File Details
damageshare-1.0.3.jar
- R
- May 23, 2026
- 10.62 KB
- 16
- 26.1.2
- Fabric
File Name
damageshare-1.0.3.jar
Supported Versions
- 26.1.2
Curse Maven Snippet
1.0.2 - Skip
Changed
Damage sharing now force-equalizes health and absorption: when one player takes damage, all other players are set to the source player's exact post-hit health/absorption. This guarantees all players die together regardless of armor or resistance differences.
Death is now triggered by a large hurtServer call instead of setHealth(0) + direct die(), which previously caused packet desync and Connection reset errors after extended play.
Added
SharedHealth.syncAll runs at the end of every server tick and propagates natural health/absorption changes (regen, golden apple absorption, etc.) across all players using delta propagation.
1.0.3 - NOW
Changed
Reworked the damage model. The shared value is now the raw damage (pre-mitigation) instead of the final damage taken. Each player's own armor, resistance, and enchantments mitigate it independently — a player in full diamond actually takes less, an unarmored player takes the full hit. Encourages the team to gear up weaker members.
Death sync is now event-based: after a shared hit, if any player dropped to 0, all remaining living players are force-killed via large hurtServer damage. Same one-dies-all-die guarantee as 1.0.2, but without flattening individual armor.
Removed
SharedHealth per-tick health/absorption propagation. Healing (regen, golden apples, food) is now strictly per-player — each player must manage their own recovery.
Unchanged
Hunger (food / saturation / exhaustion) is still fully shared via SharedFood.
Damage-induced exhaustion is still suppressed on share targets to avoid N× food drain per hit.