The blockList() call returns the actual List<Block> object in the explode event, which means it'll be shared between the the fake event and the original event. As a result, the call to blockList().clear() will clear the shared list, and the following call to blockList().addAll(fake.blockList()) results in trying to add the empty list to itself.
This commit makes sure to copy the original event's block list before sending it to the fake event.
Okay, "Fixes" would be lying, and that's terrible, but here's something to help you shrug it off: The timer module is a bit of a mess, and since there isn't actually anything "dangerous" about this, let's just calm our tits and focus on other stuff.
Before, these redundant calls didn't really do anything. Now they mess everything up, because setContents() doesn't set inventory contents only, but the entire inventory instead, because that's so super useful. Well done, boys!
#notsalty
Because it is clearly impossible to change JavaDocs to correctly describe what a method does, the method setContents() has now been changed to a useless, over-aggressive, inventory-wiping piece of junk that must be invoked before anything else. This commit ensures that armor contents are set after the setContents() method is called, overwriting the nulls that the setContents() method creates.
This changes the format from:
<effect>:<duration>:<amplifier>
to a (pressumably) more user-friendly format of:
<effect>:<amplifier>:<duration>
The reason for this swap is that the duration is more likely to be
wanted left at default than the amplifier. From previous user input
on the matter, it sounds like users generally want the bosses to have
"permanent" or "infinite duration" effects, and this change makes it
a little easier on them, not having to specify a duration.
With this feature you can add potions to the bosses when they spawn,
adding the ability to add strength to the boss for the first 30 seconds
making it harder for the first few seconds and once the effect wears
goes away the boss becomes easier. The syntax is in the same style as
potion items, except it uses either the potion effect enum name or the
potion effect id.
POTION_EFFECT:duration in seconds:amplifer
SLOW:360:4;INVISIBILITY:36000:0
If no duration is given, the plugin will default to sixty seconds. If
the amplifer was not provided, the plugin will default to zero. The
potion effect amplifcation starts at 0 being level 1.