Update Changelogs authored by Ashijin's avatar Ashijin
......@@ -934,152 +934,13 @@ Bug Fixes/Other
- Fixed reloading error with some conditions
-
4.14.0
======
**Highlights**
----------
- Added 1.18.1 support
- Bouncy projectiles
- A few bug fixes
General
-------
- Added 1.18.1 support
- Changed reload command to run async
Mechanics
---------
### Projectile
- Added **hugLiquid=true** option - when using hugSurface will also move on top of liquids.
- Added **bounce=true** option (premium-only)
- Added **bounceVelocityMod** option (defaults to 0.9)
Adding **bounce=true** will cause projectiles to bounce off of surfaces instead of just stopping. Every time it bounces, its velocity will be multiplied by _bounceVelocityMod_.
**The bounding box used for bouncing is calculated using the projectile's hit radius options, so if the projectile seems to be bouncing when it isn't close to a surface and you want more accuracy, try lowering the hit-radius!**
Calculating the physics for bouncing is quite intensive, so don't go too crazy with it on weaker servers!
### NEW: ConsumeSlot
- removes any item in the specified slot of the player's inventory.
- `consumeslot{slot=25;amount=21} @PlayersInRadius{r=10}`
- `consumeslot{slot=HAND;amount=21} @PlayersInRadius{r=10}`
### NEW: PickUpItem
### NEW: StopSound
- effect:stopsound{sound=ambient.cave;soundcategory=master} @target
- Stops a specific sound from being played to the targeted player.
### NEW: onDeath
- Added onDeath aura. Treat it as if it was ~onDeath trigger and not use any targeters that will target the entity that died.
### NEW: onBlockPlace
- Aura that fires when the target places a block.
### NEW: TakeItem
- removes a certain amount of items from the player's inventory.
- `- takeitem{i=myTestItem;amount=20} @PlayersInRadius{r=10}`
### Delay
- Added placeholder support
### Firework
- Completely rewritten and fixed
### ItemSpray
- Allow drop tables for itemSpray effect (will use random items from it)
### RandomSkill
- is now weighted.
- skill weight defaults to 1 if not specified
- randomskill will not select a skill with weight of 0.
- Here are a few examples:
- `- randomskill{skills=metaskill 95,otherskill 4,someskill 0,testskill}`
- `- randomskill{skills=metaskill 200,otherskill 0.25,someskill 55.23,testskill}`
### SendTitle
- Can use hex colors
Targeters
--------
### NEW: RingAroundOrigin
- Targets points in a ring around the skill origin
- Aliases: `RAO`
- `@ringaroundorigin{radius=#;points=#}`
### NEW: RandomLocationsNearOrigin
- Targets random locations near the skill origin
- Aliases: `RLO`, `randomLocationsOrigin`, `RLNO`
- `@randomlocationsnearorigin{amount=#;radius=#;minr=#;spacing=#}`
### NEW: RandomLocationsNearCaster
- Targets random locations near the skill caster
- Aliases: `RandomLocations`, `RL`
- `@randomlocationsnearcaster{amount=#;radius=#;minr=#;spacing=#}`
### TargetLocation
- Added maxDistance option (defaults to 30 blocks)
### Ring Targeter
- Added rotZ, rotY, rotZ options to rotate the ring
Conditions
--------
### NEW: ItemIsSimilar
- Tests if the item from the specified slot is similar to the item being compared
- `- itemissimilar{i=myTestItem;slot=25} true`
- `- itemissimilar{i=myTestItem;slot=CHEST} true`
### NEW: EntityItemIsSimilar
- Tests if the item entity's ItemStack is similar to the item being compared
- `- entityitemissimilar{i=myTestItem} true`
### NEW: EntityItemType
- Tests the item type of the target item entity, will check the item's custom model data.
- `- entityitemtype{types=diamond} true`
### NEW: EntityMaterialType
- Tests the material type of the target item entity
- `- entitymaterialtype{types=diamond} true`
Entity Types
--------
### NEW: ITEM
Placeholders
--------
- Added `<random.float.#to#>` which returns a random floating point number in a specified range
- Added `<target.held.item>` and `<trigger.held.item>`
- Added `<caster.display>`
Random Spawns
-------------
- Added Cooldown option for random spawners (in seconds)
Bug Fixes/Other
---------------
- Fixed FillChest mechanic only filling chests with vanilla items
- Allow ~onSignal to trigger multiple skills with the same signal ID
- Fixed SpawnMob command spawning the base mob instead of the overridden vanilla mob if there's any in the VanillaMobs.yml
- Show droptables in get/give command
- Fixed NPE in orbitals when using MOB as the bullet type
- Fixed command drops executing only one command
- Fixed MobsInRadius condition not working in RandomSpawns
- Fixed targeting issues with auras
- Fixed `Options.PreventSlimeSplit`
- Fixed precision issue with VariableAdd and VariableSubtract (#531)
- Fixed PlayerWithin-type conditions to ignore creative/spectator players
- Fixed an issue with inline skills/conditions needing space before `]`
Older Changelogs
================
- [5.2.X Changelogs](/5.2.x_changelogs)
- [5.1.X Changelogs](/5.1.x_changelogs)
- [5.0.X Changelogs](/5.0.x_changelogs)
- [4.14.X Changelogs](/4.14.x_changelogs)
- [4.13.X Changelogs](/4.13.x_changelogs)
- [4.12.X Changelogs](/4.12.x_changelogs)
- [4.11.X Changelogs](/4.11.x_changelogs)
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