[Bug Report] Mobs healing to full HP once the player dies.
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[Bug Report] Mobs healing to full HP once the player dies.
I'm getting a bug where every time a player dies in a dungeon, the mobs in the dungeon heal to full HP. The mob doesn't have to even be from the dungeon to have this effect. I also tested whether it would occur outside of the dungeon which it doesn't. I've tested with dev. build 127 and MythicMobs 5.2.1 and even on a clean server with nothing but dungeons, MM, and ProtocolLib this happens.
added Can't Reproduce label
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I have encountered this issue myself and I am 99% sure it is caused by MythicMobs. I think the issue is known and if I remember correctly this is happening when you set the mob to not despawn. (I also have some issues with the despawn option https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/1045 but this is another story)
I am having this issue as well. This bug ONLY occurs in a dungeon world (I have provided an example). I have tried to eliminate all variables by resetting all MythicMobs files, the region/world data files, paper-world.yml, and the functions.yml in the dungeon world, and the issue still occurs.
I am testing with one of the default MythicMobs mobs (SkeletalKnight). All I did to that mob was to add these options:
Despawn: false
BossBar: Enabled: true Title: '&aSkeletal Knight &c❤&a <caster.hp>' Range: 20 Color: GREEN Style: SEGMENTED_6
Affected Dungeon: Download Link
Steps to replicate:
- Load the provided dungeon and add the above options to the SkeletalKnight
- Join the dungeon with /md play
- In the dungeon, run /mm m spawn SkeletalKnight
- Damage the SkeletalKnight a little bit, and die to it.
- Respawn and see that it has regenerated to max HP.
Here is one caveat however. The issue does not occur on a newly created dungeon. I cannot make sense of why there would be ANY difference, because I have reset possibly every single part of the affected dungeon map folder to the point where it is now practically a newly created dungeon itself. I'm hoping maybe I missed something big and that providing the files could help.
Here is the download to the newly created dungeon I created: Download Link
Steps to replicate:
- Load the provided dungeon and add the above options to the SkeletalKnight
- Join the dungeon with /md play
- Step up to the iron block and step up to the grass block (the SkeletalKnight will spawn)
- Damage the SkeletalKnight a little bit, and die to it.
- Respawn and see that it has NOT regenerated.
- Note that whether the SkeletalKnight is spawned from a function or from the
/mm m spawn
command, it does NOT make any difference in both dungeons. - Another potentially important note: In the bugged dungeon, the SkeletalKnight seems to despawn every single time I die, even if the spawnpoint is right next to where the mob is. This issue does not occur in the newly created "Test" dungeon.
- I have tested with adding/removing the Despawn option in the newly created "Test" dungeon, and there seems to be no difference. I cannot test this theory in the bugged dungeon due to the issue described above (mob despawns).
The above was tested multiple times on the same exact server with these plugins:
- MythicDungeons build 127
- MythicMobs 5.2.3 Premium
- PlaceholderAPI 2.11.1
- ProtocolLib build 612
- Vault 1.7.3-b131
Purpur 1.19.3 build 1913.
Edited by ComplexHey there. So... I just spent some time testing this. Thank you for the detailed information, Complex. I wasn't able to replicate the issue in any of my dungeons, but the first one you provided produced the issue almost immediately. I explored a couple theories, but none of them seem to have solved the problem...
Can I ask if all the dungeons encountering this issue were imported from vanilla worlds? That might potentially help narrow down where the problem lies. In the mean time, I'm going to speak to Ash (dev of Mythic Mobs) to see if he has any idea what's going on...
added Bug label and removed Can't Reproduce label
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The issue has been identified!
This is confirmed to be a Mythic Mobs issue. The Mythic Mobs issues makes it so that when a chunk is unloaded, the entities in that chunk reset their stats.
When the player dies, the chunks near them are unloaded until they respawn, however if the chunk is near the world's spawn point, it won't unload the chunk, which is why sometimes the issue wouldn't occur.
Unfortunately there isn't a great bandaid fix to this outside of forcing chunks to remain loaded, which is not recommended. This'll have to be fixed by Mythic Mobs.