
* Surround (Places obsidian around you (maybe an option to use any block as well)) * Burrow (Places an obsidian block or echest inside of you by moving you up really fast and placing a block where you were before getting lagged back into the block (this is how I think it works, it requires a bad anticheat as well))

I personally think it'd be great if we could actually use LiquidBounce for crystal pvp instead of just minigame and regular pvp servers now that we have a 1.16 version.

I'm very sorry if this is a bit overwhelming since it's quite a lot.

IntelliJ's auto-translator works reasonably well, but it sucks for the most part in my opinion. Nevertheless, I would also need a little help with translating Java into Kotlin, as I haven't dealt with the language that much. These approaches haven't quite worked, but that's where a start point could be. When I'm talking about it, I tried different approaches about 1 year ago. It is possible that I can implement that, but I just don't have the time at the moment to implement and pursue my approchaes this further. Would you be interested in implementing it? It is logical that the calculation is only possible within the visible players/ loaded chunks. When a player dies, his health is resets to 20 If a player suffers damage, LB should calculate the damage value based on the current item in hand and subtract it then from the assumed healthĤ.

If you joined on the server, LB checks whether the function makes sense.ģ.
