So I really hate the combat update, it just isn't minecraft anymore, So I'm looking for ways I can have the combat elements reverted to the old days but still play in 1.11, any mods or command block methods that help this?
do not say "just play on peaceful"
do not say "just playi in 1.8.9"
do not tell me how great the combat update is or that you like it
I think the combat update is great, and I like it a lot, fight me.
Anyways, if you really don't like it, you can use data tags to determine weapon cooldown when giving yourself weapons using /give. Just set that value to 0, and you can spam your sword as much as you please without any cooldown.
so every time i want a weapon i have to make it with commands? there has to be a better way...
Learn Java and write your own mod. There really ISN'T a better way to outright remove a core vanilla feature that doesn't have a vanilla gamerule or other setting that changes how it works..
You don't really even need to learn Java or write a mod; just download MCP and decompile the game (it should do so automatically when you run the decompile.bat file), then search in the code (use a search utility; I use Windows grep, but Windows's built-in search is probably enough) for attackSpeed and disable the part where it takes the attribute from the item you are holding to change it.
Better yet, I looked through code somebody uploaded to Github and found it myself, making the necessary edits to remove it:
public class CooldownTracker
{
public boolean hasCooldown(Item itemIn)
{
//return this.getCooldown(itemIn, 0.0F) > 0.0F;
return false;
}
I did not test this but simply making that method always return false should permanently disable the cooldown (the // on the line before "return false" comments out that line so it isn't compiled).
Also, I suggest removing armor penetration as well so you don't need maxed-out armor in order to survive creeper blasts (IMO, a dumb change which only really "buffs" up creepers since other mob's attacks don't really do much; you need 64 damage to penetrate full diamond armor by the maximum amount. Also, this affects mob armor as well so they are actually easier to kill, or not as affected as much by the nerf to Sharpness):
public class CombatRules
{
public static float func_189427_a(float p_189427_0_, float p_189427_1_, float p_189427_2_)
{
//float f = 2.0F + p_189427_2_ / 4.0F;
//float f1 = MathHelper.clamp_float(p_189427_1_ - p_189427_0_ / f, p_189427_1_ * 0.2F, 20.0F);
float f1 = MathHelper.clamp_float(p_189427_1_, 0.0F, 20.0F);
return p_189427_0_ * (1.0F - f1 / 25.0F);
}
As with the cooldown, the original code was commented out; all I did was remove a subtraction from the armor points. Both of these classes are located in net\minecraft\util and should be the same in 1.11.2 (I took these from source somebody uploaded to Github, which is for 1.10; I did not test since I don't want to download MCP just for this; I only gave it for 1.6.4 since that is the only version I mod or play on).
Oh, want weapons and Sharpness to work like they did in 1.8?
I added 1 to the damage dealt by all tools, simulating the way they added damage to your unarmed damage prior to 1.9 (so a diamond sword actually did 8 damage; the 7 was added to your unarmed damage. The game adds 4 to the values seen above, second to last number on each line). the Item class is located in net\minecraft\item
Here I changed the way Sharpness damage is calculated to that before 1.9, which multiplied the level by 1.25 (the code is after "this.damageType == 0 ?"). This class is located in net\minecraft\enchantment.
Note: Simply adding one to the weapon damage will let you kill zombies in two non-critical hits with Sharpness V, instead of three, which is what annoys me most about the 1.9 changes (their 2 armor points effectively gives them 20.3 health after factoring in armor penetration so you are wasting a third hit to deal just 0.3 points of damage. With no armor penetration they have 21.73 health, so 2 x 11 damage (Sharpness V diamond sword with the old base damage) is just enough; anything less than this will take 3 hits. Making Sharpness add 1.25 damage per level (14.25 attack damage) also allows you to kill Endermen in 3 hits instead of 4, and get "Overkill" with a critical hit without having to enchant a Smite or BoA sword).
wow that was a really great answer, can you tell me what to do with the MCP decompile thing though? i downloaded it and clicked the bat file but it just says "json file not found in (folder address) please run minecraft launcher and minecraft atleast once" what do i do to get it to the right thing?
So I really hate the combat update, it just isn't minecraft anymore, So I'm looking for ways I can have the combat elements reverted to the old days but still play in 1.11, any mods or command block methods that help this?
do not say "just play on peaceful"
do not say "just playi in 1.8.9"
do not tell me how great the combat update is or that you like it
so every time i want a weapon i have to make it with commands? there has to be a better way...
Learn Java and write your own mod. There really ISN'T a better way to outright remove a core vanilla feature that doesn't have a vanilla gamerule or other setting that changes how it works..
You don't really even need to learn Java or write a mod; just download MCP and decompile the game (it should do so automatically when you run the decompile.bat file), then search in the code (use a search utility; I use Windows grep, but Windows's built-in search is probably enough) for attackSpeed and disable the part where it takes the attribute from the item you are holding to change it.
Better yet, I looked through code somebody uploaded to Github and found it myself, making the necessary edits to remove it:
I did not test this but simply making that method always return false should permanently disable the cooldown (the // on the line before "return false" comments out that line so it isn't compiled).
Also, I suggest removing armor penetration as well so you don't need maxed-out armor in order to survive creeper blasts (IMO, a dumb change which only really "buffs" up creepers since other mob's attacks don't really do much; you need 64 damage to penetrate full diamond armor by the maximum amount. Also, this affects mob armor as well so they are actually easier to kill, or not as affected as much by the nerf to Sharpness):
As with the cooldown, the original code was commented out; all I did was remove a subtraction from the armor points. Both of these classes are located in net\minecraft\util and should be the same in 1.11.2 (I took these from source somebody uploaded to Github, which is for 1.10; I did not test since I don't want to download MCP just for this; I only gave it for 1.6.4 since that is the only version I mod or play on).
Oh, want weapons and Sharpness to work like they did in 1.8?
I added 1 to the damage dealt by all tools, simulating the way they added damage to your unarmed damage prior to 1.9 (so a diamond sword actually did 8 damage; the 7 was added to your unarmed damage. The game adds 4 to the values seen above, second to last number on each line). the Item class is located in net\minecraft\item
Here I changed the way Sharpness damage is calculated to that before 1.9, which multiplied the level by 1.25 (the code is after "this.damageType == 0 ?"). This class is located in net\minecraft\enchantment.
Note: Simply adding one to the weapon damage will let you kill zombies in two non-critical hits with Sharpness V, instead of three, which is what annoys me most about the 1.9 changes (their 2 armor points effectively gives them 20.3 health after factoring in armor penetration so you are wasting a third hit to deal just 0.3 points of damage. With no armor penetration they have 21.73 health, so 2 x 11 damage (Sharpness V diamond sword with the old base damage) is just enough; anything less than this will take 3 hits. Making Sharpness add 1.25 damage per level (14.25 attack damage) also allows you to kill Endermen in 3 hits instead of 4, and get "Overkill" with a critical hit without having to enchant a Smite or BoA sword).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
wow that was a really great answer, can you tell me what to do with the MCP decompile thing though? i downloaded it and clicked the bat file but it just says "json file not found in (folder address) please run minecraft launcher and minecraft atleast once" what do i do to get it to the right thing?
Classic Combat mod for 1.11 is on Curse
People, this thread is for someone asking about removing the 1.9 combat changes, it is not a complaint thread for discussing 1.9 or Mojang.
- sunperp