Compatibility
Minecraft: Java Edition
1.20.x
1.19.x
1.18.x
1.17.x
1.16.x
1.15.x
1.14.x
1.13.x
1.12.x
1.11.x
1.10.x
1.9.x
1.8.x
1.7.10
Platforms
Bukkit
Supported environments
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Details
Licensed ARR
Published last week
Updated last week
PKnockBack
Feature Introduction
A free knock back plugin that works.
Config preview
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# #
# __ __ __ __ __ #
# |__) |__/ |\ | / \ / ` |__/ |__) /\ / ` |__/ #
# | | \ | \| \__/ \__, | \ |__) /~~\ \__, | \ #
# #
# Configuration file #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# How PKnockBack calculates the final knockback: [ ######################################## ]
# LF(kb) =
# b0 + ((k * original_knockback) + b) * [ The linear part of the knockback ]
# Clip((1 + ping * pm)) * [ Ping compensation ]
# (1 + critic_rate * cm) * [ Critical hit compensation (Clipped to 0) ]
# (1 + sm) * [ Occurs only if the player is sprinting ]
# (1 + rm) [ Randomness ]
# NL(kb) = LF(kb) -> [ The final knockback ]
# ComboClip() -> [ If the player is in a combo ]
# PermissionClip() [ If the player has a specific permission ]
# The NL(kb) is what the player receives [ ######################################## ]
# --------- ! Do notice that PKnockBack is NOT an anti-cheat plugin ! --------- #
# Hackers can reduce their own knockback by modifying the client #
# Hackers can spoof their ping, critical rate, and sprinting status #
# Hackers can gain unfair advantages, regardless of the knockback settings! #
# You need to use an anti-cheat plugin to prevent hackers from cheating #
# --------- - ----------------------------------------------------- - --------- #
# Debug mode #
# Print debug messages to the console if enabled
# Can be useful when you are modifying the configuration
# Can also be useful if you've encountered any issues and want to report them
debug: false
# The linear part of the knockback #
# K stands for the most basic linear modifier of the original knockback
k:
vertical: 1.0
horizontal: 3.0
# B is a constant that is added to the knockback
b:
vertical: 0.4
horizontal: 0.0
# B0 is a constant that is added to the knockback and not affected by the linear modifier
b0:
vertical: 0.0
horizontal: 0.0
# Ping compensation #
# PM stands for the ping modifier.
# A value of 0.0 means that the ping will not affect the knockback
# A value of 0.1 means that the knockback will be increased by 10% for each 100ms of ping
# A value of -0.1 means that the knockback will be decreased by 10% for each 100ms of ping
# The knockback will be cancelled entirely if the ping is higher than 1000ms in this case
# Increase this value to better low-latency players' gameplay, vice versa
pm:
vertical: 0.0
horizontal: 0.0
# Critical hit compensation #
# CM stands for the critical hit modifier.
# A value of 0.0 means that the critical hit will not affect the knockback
# A value of 0.1 means that the knockback will be increased by 10% * the critical rate
# A value of -0.1 means that the knockback will be decreased by 10% * the critical rate
# Avoid using negative values less than -1 to prevent the knockback from being reversed
# The critical rate is it of the victim, not the attacker
# The critical rate is a value between 0 and 1 (counted in real-time)
# Decreasing this value will make the critical hit combos harder to achieve, vice versa
cm:
vertical: 0.0
horizontal: 0.0
# Sprinting compensation #
# SM stands for the sprinting modifier.
# A value of 0.0 means that the sprinting will not affect the knockback
# A value of 0.1 means that the knockback will be increased by 10% if the player is sprinting
# A value of -0.1 means that the knockback will be decreased by 10% if the player is sprinting
# In scenarios where players meet each other while sprinting,
# An increase in the sprinting modifier will make them more possible to knockback each other
# This is useful in BedWars, SkyWars, and other PvP games
sm:
vertical: 0.0
horizontal: 0.0
# Randomness #
# RM stands for the randomness modifier.
# A value of 0.0 means that the knockback is not randomized to any extent
# A value of 0.1 means that the knockback will be increased by 0~10% randomly
# Do not use negative values or the behavior is undefined (Aka UB)
# Increase this value to make the knockback more unpredictable, vice versa
# Randomized knockback can let players of aliked skills win each other out of luck sometimes
# If you focus on the skill-based gameplay, keep this value as 0
rm:
vertical: 0.0
horizontal: 0.0
# ComboClip #
# ComboClip clips the horizontal knockback if the player is in a combo
# This makes it easier for the player to escape from the combo
# A value of 0.0 means that the horizontal knockback will be clipped entirely
# A value of 0.01 means that the horizontal knockback will be clipped to 0.01block/tick
cc:
enabled: true
height: 0.2
vertical: 0.0
# PermissionClip #
# PermissionClip clips the knockback if the player has a specific permission
# This makes the YouTubers, streamers, and other players who want to show off their skills
# This is unfair, I know, but it's a feature that some servers may want to have lol
# The permission is pkb.clip (Not included in the op's default permissions)
# A value of 0.01 means that the horizontal knockback will be clipped to 0.01block/tick
pc:
horizontal: 0.01
vertical: 0.01
Contact
Server setups
You may not redistribute the jar of this plugin within your server setup, but you may redirect your users to this page if you wish. You are free to redistribute the configuration of this plugin.
Note
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Demo
For full GIF click (20MB) > https://i.ibb.co/FKK6Czr/poc.gif