafting grid, but won't work.

Screenshots
Screenshot (412)
Screenshot (413)

Server Information (please complete the following information):

  • This server is running Paper version git-Paper-81 (MC: 1.19) (Implementing API version 1.19-R0.1-SNAPSHOT) (Git: 86f87ba)
    You are running the latest version
    Previous version: git-Paper-79 (MC: 1.19)
  • eco version 6.38.2, ItemsAdder 3.2.3d

Give enchantments to a full armor or armor piece with commands

Hello, I thought it would be nice to be able to give enchantments to armor through commands, currently there is the command /ecoarmor give set: [piece] [advanced] [tier] [amount] that can give you an armor or piece of armor with tier and other things, I think it would be nice to have an [enchantment] slot to be able to generate the armor with enchantments using a command /ecoarmor give set: [piece] [advanced] [tier] [enchantments] [amount]

EcoArmor Upgrade Crystal Bug

Describe the bug
The Upgrade Crystals use End Crystals as their Item ID - These Crystals can be placed and blown up like normal End Crystals. I have temporarily changed the item to prevent this issue but it would be nice to use End Crystals again.

To Reproduce
Steps to reproduce the behavior:

  1. Give yourself any Upgrade Crystal
  2. Place down Obsidian or Bedrock
  3. Place Crystal on the block
  4. Click on the End Crystal

Expected behavior
These Upgrade Crystals should not behave like normal End Crystals, they should not be placeable.

Screenshots
There is a video in the EcoArmour chat on the Discord. I also got normal players with no permissions to try twice, same issue.

Server Information (please complete the following information):

Version: Paper version git-Paper-12 (MC: 1.19) (Implementing API version 1.19-R0.1-SNAPSHOT) (Git: 3d37b42)
Version of plugin and eco: Eco-6.3.7.1/EcoArmour-7.83.0

Items#getCustomItem returns advanced item for non-advanced items

Describe the bug
I recently implemented support for CustomItems from eco in WolfyUtilities (and CustomCrafting).
It simply uses the Items#getCustomItem(ItemStack) method and then gets the key from it, to later match the items in the recipes.

However, it was reported to me that when using equipment from EcoArmor, it returns the advanced key for non-advanced items.

I then tested it with the default configuration of EcoArmor.
For example, the angelic set (/ecoarmor give <player> set:angelic) returns the following:

ecoarmor:set_angelic_boots_advanced
ecoarmor:set_angelic_leggings_advanced
ecoarmor:set_angelic_elytra
ecoarmor:set_angelic_chestplate
ecoarmor:set_angelic_helmet_advanced

As you can see, even though all of them are the default variant, some return advanced keys.
Weirdly enough, this is not consistent between sets.
In each set, there are a few items correctly identified:

  • angelic: elytry and chestplate
  • huntress: leggings and elytra
  • reaper: everything except elytra
  • slayer: helmet

To Reproduce
I made a very simple test plugin to rule out any possible conflicts.
That plugin simply returns the selected item when running /ecoarmortest

The simple test plugin
package com.wolfyscript.ecoarmortest;

import com.willfp.eco.core.items.Items;
import org.bukkit.Material;
import org.bukkit.command.Command;
import org.bukkit.command.CommandSender;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
import org.bukkit.plugin.java.JavaPlugin;

public final class Ecoarmortest extends JavaPlugin {

    @Override
    public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
        if (label.equalsIgnoreCase("ecoarmortest")) {
            if(sender instanceof Player player) {
                ItemStack item = player.getEquipment().getItemInMainHand();
                if (!item.getType().equals(Material.AIR)) {
                    if (Items.isCustomItem(item)) {
                        player.sendMessage("CustomItem: " + Items.getCustomItem(item).getKey().toString());
                    }
                }
            }
        }
        return true;
    }
}

name: Ecoarmortest
version: '${project.version}'
main: com.wolfyscript.ecoarmortest.Ecoarmortest
api-version: 1.18
depend: [ eco, EcoArmor ]
commands:
  ecoarmortest:
    usage: "/ecoarmortest"

Steps to reproduce the behaviour:

  1. Get any of the default sets (For example: /ecoarmor give <player> set:angelic)
  2. For each item, hold it in your hand and run /ecoarmortest
  3. Find that it returns the advanced key for non-advanced items.

Expected behavior
The Items#getCustomItem(ItemStack) method should return the advanced item only if the item is advanced.
Otherwise, it should return the non-advanced item.

Server Information:
This server is running CraftBukkit version 3453-Spigot-ffceeae-64db512 (MC: 1.18.2) (Implementing API version 1.18.2-R0.1-SNAPSHOT)

eco version 6.27.3
EcoArmor version 7.36.0

skill_xp_multiplier does not seem to work with aurelium skills

When using skill_xp_multiplier while having aurelium skills installed as a skills plugin this error pops in the console:

24.02 14:24:40 [Server] WARN Invalid configuration for skill_xp_multiplier in context Armor Set farmer:
24.02 14:24:40 [Server] WARN (Cause) Argument 'id'
24.02 14:24:40 [Server] WARN (Reason) Invalid effect ID specified!
24.02 14:24:40 [Server] WARN Invalid configuration for skill_xp_multiplier in context Armor Set farmer (Advanced):

the discord told me that this should be part of the function of skills_xp_multiplier, if this is not an intended function and this is only supposed to work with ecoskills please disregard and I apologize for taking up your time.

Steps to reproduce the behavior:

  1. Install aurelium skills, eco and ecoarmor
  2. add the "id: skill_xp_multiplier" to a list of effect on an armor set
  3. reload ecoarmor
  4. See error

Expected behavior
No error should appear and and the armor should have the intended effect based on the number following the id

Server Information (please complete the following information):

  • Version: Purpur version git-Purpur-1506 (MC: 1.18.1) (Implementing API version 1.18.1-R0.1-SNAPSHOT) (Git: 84028e2 on HEAD)
  • Version of Eco: 6.26.3
  • Version of EcoArmor: 7.35.0

keepinventory, effect bug

Describe the bug
If keepinventory is on and the player dies, after respawn the effects are not shown and so the player has to take off and put back on the armor.

To Reproduce
Steps to reproduce the behavior:

  1. Put on your armor
  2. turn on keepinventory
  3. die with armour

Server Information (please complete the following information):

  • Version: git-Purpur-1732 (MC: 1.19)
  • Version of plugin and eco, eco 6.37.3, ecoarmor 7.92.0

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