From b88e8da888e10c2efc5b8c83a6082ba4ccf433f6 Mon Sep 17 00:00:00 2001 From: ryanhamshire Date: Mon, 26 Jan 2015 16:23:00 -0800 Subject: [PATCH] Workaround: mcMMO bleed effect. When GP cancels the damage event, mcMMO still applies "bleed" effect to entities. Trying to work around this by reducing priority so that hopefully GP code will run before mcMMO code. --- src/me/ryanhamshire/GriefPrevention/EntityEventHandler.java | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/me/ryanhamshire/GriefPrevention/EntityEventHandler.java b/src/me/ryanhamshire/GriefPrevention/EntityEventHandler.java index c0070ff..32f176a 100644 --- a/src/me/ryanhamshire/GriefPrevention/EntityEventHandler.java +++ b/src/me/ryanhamshire/GriefPrevention/EntityEventHandler.java @@ -502,7 +502,7 @@ class EntityEventHandler implements Listener } //when an entity is damaged - @EventHandler(ignoreCancelled = true, priority = EventPriority.HIGHEST) + @EventHandler(ignoreCancelled = true, priority = EventPriority.LOWEST) public void onEntityDamage (EntityDamageEvent event) { //monsters are never protected