Conversation
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It seems like the player#breakBlock() method applies damage for every block broken by the plugin (additionally to the damage manually applied by the plugin). |
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I've looked at your plugin and I was thinking that maybe it would be a better approach to make TimberZ fire a cancellable event right before cutting down a tree that contains all the information about which blocks will be broken and what durability cost etc will be. |
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This would be a valid option as well, yes. |
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We might as well use my |
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If you are fine with my event being implemented, I will edit this PR. |
I'm fine with that. And sorry for the late reply. |
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BlockBreakEvent on block break|
I've created a BreakingHelper that handles the drops depending on whether magnetic is present or not. The animation works just fine now, at least as far as I could determine myself. |
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@KartoffelChipss are there any issues that have to be resolved before merging? |
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Did you test it with the magnetic plugin enabled? In 1.21.4 I get this exception (it seems the older version of your plugin is not compatible): in 1.21.9 I get this exception: |
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On the 1.21.4 the compatibility will not work as you mentioned. I introduced the |
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The issue is fixed with e258e5d. I wonder how this worked for me in the first place 😅 |
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It does not. Did you recompile your plugin? |
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Hi, |

Changes
Block#breakNaturallyfunction call toPlayer#breakBlockwhere a player is available. This adds the ability for other plugins to tinker with the breaking logic, in my case the item dropping.