Draft
Conversation
Member
Author
|
need to be reimplemented, now drafted |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
This pull request addresses MC-17876, which causes attribute modifiers of equipments are applied after the entity health is set, leading to health loss on reload/rejoin.
This PR fixed the issue by loading equipment attributes before the max health is determined to prevent the health from being clamped to base value.
To reproduce
Type command
/item replace entity @s armor.head with iron_helmet[minecraft:attribute_modifiers=[ {id:"test",type:"max_health",amount:6,operation:"add_value"}]], quit the server after health regen, the extra health will lost upon rejoin without this fix.