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### 2.3.0
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`Please note that 2.3.0 is NOT compatible with Spigot 1.9. Upcoming version 2.4.0 will provide full 1.9 compability.`
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If you have any questions regarding this release, please use this topic:
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<http://www.mythicmobs.net/forum/viewtopic.php?f=1&t=916>
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#### Random Spawning
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Random Spawners have been redone to use a new system added to MythicMobs
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for generating spawn points, rather than using the points of vanilla
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mobs. This only applies to **Action: ADD**, and **Action: REPLACE** will
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continue functioning the old way.
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All mobs using **Action: ADD** for Random Spawns will now have a chance
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to be spawned at a random point within a certain radius near any player.
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The settings for this are highly configurable, including
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points-per-second generated per player, spawning radius near players,
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Y-radius, minimum-ranges, and all previously available conditions. The
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system also includes a setting for limiting mobs-per-chunk.
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`If the new ADD-action doesn't work for you after updating to 2.3, add this random spawn to your server and it will be fixed: http://hastebin.com/enumubotox.apache . This bug has been fixed in the upcoming (2.4) MythicMobs release.`
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What does this mean for you? It means random spawns can occur in lighted
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areas as well, instead of being limited to only where vanilla mobs can
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spawn.
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This system runs asynchronously, so servers with multiple cores will see
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zero performance loss for using it. For sngle-core servers, there will
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be an option to turn the new point generator off if necessary to use the
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old system.
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Relevant config.yml options:
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RandomSpawning:
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GenerateSpawnPoints: false
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MaxMobsPerChunk: 80
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SpawnRadiusPerPlayer: 64
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SpawnRadiusPerPlayerY: 32
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DespawnLazyRandomMobs: true
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PointsPerSecond:
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Land: 10
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Air: 0
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Sea: 0
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Lava: 0
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Ground: 0
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##### Backwards Compatibility Issues
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All Random Spawners using **Action: ADD** that were created before this
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update will no longer only spawn in "low light" areas, so if you need
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mobs to follow that behavior, you will need to add a lightlevel
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condition to these spawns.
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#### Mob Type & Level
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Mob types and levels are now stored using scoreboards (using the
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objectives "MythicMobType" and "MythicMobLevel", for anyone who cares).
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This has allowed us to more accurately persist mob types and levels thru
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restart when using **Despawn: False**, which is especially useful for
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creating custom levelable pets based on wolves.
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This also means that having a display name for mobs is no longer
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required.
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#### Signal Skill & Trigger
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##### NEW: Signal
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- [Signal manual page](/skills/mechanics/signal)
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This update includes a powerful new set of tools called "signals". Using
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signal skills and triggers you can now easily send messages between
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mobs. Doing so is very simple:
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BossMob:
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Skills:
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- signal{signal=healme} @MobsInRadius{type=HealerMob;r=20}
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HealerMob:
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Skills:
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- skill{skill=healyskill} @trigger ~onSignal:healme
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You can even send signals to mobs using commands!
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/mm signal <UUID> <signal>
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There is even a handy "lastsignal" condition you can use to read the
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last signal a mob received. If you don't specify a signal in the
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\~onSignal trigger, it will fire for *any* signal, which can then be
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filtered with the condition.
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#### Scoreboard Skills
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##### NEW: ModifyGlobalScore
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- [ModifyGlobalScore manual page](/skills/mechanics/modifyglobalscore)
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##### NEW: ModifyMobScore
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- [ModifyMobScore manual page](/skills/mechanics/modifymobscore)
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##### NEW: ModifyScore
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- [ModifyScore manual page](/skills/mechanics/modifyscore)
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##### NEW: ModifyTargetScore
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- [ModifyTargetScore manual page](/skills/mechanics/modifytargetscore)
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##### NEW: SetGlobalScore
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##### NEW: SetMobScore
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##### NEW: SetScore
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##### NEW: SetTargetScore
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#### Skills
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##### NEW: SetLevel Skill
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No-Target skill that can only target the caster
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- [SetLevel manual page](/skills/mechanics/setlevel)
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##### NEW: BaseDamage Skill
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- Deals a percentage of the mobs damage.
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- [BaseDamage manual page](/skills/mechanics/basedamage)
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##### NEW: HealPercent Skill
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- Heals the target for a percentage of its max health.
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- [HealPercent manual page](/skills/mechanics/healpercent)
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##### Damage & Consume Skills
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- Added preventKnockback and preventImmunity options to Damage/Consume
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- [Damage manual page](/skills/mechanics/damage)
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- [Consume manual page](/skills/mechanics/consume)
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##### Missile Skill
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- Added fromOrigin option to Missile skill
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- [Missile manual page](/skills/mechanics/missile)
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##### Particle Effects
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- Added color attribute to all particle effects that support it
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- mobSpell, mobSpellAmbient, and reddust particles can now be
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colorized.
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<!-- -->
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effect:particles{p=reddust;color=#FF00FF}
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##### TeleportTo Skill
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- Added yaw and pitch options to TeleportTo mechanic
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- [TeleportTo manual page](/skills/mechanics/teleportto)
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#### Conditions
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- [Conditions manual page](/conditions/start)
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##### NEW: LastSignal
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##### NEW: Score
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##### NEW: ScoreGlobal
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##### NEW: ScoreMob
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##### NEW: ScoreTarget
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#### Variables
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- Added <random.min-max> variable which will be replaced by a
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random number in the given range.
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- Added <mob.owner.name> variable which returns the name of the
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wolf owner.
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- Added <mob.owner.uuid> variable which returns the uuid of the
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wolf owner.
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- Added <mob.score.objective> variable which returns the casting
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mobs score in the given objective.
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- For example <mob.score.hits> will return the mobs score
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from the objective "hits"
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- Added <target.score.objective> variable which returns the
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targeters score in the given objective.
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- For example <target.score.kills> will return the
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@targeters score from the objective "kills"
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- Added <trigger.score.objective> variable which returns the
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skills-trigger score in the given objective.
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- Added <global.score.objective> variable which returns the
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globals score in the given objective.
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- Added <score.objective.dummyname> variable which returns the
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given dummynames score in the given objective.
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- For example <score.deaths.fakeplayer> will return
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"fakeplayer"s score from the objective "deaths"
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#### Bugs / Other
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- Changed several more skills to always run synchronously, thus fixing
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all the async errors that popped up since version 2.2.
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- If you can still find any async related issues **definitly** make
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sure to report them!
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- Spawners now leash to the center of the block instead of the corner
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- Fixed several random async errors being thrown in the console
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- Fixed NPE in Projectile skill
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- Fixed typo in missile inertia attribute
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- Fixed wolves losing their attributes after being tamed
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- Fixed horse armor in disguises
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- Removed manual garbage collection to improve performance
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#### Manual Page Updates
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- Extensive updates have been made to the manual pages.
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- Includes features from MythicMobs that were previously undocumented
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- Manual suggestions/requests are accepted in this topic:
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<http://www.mythicmobs.net/forum/viewtopic.php?f=6&t=907> |
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\ No newline at end of file |