
PvPIndex Battle
Official open free ELO platform with advanced battle system. Includes Sword PvP, Crystal PvP, Sumo and much more
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109
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Список изменений
Added
- Vault economy rewards (#15): battle winners now receive configurable currency payouts via the Vault API. Fully configured through
vault-rewards.ymlwith per-game-mode base amounts and an optional win streak multiplier. Vault is a soft dependency: if not installed, rewards are silently disabled. Closes #15. - New
vault-rewards.ymlconfiguration file. All settings live under a top-leveleconomy:key withenabled,rewards(per-mode amounts), andstreak_multiplier(enabled, increment, max, min_streak) sections. The bundled default ships witheconomy.enabled: falseso a fresh install does not pay out until opted in. - New
VaultRewardServiceinplatform-paperthat hooks into Vault, listens forPvPIndexBattleFinishEvent, and deposits rewards. - New
VaultRewardConfigrecord for parsing and validating reward configuration from theeconomysection. - New PlaceholderAPI placeholders:
%pvpindex_reward_last%(last reward received) and%pvpindex_streak%(current win streak). - New lang keys
reward.receivedandreward.received_streakin all 6 bundled locale files (en, de, nl, es, pl, zh). - Vault status line in the startup summary showing whether economy rewards are active.
Changed
- Console banner redesign: startup banner now displays a large ASCII art "PVP INDEX" with a Green-Yellow-Red gradient. Info line shows version, platform, and author (PVP Index).
- Shutdown message: updated to display "PVP INDEX has been disabled. Goodbye!" in red/grey styling.
- Paper 26.1.x adapter build: the
paper.26.1.xversion module now compiles against the stable Paper API26.1.2.build.57-stableusing the Java 25 toolchain, so the adapter builds cleanly across the supported 1.21.x to 26.1.x range. - Upgraded
maven-shade-pluginto3.6.2(bundles ASM 9.8+) so the relocated bStats and Jackson dependencies shade correctly against Java 25 bytecode.
Fixed
- Cross-server challenges from a lobby: challenging a player who was on a backend server (or behind another proxy) from a lobby silently timed out. Lobby servers relied on a player-location cache that went stale once a player moved to a non-lobby backend, so the challenge was routed to a node where the target was not present. The lobby now only uses the direct lobby-to-lobby Redis path when the cache confirms the target is on a live lobby node; otherwise it broadcasts the challenge over Redis to the proxies, which authoritatively resolve the target's current server and forward it. Challenges now work from any server to any server.
- Proxy challenge routing over Redis: Velocity proxies now handle inbound
CHALLENGE_SENDmessages over Redis (not only plugin messaging), resolving the target across all connected backends and forwarding the challenge. This removes the dependency on plugin messaging channels, which could break after a backend restarted independently of the proxy. - SMP challenge confirmation: accepting an SMP-mode challenge through the risk-confirmation dialog did nothing because closing the inventory cleared the pending GUI state before it was read. The mode and challenge target are now captured before the inventory closes.
- Return-to-origin after a cross-server battle: players transferred to another server for a battle were left waiting on the host server for two seconds before being returned, which looked like a double teleport. They are now sent straight back to the server they came from once the battle ends.
Метаданные
Канал релиза
Release
Номер версии
1.1.0-paper
Загрузчики
BukkitFoliaPaperPurpurSpigot
Версии игры
1.21–26.1.2
Загрузок
5
Дата публикации
1 нед. назад

