Comments (6)
Vanilla combat-tag used to work back when players were tagged with enderpearls instead of damage, so I think I somehow broke it when I implemented damage tag. I'll take a look at this tomorrow evening, a quick once over and I can't see why it shouldn't work. I believe combat-tag's NPCs actually show up as Players with getName() returning the original name, so as long as everything is done based on name rather then the identity of the Player object things should work as intended.
from prisonpearl.
OK then, we will give it a first test as soon as you want me to, so we can check if both are compatible and the results show.
Whenever you are ready my man!
from prisonpearl.
Wait, have you not tried it yourself? It definitely worked on my system, but with a vanilla combat tag and before half of PrisonPearl was redone with damage tagging instead of pearl tagging. I've got to head to sleep in a few minutes if I want to get more than 4 hours of sleep tonight, but if you guys are fine (or in a different timezone probably) test everything you can, I don't mind.
from prisonpearl.
I don't know how to test Prison Pearl and I only have access to the test server so I just tested Combat-Tag. We did not change any existing Combat-Tag functionality so you might want to test again with me on the test server. It is okay, we can get together tomorrow to test.
from prisonpearl.
Well, if you do feel like testing it, I scp'd the latest jar file to the test server, so all you'd have to do to test it is kill an NPC with a prison pearl in your inventory. If not we can definitely be sure to test it tomorrow.
from prisonpearl.
Did a local test with your modified Combat-Tag. All that we need to do to fix this is ensure that we have
npcName=player
In Combat-Tag's settings.prop. This causes the NPCs to take on the name of the original player, and since everything in PrisonPearl is stored by name, things work correctly.
from prisonpearl.
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from prisonpearl.