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changelog [2019/01/31 06:38]
xikage [NEW: onAttack]
changelog [2019/08/09 19:24] (current)
xikage
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-======4.6.0 [Dev Builds]======+======4.8.0 [Dev]====== 
 + 
 + 
 + 
 +======4.7.0 [Premium]====== 
 + 
 +=====Major Features===== 
 + 
 +====1.14 Support==== 
 +  * Full support for 1.14.4 
 +  * Dropped support for 1.7, 1.9 and 1.10 
 + 
 +===New Mobs==== 
 +  * Cat 
 +  * Fox 
 +  * Panda 
 +  * Pillager 
 +  * Ravager 
 + 
 +===New Particles=== 
 +  * flash 
 +  * landinglava 
 +  * sneeze 
 +  * composter 
 +  * fallinglava 
 +  * fallingwater 
 + 
 +====Better MetaSkills==== 
 +MetaSkills can now in many places be put in-line instead of having to reference another skill. This means you will no longer have to make multiple small skills in order to use certain complex meta-skills,​ such as projectiles. 
 +   
 +This is done by creating a new list of mechanics surrounded by square brackets []s instead of putting a skill name. You can do this to nest skills pretty much infinitely. Each new list of skills should be properly indented to make sure YAML reads them correctly. ​  
 +   
 +  Skills: 
 +  - projectile{ 
 +        interval=1; velocity=30;​ bulletType=BLOCK;​ material=MAGMA_BLOCK;​ tyo=0.5; g=1; bulletSpin=-40;​ hnp=true; stopatentity=false;​ duration=100;​ 
 +        onHit=[ 
 +            - damage{amount=50} 
 +            - ignite{ticks=20} 
 +        ]; 
 +        onTick=[ 
 +            - particles{p=flame;​a=20;​hs=0.5;​vs=0.5} 
 +        ]; 
 +        onEnd=[ 
 +            - particles{p=largeexplode;​a=50;​speed=1;​hs=0.05;​vs=0.05} 
 +            - effect:​sound{s=entity.dragon_fireball.explode;​p=0.6;​v=2} 
 +            - damage{amount=30} @ENO{r=5} 
 +        ]; 
 +    } @targetlocation 
 + 
 +====Math/​Placeholders==== 
 +**This feature is Premium-only**. 
 + 
 +You can now use math and numeric placeholders in lots of places! The plan is to expand this to be usable anywhere, but it's a big undertaking. 
 + 
 +In order to use math where able, you can simply put placeholders and equations between ''​ where you'd normally put a number value. 
 + 
 +For example: 
 +  Skills: 
 +  - damage{amount=1} 
 +  - damage{amount='​5 + 5'} 
 +  - damage{amount='<​caster.level>​ * 10'} 
 + 
 +and so on 
 + 
 +The following mechanics can use math so far: 
 +  * **damage** 
 +  * **damagePercent** 
 +  * **heal** 
 +  * **healPercent** 
 +  * **setLevel** 
 + 
 +Math is also usable in drop amounts: 
 +  Drops: 
 +  - gold_nugget '1 + (0.2 * <​caster.level>​)'​ 
 + 
 +====Projectile Bullets==== 
 + 
 +Projectile mechanics can now specify a bullet type that will represent the projectile. No longer are projectiles just limited to particles! 
 + 
 +These work with the projectile, missile, and orbital mechanics. 
 + 
 +Bullet types available are: 
 +  * **ARROW** -   //​projectile{bulletType=ARROW;​...}//​ 
 +  * **BLOCK** -   //​projectile{bulletType=BLOCK;​material=STONE;​...}//​ 
 +  * **ITEM** -    //​projectile{bulletType=ITEM;​material=STONE;​...}//​ 
 +  * **MOB** -     //​projectile{bulletType=MOB;​mob=SkeletonKing;​...}//​ 
 + 
 +Yes, that's right, you can even shoot projectiles made up of other Mythic mobs! Mobs shot with the projectile skill cannot be interacted with, but will still use all their skills... 
 +  
 +You can also use the new **bulletSpin=#​** option to give your bullets some spin. 
 + 
 +=====Mobs===== 
 +Added support for all 1.14 mob types. 
 + 
 +=====Mechanics===== 
 + 
 +====NEW: onShoot==== 
 +A special Aura mechanic that adds a temporary onShoot skill to the target. 
 +  Skills: 
 +  - onShoot{auraName=fireball_bow;​onShoot=[ shootfireball ];​duration=200;​charges=5} @self 
 + 
 +In this example, the caster'​s next 5 bow shots will shoot fireballs instead of arrows. 
 + 
 +====NEW: Speak==== 
 +Speak is similar to the message skill, but is used for making mobs "​talk"​. Mobs will talk in the chat using a configured syntax, and if you have a hologram plugin installed, they will also have speech bubbles! 
 + 
 +   - speak{m="​OH BOY I HAVE SPEECH BUBBLES NOW"} @trigger ~onInteract 
 +   - speak{m="​OW THAT HURTS I CANT BELIEVE YOU WOULD HIT AN INNOCENT MAN"} @trigger ~onDamaged  
 + 
 +{{:​od8f7goejm.gif?​400 |}} 
 + 
 +====NEW: VariableMath==== 
 + 
 +=====Conditions===== 
 + 
 +====NEW: DamageAmount==== 
 + 
 +====NEW: DamageCause==== 
 + 
 +====NEW: Health==== 
 + 
 +====NEW: Moving==== 
 + 
 +=====Items===== 
 +  * Added the **Model** option for setting an item's CustomModelData NBT tag.  
 +  * Placeholders and variables are now usable in item lore 
 + 
 +=====Drops===== 
 + 
 +====Math==== 
 +  * ***Premium Only*** You can now use math equations and placeholders in drop amounts, surrounded by single-quotes. 
 +  * Drop messages now use regular placeholders 
 + 
 +====NEW: cmd==== 
 +  * Added a new drop type to run a command for the killer 
 + 
 +=====Placeholders===== 
 +  * Name-related placeholders will now show the entity'​s type instead of Unknown if the mob has no name 
 +  * Added <​trigger.luck>​ placeholder 
 +  * Added <​caster.enchantlevel.ENCHANT_NAME>​ placeholder 
 +  * Added <​caster.heldenchantlevel.ENCHANT_NAME>​ placeholder 
 +  * Added <&​nm>​ placeholder for number signs # 
 + 
 +=====Spawns===== 
 +  * Regular mobs will now obey the MaxMobsPerChunk option 
 + 
 +=====Compatibility===== 
 + 
 +====Holographic Displays==== 
 +All hologram-related things now support using Holographic Displays, including health bars, nameplates, and speech bubbles. 
 + 
 +====LibsDisguises==== 
 +  * Added a bunch of missing disguises 
 + 
 +=====Bug Fixes / Other===== 
 +  * Fixed some bugs with serialization 
 +  * Fixed missiles to hit the target'​s body instead of their feet 
 +  * Fixed wearing condition 
 +  * Fixed some egg-related crashes on 1.14 
 +  * Fixed placeholders in drop messages 
 +  * Fixed singlequotes breaking message mechanics 
 +  * Fixed <​.php>​ placeholders 
 +  * Fixed the shootpotion mechanic 
 +  * Fixed a bunch of errors related to world unloading 
 +  * Fixed despawn event throwing an async error 
 +  * Fixed despawning errors on shutdown 
 +  * Fixed xp messages showing up even when disabled 
 +  * Fixed droptable inline item display names not parsing special characters 
 +  * Fixed inline OnBlock and WorldTime conditions 
 +  * Fixed an error with recursive drops 
 +  * Fixed several variable-related bugs 
 +  * Fixed custom API drops not rolling amounts correctly 
 +  * Fixed various errors with Random Spawns 
 +  * Fixed particle effects appearing in the wrong world 
 +  * Fixed delayed skills throwing errors when the world was unloaded 
 +  * Fixed toggleLever not obeying the set duration 
 +  * Fixed another error with shootpotion 
 +  * Fixed MythicMobs breaking the Guilds plugin 
 +  * Fixed onSurface option in summon mechanics 
 + 
 +======4.6.5 [Free]====== 
 +  * Basic support for 1.14 
 +  * Backported lots of bug fixes from 4.7 
 + 
 +======4.6.0 - 4.6.4======
  
 =====General===== =====General=====
 +  * Added config option RandomSpawning.DisableVanillaSpawns
 +  * Skills can now be called with a new shorthand syntax **skill:​name**
  
 +  Skills:
 +  - skill:​someskill ~onAttack
  
 +=====Major Features=====
 +====Better Saving====
 +Mobs with **Despawn: false** will now save their information far more reliably, and now remember everything about themselves between restarts such as their owner, stance, etc.
 +
 +====Variables System====
 +MythicMobs now includes many new mechanics and conditions for dealing with variables, with options for temporary, non-saving, or permanent variables that can be placed on mobs or players. See the variables page for more information.
 +
 +====Placeholders====
 +The Placeholders (formerly called variables for some reason) system has been totally redone and is now much faster, in addition to having an assortment of new placeholders.
 +
 +//This refers to the system of having <> placeholders in any configured strings such as <​caster.name>//​
 +
 +This system now integrates with PlaceholderAPI,​ and you can use %placeholderapi% placeholders anywhere that you can use MM placeholders
 +
 +Placeholders should now usable in any mechanics and conditions that allow strings.
 +
 +Some of the new Placeholders include:
 +  * <​caster.var.X> ​ - gets the value of the variable X on the current caster
 +  * <​target.var.X> ​ - gets the value of the variable X on the current target
 +  * <​trigger.var.X> ​ - gets the value of the variable X on the current trigger
 +  * <​skill.var.X> ​ - gets the value of the variable X on the current skill tree
 +  * <​random.#​to#> ​ - a random number between # and #
 +
 +Variable placeholders can have a |default appended in-case the variable you're looking for isn't set.
 +  <​target.var.something|default>​
 +
 +====In-Line Conditions====
 +You can now use basic conditions within mechanics using the new ? "​if"​ operator. These conditions only run as regular conditions (targeting the caster), can not have **condition actions**, and they always check if the condition is **true**.
 +
 +For example:
 +  Skills:
 +  - message{m="​hey i'm on a gold block!"​} @trigger ?​onBlock{t=GOLD_BLOCK} ~onInteract
 +
 +Your mechanic lines can have as many of these as you want in it, multiples do work.
 +
 +=====Mobs=====
 +  * Added **Options.PreventSunburn:​ true** for burnable mobs
  
 =====Mechanics===== =====Mechanics=====
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 A special Aura mechanic that adds a temporary onAttack skill to the target. Can also be used to modify damage done by the attack. A special Aura mechanic that adds a temporary onAttack skill to the target. Can also be used to modify damage done by the attack.
   Skills:   Skills:
-  - onAttack{auraName=firey_strikes;​onHit=FireStrike;​duration=200;​charges=5;​multiplier=2} @self+  - onAttack{auraName=fiery_strikes;​onHit=FireStrike;​duration=200;​charges=5;​multiplier=2} @self
  
 In this example, the caster'​s next 5 physical hits within 10 seconds would trigger the FireStrike skill targeting whatever was hit and also deal 200% damage. However, if FireStrike'​s conditions failed, it would deal regular damage as the multiplier would not trigger either. In this example, the caster'​s next 5 physical hits within 10 seconds would trigger the FireStrike skill targeting whatever was hit and also deal 200% damage. However, if FireStrike'​s conditions failed, it would deal regular damage as the multiplier would not trigger either.
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   * **multiplier=#​** - An optional multiplier on the original hit's damage   * **multiplier=#​** - An optional multiplier on the original hit's damage
   * **add=#** - An optional static increase to the original hit's damage   * **add=#** - An optional static increase to the original hit's damage
 +
 +====NEW: onDamaged====
 +A special Aura mechanic that adds a temporary onDamaged skill to the target. Can also be used to modify damage done by the attack.
 +  Skills:
 +  - onDamaged{auraName=fire_shield;​onHit=FireShield;​duration=200;​charges=5;​multiplier=0.5} @self
 +
 +In this example, the caster'​s next 5 hits taken in 10 seconds would trigger the FireShield skill targeting whatever hit them and also deal 50% damage. However, if FireShield'​s conditions failed, it would deal regular damage as the multiplier would not trigger either.
 +
 +onDamaged has the following options:
 +  * All options available to Auras
 +  * **onHit=[skill]** - A skill to execute while the aura is active
 +  * **cancelEvent=true** - Whether to cancel the event and damage taken
 +  * **multiplier=#​** - An optional multiplier on the original hit's damage
 +  * **sub=#** - An optional static decrease (or increase if negative) to the original hit's damage
 +
 +====NEW: RemoveOwner====
 +Removes the target mob's owner.
  
 ====NEW: SendResourcePack==== ====NEW: SendResourcePack====
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   - shield{multiplier=0.5;​maxShield=2} @target   - shield{multiplier=0.5;​maxShield=2} @target
 MaxShield also acts as a multiplier, so the example shield would stack up to 2x the target'​s max health. MaxShield also acts as a multiplier, so the example shield would stack up to 2x the target'​s max health.
 +
 +====NEW: VariableSet====
 +Sets a [[:​skills:​variables|variable]] on the specified scope.
 +
 +    setVariable{
 +        variable=[scope].[name];​
 +        value=[the value];
 +        type=[variable_typpe];​
 +        save=[true/​false];​
 +        duration=[optional_duration_in_ticks]
 +      }
 +
 +  Skills:
 +  - setvariable{var=skill.testVar;​value="​hello";​type=STRING} ~onInteract
 +  - setvariable{var=caster.something;​value=1;​type=INTEGER;​save=true} @self ~onInteract
 +  - setvariable{var=target.temporaryVar;​value="​im temporary";​type=STRING;​duration=200} @target ~onAttack
 +
 +Scope can be set by prefixing **scope.name** to the variable, or by using the **scope=[scope]** option.
 +
 +====NEW: VariableAdd====
 +Adds an amount to a [[:​skills:​variables|variable]] on the specified scope. Only works with numeric variable types.
 +  Skills:
 +  - variableadd{var=skill.testVar;​amount=1} ~onInteract
 +
 +====NEW: VariableSubtract====
 +Subtracts an amount to a [[:​skills:​variables|variable]] on the specified scope. Only works with numeric variable types.
 +  Skills:
 +  - variablesubtract{var=skill.testVar;​amount=1} ~onInteract
 +
 +====Auras====
 +
 +Added various options to Auras, and fixed many bugs:
 +^ **Option** ^ **Description** ^
 +|**maxStacks=5** ​ |The maximum stacks of an aura that can exist on a target from a particular caster|
 +|**mergeAll=false** ​ |Defaults to false, auras from all casters on the same target will be merged and have their stacks increased|
 +|**mergeSameCaster=true** ​ |Defaults to true, auras from the same caster on the same target will be merged and have their stacks increased| ​     ​
 +|**refreshDuration=true** ​ |Defaults to true, refreshes the duration on auras when a new stack is applied|
  
 ====Heal and HealPercent==== ====Heal and HealPercent====
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   * Added MaxOverhealing option for both skills, working exactly like the similar shield mechanics.   * Added MaxOverhealing option for both skills, working exactly like the similar shield mechanics.
  
 +====PushButton====
 +  * Fixed on 1.13
 +  * Now works with location targeters
 +
 +====Summon====
 +  * Added summonerIsParent=false,​ summonerIsOwner=false options
 +
 +====ToggleLever====
 +  * Fixed on 1.13
 +  * Now works with location targeters
 +
 +=====Conditions=====
 +====NEW: StringEquals====
 +Returns true if the the two strings match. Both values can use placeholders.
 +  Conditions:
 +  - stringEquals{value1="​yes";​value2="<​mob.var.ready|nope>"​}
 +  - stringEquals{value1="​yes";​value2="​%essentials_godmode%"​}
 +
 +
 +====NEW: VariableEquals====
 +Returns true if the variable matches the value. The value can contain placeholders/​other variables/​etc.
 +  ​
 +  Conditions:
 +  - variableEquals{variable=[scope].[variablename];​value="​[a value]"​}
 +  - variableEquals{variable=target.somevariable;​value="​hello"​} true
 +
 +  BearGrowl:
 +    TargetConditions:​
 +    - variableEquals{var=target.heardbear;​value="​yes"​} cancel
 +    Skills:
 +    - message{m="​You hear a growling noise"​}
 +    - setvariable{var=target.heardbear;​value="​yes";​duration=6000}
 +
 +====NEW: VariableIsSet====
 +Returns true if the variable is set on the target scope.
 +  - variableIsSet{variable=[scope].[variablename]}
 +  - variableIsSet{variable=target.somevariable} true
 +
 +====NEW: VariableInRange====
 +Returns true if the variable is within the given range. Only works with numeric variables.
 +  - variableInRange{variable=[scope].[variablename];​range=[range]}
 +  - variableInRange{variable=target.somevariable;​range=>​10} true
 +
 +=====Triggers=====
 +====NEW: onDespawn====
 +After years of people asking, we've finally figured out how to add a decent ~onDespawn trigger. This should fire whenever the mob stops existing for any reason other than death.
 +
 +=====Items=====
 +====NBT Support====
 +  * You can now specify NBT tags on items in the format:
 +  Item:
 +    Id: DIAMOND_SWORD
 +    NBT:
 +      Base:
 +        ATag: 20
 +        SomeOtherTag:​ something
 +      GemSlots:
 +        RedGem: 0
 +      '​Denizen NBT':
 +        somedenizentag:​ a_string
 +This allows cross-over with a lot of other plugins, or just for storing some custom information.
 +
 +For the more technically-inclined,​ anything under '​Base'​ will go under the item's base compound tag, and anything else will go under the corresponding key (or if no sub-items are defined, everything will go under the base tag). 
 +
 +If using with Denizen, all tags you want to use in Denizen must go under '​Denizen NBT' and must be lower-case to work in your Denizen scripts.
 +        ​
 =====Drop Tables===== =====Drop Tables=====
 +  * Added "​nothing"​ droptype for helping with weighted droptables
   * Finally fixed/​implemented BonusLevelItems and BonusLuckItems   * Finally fixed/​implemented BonusLevelItems and BonusLuckItems
  
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   * Land spawns will only ever spawn on land   * Land spawns will only ever spawn on land
   * Sea will only ever spawn in water   * Sea will only ever spawn in water
 +=====Compatibility=====
 +====PlaceholderAPI====
 +Placeholders from PlaceholderAPI can now be used anywhere MythicMobs placeholders can be used, including in mechanics, conditions, etc.
 +  - message{m="<​trigger.name>​ has God-Mode? %essentials_godmode%"​} @trigger ~onDamaged
 +
 +====WorldGuard====
 +  * Readded WorldGuard 6 support for Minecraft 1.8-1.12
 +
 +=====API=====
 +Added **MythicMobDespawnEvent**,​ which should trigger whenever mob stops existing for any reason that isn't death.
  
 =====Bugs/​Other===== =====Bugs/​Other=====
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   * Fixed SkillAPI and McMMO xp messages showing even when disabled   * Fixed SkillAPI and McMMO xp messages showing even when disabled
   * Fixed RandomSpawns not obeying MaxMobsPerChunk option   * Fixed RandomSpawns not obeying MaxMobsPerChunk option
- +  ​* Fixed targeter sort=RANDOM not returning any targets 
- +  * Fixed <trigger.name> ​not displaying when trigger is a mob 
-======4.5.3 [Latest Premium]====== +  * Fixed particle projectiles being stopped by half-slabs 
-  * Backported latest API changes to 4.5.X +  * Fixed console spam from WorldGuard 
-  ​* Fixed several bugs with items +  * Fixed some spawner issues involving not tracking despawning ​mobs correctly 
- +  * Fixed imported ​bukkit items not loading 
-======4.5.2====== +  * Fixed cast/castinstead condition actions ​not obeying cooldowns 
-  * Built against latest WorldGuard 7.0 dev builds +  * Fixed many legacy items not converting properly ​in droptables 
-  * Fixed several other minor bugs +  * Fixed damaged mobs not dying with ignoreArmor=true 
- +  * Fixed mobs spawning multiple mounts ​in some scenarios 
-======4.5.1====== +  * Fixed mob owner and cooldowns not saving between restarts 
-  * Fixed item names not processing special characters correctly +  * Fixed threat tables ​not dropping targets that change worlds
-  * Optimized ​mob spawning a bit +
-  * Fixed some formatting in error messages +
-  * Fixed an incompatibility with Artifacts +
- +
-======4.5.0 [Latest Free]====== +
-=====General===== +
-  * Added support for Minecraft 1.13 and 1.13.1 +
-  * Massive internal update to allow backwards compatibility with pre-1.13 servers +
-  * Improved error catching with more informative error messages +
-  * Changed config loader to only load .yml and .txt config files +
-  * Improved ​some of the example files +
- +
-=====Commands===== +
-  * Added -p flag to killall command to kill persistent ​mobs +
-  * Added version command +
-  * Added some new testing commands +
- +
-=====Mobs===== +
-====General==== +
-  * Added Adult and Baby options for ageable animals. +
-  * Age will no longer override on offspring unless configured to. +
-====New: Baby_Drowned==== +
-====New: Cod==== +
-====New: Drowned==== +
-====New: Donkey==== +
-  * Now separate from Horse +
-  * Includes options: Saddled, CarryingChest,​ Tamed +
-====New: Dolphin==== +
-====New: Mule==== +
-  * Now separate from Horse +
-  * Includes options: Saddled, CarryingChest,​ Tamed +
-====New: Phantom==== +
-  * Includes Size option to modify phantom size +
-====New: PufferFish==== +
-====New: Salmon====. +
-====New: Skeletal_Horse==== +
-  * Now separate from Horse +
-  * Includes options: Saddled, Tamed +
-====New: TropicalFish==== +
-  * Includes options: Pattern, PatternColor,​ and BodyColor +
-====New: Turtle==== +
-  * Includes options: Age, Agelock +
-====New: Zombie_Horse==== +
-  * Now separate from Horse +
-  * Includes options: Saddled, Tamed +
- +
-====Armor Stands==== +
-  * ArmorStand mobs now use Degrees for poses instead of radians +
- +
-====Falling Block==== +
-  * Added option **Options.DropsItem:​ [true/​false]**,​ defaults to true +
-  * Added option **Options.HurtsEntities:​ [true/​false]**,​ defaults to true +
- +
-====Iron Golem==== +
-  * Added option **Options.PlayerCreated:​ [true/​false]**,​ defaults to false +
- +
-====Sheep==== +
-  * Added option **Options.Sheared:​ [true/​false]**,​ defaults to false +
- +
-====Snow Golem==== +
-  * Added option **Options.Derp:​ [true/​false]**,​ defaults to false +
- +
-====Villager==== +
-  * Added option **Options.HasTrades:​ [true/​false]**,​ defaults to false +
- +
-=====Skills===== +
-====Particle Effects==== +
-  * Added particles **squid_ink**,​ **bubble_pop**,​ **current_down**,​ **bubble_column**,​ **nautilus**,​ **dolphin** +
-  * Added **size** option to reddust particle +
-  * Added **material** option for **item_crack**,​ **block_crack** particles +
- +
-====Potion==== +
-  * Added potion effects CONDUIT_POWER,​ DOLPHINS_GRACE,​ SLOW_FALLING +
- +
-====Velocity==== +
-  * Add operators "​REMOVE"​ and "​DIVIDE"​ +
- +
-=====Conditions===== +
-====NEW: Cuboid==== +
-Checks if a target entity is within the defined cuboid represented by location1 and location2. +
-  * - cuboid{location1=x,​y,​z;​location2=x,​y,​z;​world=world} +
- +
-====NEW: LastDamageCause==== +
-Checks the entity'​s last damage cause +
-  Conditions:​ +
-  - lastdamagecause ENTITY_ATTACK +
- +
-https://​hub.spigotmc.org/​javadocs/​bukkit/​org/​bukkit/​event/​entity/​EntityDamageEvent.DamageCause.html +
- +
-====NEW: Pitch==== +
-Checks the target entity'​s pitch +
-  TargetConditions:​ +
-  - pitch 20to40 +
-  - pitch <100 +
- +
-====NEW: Wearing==== +
-Condition to check the armor slots of living entities for normal or mythic ​items +
-  TargetConditions:​ +
-  - wearing{slot=helmet;​material=DIAMOND_HELMET} true +
-  - wearing{slot=chestplate;​mmitem=AnItem} +
-Slots are helmet, chestplate, leggings, and boots +
- +
-====NEW: Yaw==== +
-Checks the target entity'​s yaw +
-  TargetConditions:​ +
-  - yaw >50 +
-  - yaw 50to100 +
- +
-====Stance==== +
-  * Add option **strict=true/​false** (false by default) +
- +
-=====Targeters===== +
-====General==== +
-  * Vanilla targeters have been deprecated and removed. +
- +
-====Target Limits==== +
-All entity targeters now support target limits. With this you can limit how many things you target, including the order in which they are selected.  +
- +
-This is done with the options: +
-  * limit=# +
-  * sort=X +
- +
-Lets say you want your ability to only target the 2 nearest players within 30 yards. To do this, you'd simply set the limit 2 to and sort by nearest: +
-  * **@PlayersInRadius{r=30;​limit=2;​sort=NEAREST}** +
- +
-Currently sort can have the following values: +
-  * NONE //(usually sorts by how long the entity has existed)//​ +
-  * RANDOM +
-  * NEAREST +
-  * FURTHEST +
- +
-=====Items===== +
-  * This update includes a built-in item converter that allows all legacy material names and data values to continue to be used. +
-  * Old items should ​not require updating, but we make no promises as there may be some fringe cases we missed. +
-  * Added **Durability** field for items that can have durability +
- +
-====Potions==== +
-Added potion effects CONDUIT_POWER,​ DOLPHINS_GRACE,​ SLOW_FALLING for potion items +
- +
-=====Compatibility===== +
-  * Updated to be compatible with WorldGuard 7.0.0-beta1 +
-  * Updated to latest LibsDisguises +
-  * Updated to use the new MPets API +
-  * Removed BarAPI support +
- +
-====LibsDisguises==== +
-  * Added support for custom LibsDisguises disguises wDisguise.Type:​ name +
-  * If Disguise.Type does not match a known entity type, MM will ask LibsDisguises for any custom types defined in disguises.yml +
- +
-=====Bug Fixes/​Other===== +
-  * Show build number on plugin startup +
-  * Fixed many instances where bad configs would cause the plugin to not load +
-  * Fixed NPE in RandomMessage Mechanic +
-  * Fixed NPE with Get Egg Command tab completion +
-  * Fixed console warning when AIR used for blockmask +
-  * Numerous bug fixes for skill mechanic parsing +
-  * Fixed console error caused by boss bars +
-  * Fixes for ParticleBox effect +
-  * Fixed projecitles ​not obeying StopAtBlock option +
-  * Fixed bugs with ThreatTable API +
-  * Fixed conditionVar not working with Currency condition +
-  * Fixed MythicItem drops not dropping correct amount +
-  * Fixed Tropical Fish options not applying +
-  * Fixed NPEs in random spawns +
-  * Fixed sound mechanic being case-sensitive on 1.13+ +
-  * Fixed and improved positioning of prison mechanicc +
-  * Fixed RandomSpawn ADD not working on 1.13+ +
-  * Fixed ArmorStand HasGravity option working backwards +
-  * Fixed @Cone targeter positioning the cone thousands of blocks away +
-  * Countless other bug fixes we forgot about+
  
 ====== Older Changelogs ====== ====== Older Changelogs ======
 +  * [[:​4.7.x_changelogs|4.7.X Changelogs]]
 +  * [[:​4.6.x_changelogs|4.6.X Changelogs]]
 +  * [[:​4.5.x_changelogs|4.5.X Changelogs]]
   * [[:​4.4.x_changelogs|4.4.X Changelogs]]   * [[:​4.4.x_changelogs|4.4.X Changelogs]]
   * [[:​4.3.x_changelogs|4.3.X Changelogs]]   * [[:​4.3.x_changelogs|4.3.X Changelogs]]

changelog.1548934722.txt.gz · Last modified: 2019/01/31 06:38 by xikage