Creaking head dropped when heart is broken
Would it be possible for the creaking to make the chance roll when the creaking heart is broken? In the game, this basically kills the creaking.
It also triggers the EntityDeathEvent. Which you can use .entity.getKiller() with
Ooh, that's very good, I did not realize it triggers EntityDeathEvent.
If that is indeed the case, it should only require adding "CREAKING: 0.05" (or any number besides 0.0, the default) to head-drop-rates.txt, and it should start working.
I'll go ahead and do that in the default config, and test it myself to make sure it works.
P.S.: Sorry for very late reply
In my testing, it still doesn't seem to be working. It works when I summon one in creative a punch it drops a head, but the breaking the heart doesn't.
p.s. I'm still on the beta version and not the one you sent me yesterday
Yeah the version on bukkit/curseforge is not updated yet, only the dev jar on GitHub, I'll post it later today but it usually takes a few hours/days to appear
I made some changes to the default configs, specifically in entity-settings.yml:
# Whether to drop heads if not killed by a player
drop-for-nonplayer-kills:
default: false
creaking: true
With this, Creakings will drop heads properly, despite not being directly killed by a player. You might need to make these changes in your config file as well, or delete it when you update to DropHeads v3.10.1 so it gives you a fresh default config with the new changes
Would it be possible to also add a spawn cause mulitplier for a player placed creaking heart? There should be diffrent nbt data.
I was looking at the NBT for two creakings (natural heart and player-placed heart) but I couldn't see any difference, do you know where the NBT differs?
I agree this would be a great thing to separate, but the only difference I can see currently is NBT for creakings summoned by commands, which is not quite the same.
Man-made vs Natural Creaking NBT: