Inactive [FUN/MECH] AnimalCompanion v0.3.2 - Make man's best friend into a companion, Wolf Plugin [1060]

Discussion in 'Inactive/Unsupported Plugins' started by TheTennessee, Aug 19, 2011.

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    AnimalCompanion - Make man's best friend into a companion, Wolf Plugin
    Version: 0.3.2
    Tested with: CB 1060

    Latest JAR:
    MediaFire - <Edit by Moderator: Redacted mediafire url>
    MegaUpload - Version 0.3.2 JAR

    Older Versions:
    MegaUpload - Version 0.2.1 JAR
    MegaUpload - Version 0.1 JAR

    My second plugin, AnimalCompanion, is a fully featured wolf plugin to give ultimate control and utility to your tamed wolves. Tired of your wolves dieing and being quite frankly useless? Did you just install AdvancedMobs, tame yourself a HellHound, and had it die on you to a ghast? Well, fear no more. This plugin makes your wolf into an animal companion (ala the rangers/druids of D&D fame). These special wolves toughen up over time, are smarter, and can be controlled much more effectively. Best of all, they can follow you between worlds, so your new HellHound isn't stuck in the nether.

    <font color="rgb(255, 0, 0)">Important: If you find any bugs or adherent behaviors while using this plugin, please give a list of the wolf changing plugins you have besides this one, the startup messages for AnimalCompanion (it will show [AnimalCompanion] in front of it) as well as any errors you get in the console. Your config file would also be helpful if you changed any values. </font><font color="rgb(255, 0, 0)">Also be sure to include your CB version. I will not be responsible for versions I don't support.</font>

    <font color="rgb(0, 0, 255)">NoSuchFieldError: PROJECTILE:</font>

    <font color="rgb(0, 0, 255)">Do not post about this error if you are not using CB 1060. According to other posts I have found, this is what happens when you use CB 1000 with a plugin built using the CB 1060 API. DO NOT DO IT...</font>

    <font color="rgb(0, 0, 255)">And if you still get it in 1060, tell me about ALL of your plugins and if you have Spout or not.</font>

    * Wolf cap limit (default 3)
    * Register existing wolves into the system
    * Name your wolves! (no hovering names... yet)
    * Wolves will respawn when they die
    * Damage Resistances

    - * Set up immunities by damage type (defaults are Suffocation, Drowning, Void, Fire, and Lava, but not FireTicks from being caught on fire)
    * Max Fire Ticks can make fire last a shorter period of time on your wolf
    * Fall Damage Reduction can reduce the falling damage a wolf will take
    - Anti-griefer protection
    * Offline protection makes your wolves not take damage when you aren't there
    * PvP protection makes your wolves not take damage in no PvP areas as well as from it's owner
    - Better behaved wolves!
    * You can now finally make your wolf STOP attacking your friend by telling it to sit
    * Wolves won't ever attack you, or other wolves you own
    * Wolves can feed themselves with any pork they find on the ground (off by default, but great for hunter mode)
    - Improved AI modes!
    * Default - just the way it normally works
    * Passive - won't attack anything, period
    * Defensive - anything that targets you will get it
    * Aggressive - if there are hostile mobs around, they are going down
    * Hunter - for hunting dogs, makes them attack animals
    - Multiworld support - Your wolves will follow you through nether gates and when you teleport between worlds
    * Locate and teleport your wolves when they get too far away
    - Pump up your pooch!
    * A level system allows your wolf to get better as it kills more mobs
    * Increased Bite Damage
    * Damage Resistance
    * Evasion percentage
    * Customizable EXP tables
    - AdvancedMobs support (version 0.3.5 and up)
    * Make HellHounds, Winter Wolves, and the secret wolves into your companion
    - Use a leash item (default string) to control your wolf
    * Left click with the leash from any distance to send your wolf after a target
    * Right click on your wolf to access its inventory without a command
    - Store inventory in a wolf when you equip him with a pack
    * Persistent between respawns and server restarts
    * Just right click on your wolf with a chest to make him into a pack wolf
    - Permissions Support!


    Show Spoiler
    /animalcompanion - prefix to ALL commands
    /ac - shortened version also works
    /ac setname or /ac rename - renames your wolf to a different name
    Usage: /ac setname [current name] [new name]
    Example: /ac setname George Rex
    Permissions Node: animalcompanion.ownwolves

    /ac teleport or /ac tp - Teleports your wolf to you
    Usage: /ac tp [name]
    Example: /ac tp George
    Permissions Node: animalcompanion.teleport

    /ac location or /ac loc - tells you the location of your wolf to help you find him
    Usage: /ac loc [name]
    Example: /ac loc George
    Permissions Node: animalcompanion.locate

    /ac setai or /ac ai - sets the AI to the AI type you specify
    Alternative: Left clicking on your wolf with a bone in hand will switch between modes
    Usage: /ac ai [name] [ai type]
    Example: /ac ai George Aggressive
    Permissions Node: animalcompanion.setai

    /ac inventory or /ac inv - If your wolf is a packwolf, causes you to open its inventory
    Alternative: Right click your wolf with the leash item
    Usage: /ac inv [name]
    Example: /ac inv George
    Permissions Node: animalcompanion.pack

    /ac info - Gets information about the wolf, including his current AI type, his health, and his wolf type
    Alternative: Right clicking on your wolf with a bone will give you this info too
    Usage: /ac info [name]
    Example: /ac info George
    Permissions Node:

    /ac list - Gets the names of all of your loaded animal companions
    Usage: /ac list
    Example: /ac list (that's really it)

    /ac dismount - dismount a wolf that you are riding
    Alternative: Right click your wolf with a leash item
    Usage: /ac dismount [name]
    Example: /ac dismount George
    Permissions Node: None to dismount, but animalcompanion.ride to mount in the first place

    /ac makenormal - Will make the selected companion a normal wolf (sans rideable or pack status, not AdvancedMobs variants)
    Usage: /ac makenormal [name]
    Example: /ac makenormal George

    /ac release - Releases your wolf back into the wild (kills it since special wolves would then attack you)
    Usage: /ac release [name]
    Example: /ac release George (No, not George!)


    Show Spoiler
    animalcompanion.* - Enable everything
    animalcompanion.ownwolves - The ability to tame wolves at all
    animalcompanion.register - Turn a wolf into an animal companion
    animalcompanion.infinitewolves - The wolf cap does not apply to this person
    animalcompanion.respawn - These wolves will respawn when they die
    animalcompanion.setai - The ability to change the wolf's ai to something other than default
    animalcompanion.locate - Find out where your wolf is
    animalcompanion.teleport - Teleport your wolf to you - Get the advanced info about your wolf
    animalcompanion.level - These wolves can gain exp and level up
    animalcompanion.multiworld - Your wolves will follow you between worlds
    animalcompanion.leash - Use the leash item to make your wolf target an enemy or access inventory
    animalcompanion.pack - Make your wolf into a pack wolf to carry items
    animalcompanion.ride - Make your wolf into a rideable wolf with a saddle

    Change Log:

    Version 0.3.2
    * Fixed a registration bug
    * Added the list command for getting the names of your animal companions

    Version 0.3.1
    * Removed some instances of "NullPointerException"
    * Fixed level benefits calculation
    * Made a check for wolf cap limits during animal companion registration
    * Fixed wolves attacking other wolves in some AI modes
    * Wolves now re-link to the animalcompanion plugin every time you right click them or when they die. This should help prevent the need to restart the server if the plugin loses track of the wolf somehow.

    Version 0.3
    * Fixed a bug where the owner could damage his wolf if he changed worlds and came back
    * Fixed a few AI targeting bugs
    * Added the leash item

    - * Left click with it to make your wolves target a specific enemy, aim near legs for best results
    * Right click with it to access the features of a pack wolf/rideable wolf
    - Added the ability to make pack wolves with a chest
    - Added the ability to make rideable wolves with a saddle
    * This is still extremely glitchy, and is disabled by default
    * Right click on your wolf with a saddle to make him rideable, then right click with the leash to get on him
    * Left click with the leash to point your wolf in the direction you want to go, he will pathfind there
    * I won't be supporting any bugs that you come across with riding a wolf. I already know it needs more work
    - Added "AutoSaveDisplay" option to the config file, to turn on and off the auto save messages
    - Added "RenameOnTame" option to the config to help prevent conflicts with other chat plugins
    - Added a distance check to the TP command, so wolves will teleport even if sitting if you are in range
    - Fixed quite a few NullPointerException errors. I hate them so very much

    Show Spoiler
    Version 0.2.1
    * Finally fixed the cast arrow to living entity error, it still exists in bukkit, but I am catching and blocking the instances now
    * Solved a bug where if the player teleported between worlds, he could damage his wolves
    * Redid the order that the damage listener catches instances of damage that should be blocked, should be more efficient
    * added the "contact" damage case, and immunity. This is called when something touches a cactus

    Version 0.2
    * Fixed a bug where aggressive and hunter AI targetting would cause wolves to chase a target but never attack
    * Fixed a bug where PvP protection wasn't canceling damage properly
    * Fixed an error to the console when trying to run a command with the wrong number of arguements
    * Added some messages when entering a command incorrectly
    * Added the hungry wolves variable to config. Off by default, but when on, wolves will eat nearby pork on the ground to gain health
    * Left clicking with a bone will now change your companion's AI type
    * Permissions support!

    Version 0.1
    * Initial Release

    Known Issues:
    * Error:

    org.bukkit.craftbukkit.entity.CraftArrow cannot be cast to org.bukkit.craftbukkit.entity.CraftLivingEntity
    * Sometimes wolves won't respawn - I think this is fixed
    * Sometimes when wolves respawn, they won't respond to you - I think this is fixed
    * Aggressive and Hunter modes can sometimes send wolves on a wild goose chase for mobs behind a wall
    * Sitting wolves can't be teleported, disabled it in the command
    * If you set up loot for angry wolves with another plugin like OtherBlocks, tamed wolves will drop loot when respawning/teleporting sometimes
    * As of 1060, increased damage from the wolf's level will not get applied, because 1060 is not allowing damage changes to take effect

    Planned Features:
    * Permissions support (on or before 0.2)

    - * Native bukkit permissions support?
    - Health regen - a specific rate at which they will regain health, will likely be very very slow
    - Respawn health amount - the amount of health they respawn with, not just respawn at full
    - Leash/Control item - probably string by default, will direct your wolves who/what to attack
    * Right clicking with leash will cause wolves to stop targeting their target and come back to you
    - Change AI type by hitting your wolf with a bone
    - Add a line of sight check somehow to keep wolves from attacking through walls in certain AI modes
    - Spout support (for floating names/different skins/better inventory management/riding control)
    - PvP AI mode for PvP arenas, like Aggressive, but against players only
    - Integrate with other plugins to find PvP areas as well as certain plugins to find out if one player is on the same "team" as another player for PvP modes

    Possible Features:
    * Permissions based wolf caps/level caps
    * Pack wolves to carry your items
    * Ride-able wolves, that you can direct with the leash item (Still glitchy, still being worked on)

    Look in my signature for the link to AdvancedMobs
    Last edited by a moderator: Nov 12, 2016
    Omni_i and Kain888 like this.
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    I want you to take a good look at those file sizes and remember what I told you. They are EXACTLY the same. Now, I also told you that you had a corrupt download. Do you know what a corrupt download means? Please think on this.

    As for your error... I am doing my final testing, and even just tracked down another case of NullPointerException. I honestly hate these things. I'll be uploading the newest version soon.
  3. Yep, and I'm not new to downloading plugins nor files, seeing I run a stable collection of over 130 plugins on our live server.

    I redownloaded both files twice, same thing. Perhaps it is only an issue on Unix, who knows. But dropbox never has such issues, all I'm saying.

    And this plugin is looking great, so just want to help get issues ironed out ^^
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    Update is finally out. Pack wolves and leashes work great so far, but riding wolves need some serious work still. They are off by default, but you can turn them on if you want to mess with them.

    I suggest letting a new config file load if you want to mess with any of the settings though, otherwise they will just go to default values.

    That's well and good, and might be, or else maybe you haven't cleared your cache before trying to redownload it. I'm afraid I'm a windows guy, so I can't help you much there. As for drop box, if/when I decide to use it, I'll have to stop and do my research first. The fact that it requires a download to use it means I am not blindly jumping into it, no matter what people suggest. I'm the one who has to look out for the well being of my computer, no one else after all.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    Tennessee, could you please put like a /ac register <name> , command cos i made a pet store with the essentials spawn mob sign. I spawn them as tamed and charge money but i could not give it a name if its already tamed , i must spawn them as wild wolves and let others tame it to set name. Or you could allow it to set name as tamed and /ac setname as register and /ac rename as rename. Also , could u make a command to take out the chest from a pack wolf, and a way to take out the saddle . Btw you could also set the wolf riding to be able to use wasd to control its movements.
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    Well, first off, if they right click on any of their own tamed wolves, it should automatically register them. That's the beauty of it. There's no command needed. If that isn't working for some reason though, let me know. And you reminded me, I forgot to add that command to the list. It's in there, it was just like 4am when I finally got to uploading the latest version. Let me add it's usage to the OP.

    And yes, that's a feature planned with Spout support, as I believe it is required to have spout before that will work. Sadly, that means I do have to come up with a non-spout way of controlling them though, in case the server doesn't have spout installed. I am a firm believer in full compatibility.

    Edit: There, the command you are looking for is /ac makenormal [name]. That will return the saddle/chest to you, with all the contents of the chest as well.
  7. Had a new error, odd one tho...

    21:24:09 [WARNING] Task of 'AnimalCompanion' generated an exception
    java.lang.IllegalArgumentException: Health must be between 0 and 200
            at org.bukkit.craftbukkit.entity.CraftLivingEntity.setHealth(
            at com.bukkit.tennessee.AnimalCompanion.AnimalCompanionEntry.teleportToOwner(
            at com.bukkit.tennessee.AnimalCompanion.AnimalCompanionEntry$
            at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(
            at net.minecraft.server.MinecraftServer.h(
    21:30:50 [WARNING] Task of 'AnimalCompanion' generated an exception
    java.lang.IllegalArgumentException: Health must be between 0 and 200
            at org.bukkit.craftbukkit.entity.CraftLivingEntity.setHealth(
            at com.bukkit.tennessee.AnimalCompanion.AnimalCompanionEntry.teleportToOwner(
            at com.bukkit.tennessee.AnimalCompanion.AnimalCompanionEntry$
            at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(
            at net.minecraft.server.MinecraftServer.h(
    21:30:50 [WARNING] Task of 'AnimalCompanion' generated an exception
    java.lang.IllegalArgumentException: Health must be between 0 and 200
            at org.bukkit.craftbukkit.entity.CraftLivingEntity.setHealth(
            at com.bukkit.tennessee.AnimalCompanion.AnimalCompanionEntry.teleportToOwner(
            at com.bukkit.tennessee.AnimalCompanion.AnimalCompanionEntry$
            at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(
            at net.minecraft.server.MinecraftServer.h(
    I presume it's some plugin conflict, but perhaps you can still prevent this exception :p
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                    int health = this.m_Wolf.getHealth();
                    this.m_Teleporting = true;
                    this.m_Wolf.damage(200, this.m_Wolf);
                    this.m_Wolf = null;
    It must means that some other plugin is somehow setting its health to over 200. I can prevent it, but what plugin do you have that could be doing that? I won't be able to get another update out just for this specific issue for a while. I know there's a way to set the health higher by casting the Wolf class as an EntityWolf and then accessing the health variable directly... However, whatever plugin is causing this is doing something very very bad. You should find out which one it is.
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    TheTennessee, can we turn off the log spam or at least toggle it in your mods? Came home to lots of this.

    17:18:31 [INFO] [AdvancedMobs0.3.7] Auto saved
    17:18:31 [INFO] [AnimalCompanion0.2.1] Auto Saved

    Otherwise, I LOVE the "hungrywolf" setting. Toss my dogs some chops.. heheh..

    Added "AutoSaveDisplay" option to the config file, to turn on and off the auto save messages

    Ok you timed this release just so I could put in my mouth didn't you.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    Someone else actually requested the same thing. AdvancedMobs will be getting the option as well next release. You can manually enter the setting into the config, or let it create a new config if you are using all default settings. Either way, it'll have to be turned to false, it's true by default.

    Good to know actually that I cut this one off at the pass, so don't worry about the post.
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    I also meant "put foot in mouth" but yeah, was nice to see you a step ahead! Good job.

    Except that I forgot to edit the world files and ghasts were blasting me all over skylands. LOL.
    (er, that's your other mod) I'm all out of sorts!
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    Haha, it's fine. They do integrate pretty well huh?
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    THNX , Wish u luck in setting the non-spout way of controlling them. :D

    Edit: Could u allow teleport even when the wolf is sitting ?
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    Yeah, that was the latest patch. They teleport even if sitting if within a range. The problem is, if you do it from too far away, you can risk them not being loaded. I will still be playing with the range though, but you should be able to if you aren't too far away.
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    Awww.... cos my towns are protected from mob spawning so i have to go out of town to spawn wolves and walk them back to houses cos i cant like teleport them back to someones house...
    It just says Your companion is either sitting or out of range ...
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    Yeah, I guess after the change it's a tad confusing. Essentially, I had to make it not teleport during sitting because if you teleport them from too far away, they do some very very strange things, like it says it teleported, but it's still there anyways. I'm only just now trying to change that slowly.

    Anyhow, why are you spawning them? Don't you know the fun of catching them all is finding them? :p
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    i put spawn signs and charge money (from essentials) , Like a pet store ^^
  18. Request: A mass-summon command that summons all your Wolves would be great :)

    Multiworld support - Your wolves will follow you through nether gates and when you teleport between worlds

    Not sure what it should support, but for us this is not working. The plugin actually says the Wolves follow, but they don't. Perhaps it only works in MV gates, or should it work for any teleporting to another world?
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    Have you ever heard of the paradox of teleportation? Essentially, in order to teleport someone, you would have to pretty much destroy them, and then recreate them on the other side. Essentially killing and resurrecting them.

    This is much the same as I have to do in Bukkit. If the target location blocks spawning, then that might be the case, since it is creating a new wolf at the target location.

    When you go back to the world you came from, are they still there? Make sure a second player observes, as going back to the original world would create a new one.
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    Alright. Again, it would be very helpful if you let me know what in game actions were causing that if you at all know.

    It sounds like what may be happening is despite the wolf being tamed, the owner is null. I can make a check for this, though I'm not entirely sure how that could happen. It could be something to do with the server loading up but not filling out that value. Gotta love wolves, they can be tamed but not have owners. Boy... wolves erk me sometimes.

    P.S. half the lines of code I have are lines trying to check to make sure something isn't null before accessing it, and wolves somehow manage to find a way to still make me access null. Everything from their targets not being living entities and returning an error, to their owner getting lost, to two wolves with the same universal ID existing. I am telling anyone planning on working with a wolf plugin, it's a pain in the rear.
  21. I can't really say, the plugin is running live, and it's a new feature, so dozens of people are trying to mess with the new Wolves :/

    We did more testing on the multiworld thing. Someone just ported to another world with 2 wolves, and ended up having 8 on the other side. He named them all, to make sure it wasnt a visual glitch. Our max wolves is even set to 3, so :p

    And one other thing. We also have Wolves attacking other players in non-PVP areas, when using Hunter mode.

    Is there a way we can disable specific AI modes, or perhaps at least separate permission nodes for different AI modes to disable Hunting mode for now.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    Damage won't be increased when wolves level up :\
    Don't use any plugins, but permissions (i'm admin) and admincmd.

    My config-file is untouched, but I modified the earned experience to level my wolf faster.
    Also tried to increase the BiteDamage in LevelData.yml to
    BiteDamage: [ 100, 100, 100, 100, 100, 100, 100, 100, 100, 100 ]

    Did I make anything wrong?
    Do I need any further plugin?
    Or isn't the bitedamage supposed to be increased against animals?

    PS: No errors occured.
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    @Joy you've definitely got something interfering here. I don't know exactly what it is, but it's going crazy on your server for some reason. I really can't even begin to figure out why unless you tell me what plugins you are running. Also, PvP areas like from worldguard aren't supported yet, just server PvP and per world PvP.

    @Sepulzera did you try a lower value first? I can definitely look into it for you. Usually if the damage isn't working it means something else is also modifying their damage values. Like, I set damage to one thing, and another plugin sets it to something else. I'll try to disable a few of my own plugins to test it. Maybe mine wasn't working without another plugin installed or something.

    I swear, I'm going to eventually write the "I hate wolves" song by the end of this, lol.
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    Tried "default" plugin (means nothing changed) with "default" CB (means NO plugins except permissions and admincmd (doubt it modifies the wolf-damage^^)).
    After i couldn't notice any damage-increase, I modified the BiteDamage-setting to the one i posted above (no effect either) :\
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    Yeah, I've been able to recreate it on my end, and I found a couple of bugs in it. So far I haven't got it 100%, but I'm getting there.
  26. Well the errors spam mostly in MobArena, it has a lot of Wolves :p
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    Alright, I have discovered that currently NO damage increasing plugins (sRPG and Backstab both on my server) do any extra damage as of 1060. From what I can determine, some kind of bug in 1060 is causing the damage to already go through, therefore setting the target into that "I cannot be damaged again." invulnerability state. 1060 came with a slew of issues, and this is one. I can't change this without breaking many other parts of my plugin. For now, we are just going to have to live with it I think.

    If anyone finds a way to fix this in their plugins, please let me know. The only thing I've been able to do seems to make the target die instantly as the wolf attacks 30 times per second or something without that invulnerability state. I did fix the errors in the data loading, but that hasn't made much of a difference. Once I can figure out what Joy keeps getting, I will try to get an update, but until Bukkit fixes everything they broke in 1060, this feature will not work.

    Joy, I think you might be on your own for some of that. Your server, (after looking it up) is more heavily modified than I can even account for, plus it's using spout which I have no clue about compatibility with. I tried to log into your server today only to be sent into a queue and then told I needed to register in the forum. I am sorry, I definitely do not have time to go through all of that process to get in and test that.

    I don't know why it is causing the wolves to duplicate, though I was able to fix the ability to make more than 3 of them into an animal companion. That was because if the wolf was duplicated, it skipped a bunch of the checks I normally do on it. I accounted for that now. As for your MobArena... which has a ton of wolves. Are these wolves tamed somehow? If you are manually creating tamed wolves with no owner, then that would definitely cause some errors. I have accounted for that as well now.

    Lastly, as for them attacking others when in hunter mode. Since hunter mode sets them to angry (as well as aggressive mode btw), then it is possible if they are fighting wolves, the wolf COULD then aid that wolf and defend it. As for it being done in a non-PvP area, as I said, I can't access PvP settings created by other plugins. Though it is possible that they could be skipping the normal checks by responding to another wolf in distress.

    I would need to get on your server and see these things for myself to figure out the root cause though. If you can set me up to get on and observe these behaviors, I can find a fix for them. I will hold off on an update until you let me know if that is a possibility. If you need my user name, you'll have to get that through a private message though.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
  28. Offline


    This isnt really a bug, but we have this installed as well as Magic Spells, and that includes a spell named Purge, which removes all animals and mobs within a certain radius of you, including your companion dog. Thinking it would only kill the dog i cast the spell, but he never came back. Now when i try to tp him to me, i get:

    "Your animal companion could either not be found, or is sitting,
    petname is not currently loaded in world."

    So i looked into the animal's save file and it says: "Dead: false". Would it be possible for you to make it so that if the animal cannot be found that it sets Dead to true, which, if its set, would make it respawn?

    I was able to bring him back by stopping the server and setting dead to true.
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    Um... MagicSpells must be removing him rather than killing him. In that case, the death event is never called. In fact, I'm not sure -what- event is called. To the server, and to the plugin, it would appear that he was in an unloaded world, and therefore he just needed to be found first.

    I can definitely add some admin commands, but that might be a little further down the road. For now, you did the right thing, setting dead to true. This will cause a respawn, even without any of the other data being set.

    I suggest disabling Purge on your server, and now that you've told me, I think I will on mine too. I didn't even know it did that, I don't use the spell myself personally.
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    bit of a bug one user has two wolves one will follow him thru a multiverse 2 portal but the other will just sit down and stay in the that world any thoughts ?

    Edit I am using spout

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