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.
This commit is contained in:
ryanhamshire 2015-01-26 16:23:00 -08:00
parent 8362a084da
commit b88e8da888

View File

@ -502,7 +502,7 @@ class EntityEventHandler implements Listener
} }
//when an entity is damaged //when an entity is damaged
@EventHandler(ignoreCancelled = true, priority = EventPriority.HIGHEST) @EventHandler(ignoreCancelled = true, priority = EventPriority.LOWEST)
public void onEntityDamage (EntityDamageEvent event) public void onEntityDamage (EntityDamageEvent event)
{ {
//monsters are never protected //monsters are never protected