4.8.0
Major Stuff
Versions
- Dropped 1.11 support (why aren't you on 1.12 yet?)
AI Update
- Many AI goals/targeters have been improved
- Performance has been improved
- A new API has been added for registering custom AI goals
Villager Trades
You can now configure villager trades! Please note that villagers must have certain professions to be able to trade, and some items may require the villager to be a certain level.
MerchantTest:
Type: VILLAGER
Display: '&6Merchant Test'
Health: 20
Faction: tester
Options:
Profession: NITWIT
Type: DESERT
Level: 2
Trades:
1:
Item1: 5 EMERALD
Item2: 5 DIAMOND
Result: DIAMOND_SWORD
MaxUses: 5
2:
Item1: 64 EMERALD
Result: SkeletonKingSword
MaxUses: 1
Chain Mechanic
A really cool new mechanic! See entry in the mechanics section.
Commands
- Added -p flag to mob spawn command, allowing you to spawn mobs at aspecific player
Mobs
- Added WANDERING_TRADER
Options
- Added Options.PreventTransformation: true to stop zombies from turning into pigmen or drowned
Mechanics
NEW: BarCreate
NEW: BarSet
NEW: BarRemove
NEW: BlockWave
Creates a wave of blocks. This effect is client-side (there is no risk to your server). {{ :blockwave.gif?400 |}}
NEW: BloodyScreen
NEW: Chain
This allows you to make skills that bounce between targets, like a "chain lightning" type skill. BounceConditions are evaluated after each "bounce" of the skill. With the example, if someone were on the other side of a wall from the mob but you were standing in the doorway, it could bounce from you to them since it bounced around the wall It will only bounce to the same entity per cast once. Also every time the skill bounces, the entity it is bouncing from will be the "origin" in the skill and the inherited target of onBounce will be the next entity it is bouncing to, so fromOrigin is your friend for making effects! Example:
- chain{
bounces=5;
bounceRadius=10;
bounceDelay=1;
hitSelf=false;
hitPlayers=true;
hitNonPlayers=true;
hitTarget=true;
onBounce=[
- effect:particleline{p=flame;fromOrigin=true}
];
bounceConditions=[
- inlineofsight
- hasaura{aura=damageResist} false
];
} @target ~onTimer:20
NEW: CloseInventory
NEW: MountMe
NEW: SendToast
NEW: Stun
An aura mechanic that will stun the target entity for its duration.
- stun{auraName=stunned;d=100;facing=true;onTick=[ - particles{p=crit;amount=10;hS=0.4} ]} @trigger ~onInteract
Cast
- Added skillName, showCastBar options to cast mechanic
- The Cast mechanic will show a hologram castbar if showCastBar=true
Damage
- Added damageType option, can be set to whatever you want
- You can use any custom damageTypes you define in DamageModifiers and in the onDamaged aura
Here are some examples of this in action:
-
damage{amount=10;element=FIRE} @target ~onUse
-
damage{amount=10;element=ICE} @target ~onUse
DamageModTest: Type: COW DamageModifiers:
- LIGHTNING 0.1
- FIRE 2.0
- AIR 1.0
- ICE 0.5 Skills:
- message{m="Damaged by <skill.var.damage-type> for <skill.var.damage-amount>"} @PIR{r=50} ~onDamaged
onDamaged
- Added damageMods option, letting you create auras that apply damage modifiers.
- Can also specify custom damageMods that you use in the damage mechanic
- onDamaged{
auraName=damageResist;d=200;
onTick=[
- particles{p=flame;amount=10;hS=0.4}
];
damageMods="FIRE 0.5"} @self ~onInteract
Particles
- Added campfire_cosy, campfire_signal particles
- Allowed a bunch of placeholders in more mechanics
Conditions
NEW: EnchantExp
NEW: EnchantLevel
NEW: FoodSaturation
NEW: FoodLevel
NEW: LocalDifficulty
Targeters
New Sorters
-
Added new Target sorters
- HIGHEST_HEALTH
- LOWEST_HEALTH
- HIGHEST_THREAT
- LOWEST_THREAT
@ThreatTablePlayers{sort=HIGHEST_THREAT;limit=5}
NEW: @RandomLocationsNearTargets
AI Goals/Targets
NEW: NearestConditionalTarget
A premium-only AI Targeter that will cause the mob to attack any nearby entities that meet the supplied conditions. Example:
AITargetSelectors:
- clear
- nearestConditionalTarget{conditions=[
- entitytype PLAYER
- hasaura{aura=marked_for_death}
]}
NEW: FleeConditional
A premium-only AI Goal that will cause the mob to flee from any nearby entities that meet the supplied conditions. Example:
AIGoalSelectors:
- clear
- fleeConditional{distance=5; speed=2; conditions=[
- inlineofsight
- entitytype COW
]}
Placeholders
- Added missing trigger.threat placeholder
Compatibility
LibsDisguises
- Fixed some disguise bugs
Bug Fixes / Other
- Added better error catching for placeholders
- Most mob config keys can now be lowercase if desired
- Removed some outdated methods for determining mob type
- Fixed ParticleAtom effect on 1.13+
- Fixed bugs with global variables
- Fixed some issues with goToOwner AI goal
- Fixed bug with BlockUnmask effect
- Fix for BLOCK projectile bullets on pre1.13 versions
- Fixed inline conditions not working inside of metaskills
- Fixed variableMath mechanic adding instead of setting values
- Fixed NPE with target.name placeholder
- Fixed some compatibility issues with WorldGuard on 1.8
- Fixed plugin not loading on 1.8.8 PaperSpigot
- Fixed a mob loading error on 1.8
- Fixed hasParticles=false in potion mechanic
- Fixed NPE when creating spawners that use mpets
- Fixed vault currency reward messages to be rounded to 2 decimal places
- Fixed some issues with bstats
- Fixed a bunch of broken AI targeters on 1.14
- Fixed bug with goToOwner AI goal
- Fixed NPE in rally mechanic
- Fixed NPE in @MobsInRadius targeter
- Fixed numerous bugs with auras
- Fixed projectiles hitting and stopping on non-creatures
- Fixed projectile mob bullets sometimes getting stuck and not despawning
- Fixed some inconsistencies with ThreatTables
- Fixed mob sometimes not being marked in combat when targeting players
- Fixed ThreatTable mobs continuing to target players that died
- Fixed onDropCombat skills sometimes firing twice
- Fixed sounds playing with infinite range on 1.14
- Fixed some bugs with the Wearing condition
- Fixed some bugs with item NBT
- Fixed some bugs with shootFireball
- Fixed creeper damage being modified when it shouldn't
- Fixed some bugs with targeters
- Fixed some issues with the prison mechanic