hoyinm14mc submitted a new plugin: BloodFX - An advanced blood spray plugin - fully customizable!! Read more about this plugin...
hoyinm14mc updated BloodFX with a new update entry: BloodFX update v1.0.1 Read the rest of this update entry...
Code: [17:53:15] [Server thread/CRITICAL]: "Could not pass event 'pocketmine\event\entity\EntityDamageByEntityEvent' to 'BloodFX v1.0.1': Object of class pocketmin| e\block\Redstone could not be converted to int on hoyinm14mc\bloodfx\EventListener | [17:53:15] [Server thread/NOTICE]: ClassCastException: "Object of class pocketmine\block\Redstone could not be converted to int" (E_NOTICE) in "/BloodFX_v1.0| .1.phar/src/hoyinm14mc/bloodfx/BloodFX" at line 61 Running Pocketmine 1244
Okay guy I know the bug which the console tells you about unable to convert to int format.. I'll fix that in the coming 1.0.2 version. Use 1.0.0 until 1.0.2 is being submitted
hoyinm14mc updated BloodFX with a new update entry: BloodFX update v1.0.2 Read the rest of this update entry...
Wait, can you add a feature that creates an amount of blood depending on how much damage an entity took? For example, if you take -2, there will be about 8 particles, but if you take -8, there will be about 20 particles. Just suggesting, since I've seen many users suggesting this feature on other threads. BTW, will you open-source it on GitHub?