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Damage ticks producing non vanilla behaviour, vanilla overlapping removed/canceled

Open Quelchi opened this issue 1 year ago • 8 comments

Expected behavior

intended behaviour:

When a player is red they can only recive damage from one source, however if a greater source of damage hits, the damage from the greater source is used in priority.

Observed/Actual behavior

expected behaviour:

When a player is red they are fully inveunerable instead of taking damage from the greater source

Steps/models to reproduce

https://cdn.discordapp.com/attachments/289587909051416579/1292576996920131594/Base_Profile_2024.10.06_-_20.58.11.17.mp4?ex=67043da2&is=6702ec22&hm=a83d3a7ef61d7cc62107b3c6f04c40092134b0d911fdf944a5ba67097fa597b4&

(Vanilla behaviour)

Plugin and Datapack List

no plugins / datapacks

Paper version

This server is running Paper version 1.21.1-119-master@7cd4f2c (2024-10-03T15:19:34Z) (Implementing API version 1.21.1-R0.1-SNAPSHOT) You are running the latest version Previous version: 1.21.1-18-63ce67d (MC: 1.21.1)

Other

this bug has been detrimental to the vanilla PvP community and has caused a lot of servers to be unable to update further, thanks for looking at the report and i hope this can be fixed soon.

Quelchi avatar Oct 06 '24 20:10 Quelchi

I cannot replicate this. With a minimal reproduction setup of a command block chain, the first one running /damage @p 2 minecraft:explosion, the second one running /damage @p 10 minecraft:explosion I end up with exactly 5 hearts of damage, es expected.

Do you have more specific replication steps? Am I missing something here?

lynxplay avatar Oct 06 '24 21:10 lynxplay

is the 2nd damage source happening during the red tick (damage tick) from the first source or at the same time? as it has to be during the red inveunerability period for the 2nd source to overlap

Quelchi avatar Oct 06 '24 21:10 Quelchi

the clip i sent is the vanilla behaviour but if you do the excact thing i did on latest paper the 2nd crystal does 0 damage, its a large issue for modern vanilla pvp.

Quelchi avatar Oct 06 '24 21:10 Quelchi

Okay yea, I got it. The issue isn't as much an issue with the invl ticks, the problem is (as per usual lol) the damage modifier API which to allow plugins to change damage values but fails at doing so.

This is a terribly complex and buggy systems, with people relying on nearly every quick, so fixing this is not gonna be fun or fast. I'll try to write up a more indepth walk through for this issue tomorrow, but yea, confirmed.

lynxplay avatar Oct 06 '24 21:10 lynxplay

i greatly appreiate it :D

Quelchi avatar Oct 06 '24 21:10 Quelchi

do you have an ETA on when this should be implemented, you also said you would write a walkthrough for the issue and someone else has reported a possible fix I believe mentioning this issue report

Quelchi avatar Oct 16 '24 20:10 Quelchi

We don't have an ETA for this, yea I did not get to my walk through. I'll try to look at it this weekend, but I am unsure if there is a solution that is easy without breaking a shit ton of plugins.

lynxplay avatar Oct 16 '24 20:10 lynxplay

thanks for the reply i appreciate you taking a look at it as its caused mass issues for vanilla pvp lol

Quelchi avatar Oct 17 '24 01:10 Quelchi

this has been here since forever, that's how rod and bow crits were possible in 1.7-1.8

rolibrt avatar Oct 25 '24 15:10 rolibrt

Unfortunately not, this bug only appeared after 1.20.6 and is causing a lot of issues regarding damage and the Vanilla/Crystal PvP mechanics

Quelchi avatar Oct 27 '24 13:10 Quelchi