Open Proximyst opened 5 years ago
According to the code, all of those values are ignored. This is because a Trident does not act like an arrow at all when it hits an entity. A trident cannot be on fire so fireTicks does not make any sense. Tridents cannot have knock back enchantment so they are unable to do any knockback. The damage value is hardcoded to 8 and tridents are unable to cause critical hits. And finally Tridents cannot pierce, which also does not make much sense but is less farfetched than a flaming trident since it doesn't need any fire animation.
Most of this can be changed but I'm wondering if you only need to be able to change the damage.
@kickash32 Ideally, it'd just respect that I cancel the entire event altogether, and simply do not touch the player it hits (I forgot to include that part in the snippet it seems). If it has to be that way, I'm entirely fine with it not damaging the player and still applying knockback, however it would be ideal if it didn't do either.
Have you tried cancelling the ProjectileCollideEvent? This event should be called before the ProjectileHitEvent and it should be cancellable.
That works fine, thank you @kickash32 :)
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.
Stale who? Stale you! Zim-zalabim, unstale! ✨✨
Sidenote, this issue is a blast from the past indeed.
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.
This issue has been automatically closed because it has not had activity in a long time. If the issue still applies to the most recent supported version, please open a new issue referencing this original issue.
So this is more of a feature request, Trident's don't use the same logic as all the other AbstractArrow
s, so they'd have to be adjusted to use them in different places. And then ofc the impl of each of AbstractArrow's methods would be different for tridents
What behaviour is expected:
The trident to do no damage.
What behaviour is observed:
Trident completely ignored all of the properties.
Steps/models to reproduce:
Listen to
ProjectileHitEvent
(send a message or something to make sure you know it's listened to), then something along the lines of the following Kotlin snippetPlugin list:
Only a plugin doing this. The project isn't touched in any other way.
Paper build number: