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The server needs to be informed about damage that is both incoming on the player and outgoing from the player.
The server in the default configuration will just reflect that damage and
confirm the damage to the client (*) otherwise we could roll back the damage (think: godmode)
relay the damage incident to other players, which will reduce the NPCs health accordingly.
*: The client should first accept the damage and only roll it back on demand, as this is a relatively rare use case. It's only about how other NPCs health appears to you as a player and about self-inflicted damage (e.g. fall damage).
Also: As hinted above with "default configuration", there will be server plugins that may influence how damage is calculated (maybe with a scalar factor, but more common will be preventing damage). Maybe we can also add a "immune" flag to handle the godmode use-cases relatively well.
The text was updated successfully, but these errors were encountered:
*: The client should first accept the damage and only roll it back on demand, as this is a relatively rare use case. It's only about how other NPCs health appears to you as a player and about self-inflicted damage (e.g. fall damage).
Also: As hinted above with "default configuration", there will be server plugins that may influence how damage is calculated (maybe with a scalar factor, but more common will be preventing damage). Maybe we can also add a "immune" flag to handle the godmode use-cases relatively well.
The text was updated successfully, but these errors were encountered: