Sleaker
Retired Staff
- Joined
- Jul 24, 2011
- Location
- Portland, Oregon
Basically, the way Heroes handles damage, it cancels any EntityDamageByEntityEvent and replaces it with a simulated damage event (that is, the NMS code is there to actually trigger the entity playing its hurt sound and flashing red/being knocked back - for people who don't know what that means, it means the plugin hooks directly into Minecraft's code instead of operating through Spigot's more user-friendly API).
This is so so incredibly wrong and not at all what is going on behind the scenes it makes me laugh. But besides that, it doesn't matter how heroes handles damage. What matters is how the end result is translated to the player in an intuitive fashion.