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changelog [2019/05/11 22:27]
xikage
changelog [2020/05/09 02:44] (current)
xikage
Line 1: Line 1:
-======4.7.0 [Dev Builds]====== +======4.10.0 [Dev]=====
- +
-=====Major Features===== +
-====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 +
- +
- +
-======4.6.0 [Premium]======+
  
 +======4.9.1=====
 =====General===== =====General=====
-  * Added config option RandomSpawning.DisableVanillaSpawns +  * Updated to use latest LibsDisguises 
-  * Skills can now be called with new shorthand syntax **skill:​name**+  * Updated to use latest version of MMOItems 
 +  * Data files will now regenerate when corruption is detected and leave backup of the old file
  
-  Skills: +=====Mechanics===== 
-  ​- skill:​someskill ~onAttack+====Command==== 
 +  * Added asTarget option to Command mechanic 
 +  ​* Added requireTarget option to Command mechanic
  
-=====Major Features===== +====Summon==== 
-====Better Saving==== +  Added level attribute to summon mechanic
-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==== +=====Conditions===== 
-MythicMobs now includes many new mechanics and conditions for dealing with variableswith options for temporary, non-saving, or permanent variables that can be placed on mobs or players. See the variables page for more information.+====NEW: mobsInRadius==== 
 +  mobsInRadius{types=X,Y;​amount=minToMax;​radius=#​}
  
-====Placeholders==== +=====Disguises===== 
-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.+  * Added Disguise.Name option 
 +  * Better PlayerDisguise parsing ​for LibsDisguises 
 +  * Disguise.ShowName for mobdisguise should be assumed false
  
-//This refers to the system of having <> placeholders ​in any configured strings such as <caster.name>//+=====Bug Fixes/Other===== 
 +  * Added more error catching for badly configured items 
 +  * Fixed plugin not even loading on 1.12 
 +  * Fixed errors in ProtocolLib support 
 +  * Fixed MountMe, MountTarget mechanics running async 
 +  * Fixed PotionMechanic overwrite=true not working on 1.15 
 +  * Fixed offset not working in speak mechanic 
 +  * Fixed serialization error with spawn location and goToSpawn AI goal 
 +  * Fixed NPE preventing removed or corrupted mobs from being cleaned up  
 +  * Fixed projectiles hitting targets multiple times in the same hit 
 +  * Fixed Custom drops not registering on startup 
 +  * Fixed GoToOwner goal error when player owner changes worlds 
 +  * Fixed NPE in FleeIf AI goal 
 +  * Fixed NPE in SudoSkill mechanic 
 +  * Fixed wandering_trader and baby_wandering_trader disguises 
 +  * Fix names on custom player disguises not being set properly 
 +  * Fixed NPE when chain mechanic has no target 
 +  * Fixed bugs with lunge mechanic 
 +  * Fixed PreventSlimeSplit option 
 +  * Fixed eggs spawning pigs out of dispensers 
 +  * Fixed TriggerLocation targeter 
 +  * Fixed villager trade results not working with multiple amounts 
 +  * Fixed RemoveAura mechanic not working with targets 
 +  * Fixed dusk condition logic being backwards 
 +  * Fixed remount mechanic running async 
 +  * Fixed custom AI errors on 1.13 
 +  * Fixed corrupt spawner files so that they'​ll still load if they have lost their world data so they can still be updated/moved 
 +  * Fixed spawners losing their data if they fail to load the mob type 
 +  * Fixed and optimized tracking of number of entities per chunk 
 +  * Fixed vanilla mob spawns not obeying MaxMobsPerChunk setting
  
-This system now integrates with PlaceholderAPI,​ and you can use %placeholderapi% placeholders anywhere that you can use MM placeholders+======4.9.0=====
  
-Placeholders should now usable in any mechanics and conditions that allow strings.+=====Major Stuff=====
  
-Some of the new Placeholders include: +====Versions==== 
-  * <caster.var.X> ​ - gets the value of the variable X on the current caster +  * Dropped 1.8 Support (Seriously, what are you doing?) 
-  * <target.var.X>  - gets the value of the variable X on the current target +  * ADDED 1.15.x Support
-  * <​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 |default appended ​in-case the variable you're looking for isn't set. +====NEW: Packs==== 
-  <​target.var.something|default>​+You can now create "​packs"​ of things. To create ​pack, you make your pack folder ​in the "​Packs"​ folder and then put your pack stuff in your pack folder in the Packs folder.
  
-====In-Line Conditions==== +For exampleto create MyCoolMobPackyou could organize your stuff like this: 
-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**.+- plugins/​MythicMobs/​Packs/​MyCoolMobPack/​Items 
 +- plugins/​MythicMobs/​Packs/​MyCoolMobPack/​Mobs 
 +- plugins/​MythicMobs/​Packs/​MyCoolMobPack/​Skills
  
-For example: +This should make it easier for people to organize and distribute stuff. Packs can contain DropTables, Items, Mobs, Skills, and RandomSpawns,​ and also Artifacts' ​Enchantments
-  ​Skills+
-  - message{m="​hey i'm on a gold block!"​} @trigger ?​onBlock{block=GOLD_BLOCK} ~onInteract+
  
-Your mechanic lines can have as many of these as you want in it, multiples do work.+====Commands==== 
 +  * Added yaw and pitch options to spawn command
  
 =====Mobs===== =====Mobs=====
-  * Added **Options.PreventSunburn: ​true** ​for burnable ​mobs+  * Added Bees 
 +  ​Added TRADER_LLAMA 
 +  * Fixed Vindicator Mob type 
 +  * Added 1.14+ Cat support 
 +  * Mob Levels can now have decimal places for smoother scaling. 
 + 
 +====Options==== 
 +  ​* Options.Anger (Bees) 
 +  * Options.HasNectar (Bees) 
 +  * Options.HasStung (Bees) 
 +  * Options.ApplyInvisibility (true/false) (No more 10000 duration invisibility potions ~onSpawn) 
 +  ​Options.HasBasePlate (Armor Stands) 
 +  ​Options.MainGene,​ Options.HiddenGene (Panda enum names) 
 +  * Options.FoxType (Foxes) 
 +  * Options.OcelotType (Cats) 
 +  * Options.LockPitch (Requires protocollib,​ keeps mobs heads from looking up/down) 
 +  * Options.CanTick,​ Options.CanMove (ArmorStand option on Paperspigot) 
 +  * Options.PreventJockeyMounts (for zombie types)
  
 =====Mechanics===== =====Mechanics=====
 +  * Improved nearestOtherFaction AI targeter
 +  * Added doNothing{conditions=[]} AI goal (premium-only)
 +  * Added usePlayerName option to the doppleganger mechanic
 +  * Added '​disguisetarget'​ mechanic
 +  * summon mechanic now has "​inheritFaction=true/​false"​ option
 +  * sendtoast{}
 +  - added option "​[icon]nbt=string"​ (default = nothing)
 +  - sendtoast{icon="​diamond_sword",​iconnbt="​{CustomModelData:​3}",​frame="​goal"​}
 +  - sendtoast{icon="​shears",​nbt="​{Damage:​10b,​Unbreakable=true}",​frame="​challenge"​}
  
-====NEW: BreakBlock==== +  * Added placeholder support to "​shoot"​ and "​volley"​ mechanics. 
-Breaks ​the block at the targeted location +  * Added placeholder support in the '​setname'​ mechanic. 
-  Skills: +  ​* Allow placeholders in in-line delay, repeat, and repeatInterval
-  - breakblock @targetlocation+
  
-====NEW: onAttack==== +  * Added <caster.l.yaw> and <​caster.l.pitch>​ 
-A special Aura mechanic that adds a temporary onAttack skill to the targetCan also be used to modify damage done by the attack+  ​* Added option "​soundcategory"​ to effect:sound{} 
-  ​Skills+  ​* Added sendMessage=false option to currency drops
-  ​- onAttack{auraName=fiery_strikes;​onHit=FireStrike;​duration=200;​charges=5;​multiplier=2} @self+
  
-In this examplethe 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.+====NEW: Animate Armorstand==== 
 +  *New mechanic: animatearmorstand{} / alias: animas{} 
 +  Options: 
 +  - duration=ticks (default = 1) 
 +  - head = x,y,
 +  - body = x,y,z 
 +  - leftarm = x,y,z 
 +  - rightarm = x,y,z 
 +  - leftleg = x,y,z 
 +  - rightleg = x,y,z 
 +  - smart = boolean (default = true) 
 +  - ignoreempty = boolean (default = true) 
 +  - usedegrees = boolean (default = true) 
 +  ---------------------------------------- 
 +  * "​smart"​ will help you to make your animations smoother ​if true 
 +  * "​ignoreempty"​ will ignore unspecified body parts and not animate them 
 +  * "​usedegrees"​ interprets the input' ​values ​as degrees (0-360) and as radians (0-6.28) if set to false
  
-onAttack has the following options+  Examples
-  ​* All options available to Auras +  ​- animatearmorstand{d=60;​head=45,​0,​0} 
-  * **onHit=[skill]** - A skill to execute while the aura is active +  - animatearmorstand{d=10;​leftarm=90,​0,​0;​rightarm=270,​0,​0;​ignoreempty=false} 
-  ​* **cancelEvent=true** ​Whether to cancel the event and do no base damage +  - etc, any combination you like
-  * **multiplier=#** - An optional multiplier on the original hit's damage +
-  ​* **add=#​** ​An optional static increase to the original hit's damage+
  
-====NEW: ​onDamaged==== +====NEW: ​setrotation==== 
-A special Aura mechanic that adds a temporary onDamaged skill to the target. Can also be used to modify damage done by the attack. +  ​* Added setrotation{} mechanic
-  ​Skills+  - setrotation{relative=true;yaw=90} 
-  - onDamaged{auraName=fire_shield;onHit=FireShield;​duration=200;charges=5;multiplier=0.5@self+  - setrotation{yaw=0;pitch=0} 
 +  - setrotation{relative=true;pitch=-45}
  
-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.+====NEW: disengage==== 
 +  * Added 'disengage' ​mechanic for properly lunging backwards.
  
-onDamaged has the following options: +====NEWsetAI==== 
-  * All options available to Auras +  * setAI{ai=true/false}
-  * **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==== +====NEW: ​setMobColor==== 
-Removes the target mob's owner.+  * SetMobColor{color=X}
  
-====NEW: ​SendResourcePack==== +====NEW: ​giveItem====
-Forces the target player to download a resource pack. Player must have resource packs enabled on the server.'​ +
-  Skills: +
-  - sendResourcePack{url=www.website.com/​resourcepack.zip} @target+
  
-====NEW: ​SetFaction==== +====NEW: ​teleportto ​==== 
-Sets or changes ​the target ​mob's faction +  ​*Added '​teleportto{}'​ mechanic, with support for relative teleportation. 
-  ​Skills+  - teleportto{m=relative;​c=0,​1,​0} (teleports ​the target ​1 block above its' ​current location) 
-  - setFaction{faction=X}+  ​-  
 +  * Added support for directional teleportation
 +  - teleportto{m=directional;​c=1,​0,​0(teleports the target 1 block towards its current facing (yaw)) 
 +  - teleportto{m=directional;​c=1,​0,​1} (teleports the target 1 block forward and 1 to the right) 
 +  - teleportto{m=directional;​c=-1,​3,​0} (1 block backward + 3 blocks up) 
 +  - teleportto{m=directional;​c=0.1,​0,​0;​yaw=1} (adds 1 to targets'​ yaw and teleports 0.1 blocks forward) 
 +  - Added option "​origin=caster/​target"​ for basing the origin of directional/​relative teleportation 
 +  - Allow placeholders in TargetTo and TargetIn mechanics
  
-====NEWSetGameMode==== +====IMPROVEDThreat==== 
-Sets the game mode of the targeted player +  * Added more functionality to the threat{} mechanic. 
-  ​Skills: +  * The threat mechanic now supports ​the "mode=" field which includes ​the options: 
-  - setGameMode{mode=ADVENTURE} @trigger ~onInteract+  ​- mode=add (default value) 
 +  - mode=remove 
 +  - mode=multiply 
 +  - mode=divide 
 +  - mode=set (allows setting threat to specific value) 
 +  - mode=reset (removes the target from the threat table) 
 +  - mode=forcetop (forces the target to become the top threat holder) 
 +  set/​reset/​forcetop do not require the "​amount="​ field 
 +  
 +====Particle Effects==== 
 +  * Added dripping_honey 
 +  * Added falling_honey 
 +  * Added falling_nectar 
 +  * Added landing_honey 
 +  * Added xSpread and zSpread option for all particle effects
  
-====NEW: Shield==== +=====Targeters=====
-Shields the target with absorption hearts for a set amount. +
-  Skills: +
-  - shield{amount=10;​maxShield=20} @target+
  
-====NEW: ShieldPercent==== +====Origin Targeter==== 
-Shields the target with absorption hearts for a percentage of their maximum health. +  ​* Added yoffset option
-  ​Skills: +
-  - 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.+
  
-====NEW: VariableSet==== +====Target Filters==== 
-Sets a [[:​skills:​variables|variable]] on the specified scope.+  * Added ignore=vanilla/​targetvanilla=false target filter 
 +  * Added 
  
-    setVariable{ +=====Conditions===== 
-        variable=[scope].[name];​ +  * Added '​hasGravity'​ condition 
-        value=[the value]; +  * Added '​children'​ condition, which tests how many children the caster has
-        type=[variable_typpe];​ +
-        save=[true/​false];​ +
-        duration=[optional_duration_in_ticks] +
-      }+
  
-  Skills: +====NEW: SameFaction====
-  - 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 variableor by using the **scope=[scope]*option.+=====Placeholders===== 
 +  ​Added caster.tt.size placeholder 
 +  ​Added placeholder support ​to "​shoot"​ and "​volley"​ mechanics. 
 +  * Added placeholder support in the '​setname'​ mechanic. 
 +  * Allow placeholders in in-line delayrepeat, and repeatInterval 
 +  ​ 
 +=====Items===== 
 +  ​Added Options.AppendType to items, to track MM Item Type in NBT
  
-====NEW: VariableAdd==== +=====Spawners===== 
-Adds an amount ​to a [[:​skills:​variables|variable]] ​on the specified scope. Only works with numeric variable types+  * Added <​spawner.pir>​ (players in radius) placeholder for spawners to set mob amount ​based on players in radius
-  ​Skills+  ​* Added scalingRange attribute for spawners 
-  ​- variableadd{var=skill.testVar;​amount=1} ~onInteract+  * Allow placeholders+math in spawners maxmobs attribute 
 +  * Allow multiple mob types per spawner, in format
 +  ​/mm s set [name] mobtype 25%Mob1,​25%Mob2,​50%mMob2
  
-====NEW: VariableSubtract==== +=====Compatibility===== 
-Subtracts an amount to a [[:​skills:​variables|variable]] on the specified scope. Only works with numeric variable types. +  ​* Better FactionsAPI support 
-  ​Skills: +  ​* Added native support for latest MMOItems/​MMOCore
-  ​- variablesubtract{var=skill.testVar;​amount=1} ~onInteract+
  
-====Auras====+====LibsDisguises==== 
 +Added missing disguises:​ 
 +  * baby_horse 
 +  * baby_mooshroom 
 +  * baby_chicken 
 +  * baby_pig 
 +  * baby_sheep 
 +   
 +=====PREMIUM ONLY===== 
 +  * Mob Health and Damage now support math and placeholders. 
 +  * Added new ScalingEquations in config.yml to auto scale mob health/​damage using math/​formulas. Replaces Levelmodifiers if used.} 
 +  * Item attributes can now use placeholders/​math for item generation. 
 +  * doNothing{conditions=[]} AI goal
  
-Added various options to Auras, ​and fixed many bugs: +=====Bug Fixes/​Other===== 
-**Option** **Description** ^ +  * Improved MythicMobSpawnEvent 
-|**maxStacks=5**  ​|The maximum stacks of an aura that can exist on a target from a particular caster| +  * Fixed onAttack skills recursively triggering themselves 
-|**mergeAll=false**  ​|Defaults ​to false, auras from all casters on the same target will be merged and have their stacks increased| +  * Fixed projectiles sometimes hitting their own bullets ​and stopping 
-|**mergeSameCaster=true**  ​|Defaults to true, auras from the same caster on the same target will be merged ​and have their stacks increased| ​     ​ +  * Fixed projectiles not terminating in unloaded worlds 
-|**refreshDuration=true**  ​|Defaults to true, refreshes the duration on auras when new stack is applied|+  * Fixed mpets working with mob spawners 
 +  * Fixed mpets working with summon skill 
 +  * Fixed error with HolographicDisplays support 
 +  * Fixed recursive onDamaged skills with mob damaging itself 
 +  * Fixed remove command not unregistering non-Despawning mobs 
 +  * Fixed Lunge and Disengage mechanics not targeting locations 
 +  * fixed some item related ​bugs 
 +  fixed some Item NBT bugs 
 +  ​fixed RandomThreatTarget targeter never targeting the last person on threat 
 +  ​fixed lunge being backwards and changed velocity to absolute value 
 +  ​Fixed several placeholder/​math bugs. 
 +  ​improved 1.15.1/​1.15.2 compatibility 
 +  ​Fixed several spawner related bugs. 
 +  ​Fixed MythicMobDespawnEvent being async 
 +  ​fixed ranges/​percents in attributes 
 +  Fixed Options.PreventTransformation 
 +  ​Fixing mixup of x/z axis in mode=relative on teleportto{} 
 +  ​Fixed yaw in mode=relative / teleportto{} 
 +  ​Fixed NPE in TeleportIn mechanic 
 +  * More placeholder support 
 +  Made parrots randomize color if not specified 
 +  ​Fixed Options.PassthroughDamage not working with projectiles. 
 +  ​Fixed a bullettype material error 
 +  ​Fixed Parrots 
 +  * Scaling equations may now be set to NONE 
 +  Fixed onCombat trigger 
 +  ​Improved Paper compatibility 
 +  ​Fixed double/​float ranges using #-# format not parsing 
 +  * Fixed spawners set and listnear commands 
 +  Fixed armor stands having no gravity by default 
 +  ​Fixed an NPE with CreatureSpawnEvent 
 +  ​Fixing effect:​sound being played globally maybe 
 +  ​Fixed NPE in OtherFaction AI goal 
 +  * Deprecated backup system for tracking mob type in scoreboards 
 +  * Fixed compatibility error with HolographicDisplays 
 +  * bunch of other stuff I probably forgot
  
-====Heal and HealPercent==== +======4.8.0======
-  * Overhealing now applies absorption hearts instead of increasing maximum health. +
-  * Added MaxOverhealing option for both skills, working exactly like the similar shield mechanics.+
  
-====PushButton==== +=====Major Stuff=====
-  * Fixed on 1.13 +
-  * Now works with location targeters+
  
-====Summon==== +====Versions==== 
-  * Added summonerIsParent=false,​ summonerIsOwner=false options+  * Dropped 1.11 support (why aren't you on 1.12 yet?)
  
-====ToggleLever==== +====AI Update==== 
-  * Fixed on 1.13 +  * Many AI goals/​targeters have been improved 
-  * Now works with location targeters+  * Performance has been improved 
 +  * A new API has been added for registering custom AI goals
  
-=====Conditions===== +====Villager Trades==== 
-====NEW: StringEquals==== +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.
-Returns true if the the two strings matchBoth values can use placeholders. +
-  Conditions:​ +
-  - stringEquals{value1="​yes";​value2="<​mob.var.ready|nope>"​} +
-  - stringEquals{value1="​yes";​value2="​%essentials_godmode%"​}+
  
 +  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
  
-====NEW: ​VariableEquals==== +====Chain Mechanic==== 
-Returns true if the variable matches ​the value. The value can contain placeholders/​other variables/​etc+ 
-   +A really cool new mechanic! See entry in the mechanics section. 
-  ​Conditions+ 
-  - variableEquals{variable=[scope].[variablename];value="[a value]"+=====Commands===== 
-  - variableEquals{variable=target.somevariable;value="​hello"​true+  * 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 onceAlso 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
  
-  ​BearGrowl+  ​DamageModTest
-    ​TargetConditions+    ​TypeCOW 
-    - variableEquals{var=target.heardbear;​value="​yes"​} cancel+    DamageModifiers:​ 
 +    - LIGHTNING 0.1 
 +    - FIRE 2.0 
 +    - AIR 1.0 
 +    - ICE 0.5
     Skills:     Skills:
-    - message{m="​You hear a growling noise"​} +    - message{m="​Damaged by <​skill.var.damage-type> for <skill.var.damage-amount>​"} @PIR{r=50~onDamaged
-    ​setvariable{var=target.heardbear;​value="yes";​duration=6000}+
  
-====NEW: VariableIsSet==== +====onDamaged==== 
-Returns true if the variable is set on the target scope+  * Added **damageMods** option, letting you create auras that apply damage modifiers. 
-  - variableIsSet{variable=[scope].[variablename]} +  * Can also specify custom damageMods that you use in the damage mechanic 
-  variableIsSet{variable=target.somevariabletrue+<​code>​ 
 +  - onDamaged{ 
 +      auraName=damageResist;​d=200;​ 
 +      onTick=[ 
 +        particles{p=flame;​amount=10;​hS=0.4} 
 +      ]; 
 +      damageMods="​FIRE 0.5"} @self ~onInteract 
 +</​code>​ 
 +====Particles==== 
 +  * Added campfire_cosy,​ campfire_signal particles 
 +  * Allowed a bunch of placeholders in more mechanics
  
-====NEW: ​VariableInRange==== +=====Conditions===== 
-Returns true if the variable is within the given range. Only works with numeric variables. +====NEW: ​EnchantExp==== 
-  - variableInRange{variable=[scope].[variablename];​range=[range]} +====NEW: EnchantLevel==== 
-  - variableInRange{variable=target.somevariable;​range=>10} true+====NEW: FoodSaturation==== 
 +====NEW: FoodLevel==== 
 +====NEW: LocalDifficulty====
  
-=====Triggers===== +=====Targeters=====
-====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===== +====New Sorters==== 
-====NBT Support==== +  * Added new Target sorters ​ 
-  * You can now specify NBT tags on items in the format: +    * HIGHEST_HEALTH ​ 
-  Item: +    ​* LOWEST_HEALTH ​ 
-    ​Id: DIAMOND_SWORD +    ​* HIGHEST_THREAT ​ 
-    ​NBT: +    * LOWEST_THREAT
-      ​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). +  @ThreatTablePlayers{sort=HIGHEST_THREAT;​limit=5}  
 +   
 +====NEW: @RandomLocationsNearTargets====
  
-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. +=====AI Goals/​Targets===== 
-         +====NEW: NearestConditionalTarget==== 
-=====Drop Tables===== +A premium-only AI Targeter that will cause the mob to attack any nearby entities that meet the supplied conditions.
-  * Added "​nothing"​ droptype for helping with weighted droptables +
-  * Finally fixed/​implemented BonusLevelItems and BonusLuckItems+
  
-**BonusLevelItems[number]/​[range]** +Example
-  ​* A modifier on the number of items dropped based on the mob's level +  ​AITargetSelectors:​ 
-  ​* Can be set as a range, i.e. 0.2to0.5 +  ​- clear 
-  ​* Works like: **amount ​amount + (mob_level * bonus_level_items)** +  ​- nearestConditionalTarget{conditions=[ 
-  * Requires that **TotalItems**,​ **MinItems**,​ or **MaxItems** be set on the table to work+        - entitytype PLAYER 
 +        - hasaura{aura=marked_for_death} 
 +      ]}
  
-**BonusLuckItems[number]/​[range]** +====NEWFleeConditional==== 
-  ​* ​modifier on the number of items dropped based on the killer'​s luck stat +premium-only AI Goal that will cause the mob to flee from any nearby entities that meet the supplied conditions.
-  * Can be set as a range, i.e. 0.15to8 +
-  * Works with Luck attribute, Luck-based enchants/​curses,​ and Luck potion effects +
-  * Works like: **amount = amount + (luck * bonus_luck_items)** +
-  * Requires ​that **TotalItems**,​ **MinItems**,​ or **MaxItems** be set on the table to work+
  
-=====RandomSpawns===== +Example: 
-  * Optimized and improved random spawn point generation +  AIGoalSelectors:​ 
-  * Fixed RandomSpawns not obeying MaxMobsPerChunk option+  - clear 
 +  - fleeConditional{distance=5; speed=2; conditions=
 +        - inlineofsight 
 +        - entitytype COW 
 +      ]} 
 + 
 +=====Placeholders===== 
 +  * Added missing trigger.threat placeholder
  
-====PositionType==== 
-  * Added **PositionType:​ [LAND/​SEA]** option, defaults to LAND 
-  * Land spawns will only ever spawn on land 
-  * Sea will only ever spawn in water 
 =====Compatibility===== =====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==== +====LibsDisguises==== 
-  * Readded WorldGuard 6 support for Minecraft 1.8-1.12+  * Fixed some disguise bugs
  
-=====API===== +=====Bug Fixes / Other===== 
-Added **MythicMobDespawnEvent**, which should trigger whenever mob stops existing ​for any reason ​that isn'​t ​death.+  ​* ​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
  
-=====Bugs/Other===== +======4.7.1 [Latest]====== 
-  * Fixed MPets compatibility +  * Fixed several ​bugs with placeholders 
-  * Fixed bugs with new particle options +  * Fixed number ranges ​not working ​in drops 
-  * Fixed potential dupe glitch with consumeHeldItem mechanic and Artifacts +  * Backported several other random bug fixes
-  * Fixed bugs with item durability not applying on 1.13+ +
-  * Fixed various bugs with item generation +
-  * Fixed SkillAPI and McMMO xp messages showing even when disabled +
-  * Fixed RandomSpawns not obeying MaxMobsPerChunk option +
-  * Fixed targeter sort=RANDOM not returning any targets +
-  * Fixed <​trigger.name>​ not displaying when trigger is a mob +
-  * Fixed particle projectiles being stopped by half-slabs +
-  * Fixed console spam from WorldGuard +
-  * Fixed some spawner issues involving not tracking despawning mobs correctly +
-  * Fixed imported bukkit items not loading +
-  * Fixed cast/​castinstead condition actions not obeying cooldowns +
-  * Fixed many legacy items not converting properly ​in droptables +
-  * Fixed damaged mobs not dying with ignoreArmor=true +
-  * Fixed mobs spawning multiple mounts in some scenarios +
-  * Fixed mob owner and cooldowns not saving between restarts +
-  * Fixed threat tables not dropping targets that change worlds+
  
-======4.5.9 [Latest Free]====== +======4.7.0======
-  * Backported more bug fixes for item importing+
  
-======4.5.1-4.5.8====== +=====Major Features=====
-  * Backported support for WorldGuard 6 on 1.8-1.12 +
-  * Backported another bug fix for item importing +
-  * Fixed bugs with item importing +
-  * Fixed several bugs with the API +
-  * Backported more API changes to 4.5.X +
-  * Backported various bug fixes +
-  * Backported latest API changes to 4.5.X +
-  * Fixed several bugs with items +
-  * Built against latest WorldGuard 7.0 dev builds +
-  * Fixed several other minor bugs +
-  * Fixed item names not processing special characters correctly +
-  * Optimized mob spawning a bit +
-  * Fixed some formatting in error messages +
-  * Fixed an incompatibility with Artifacts+
  
-======4.5.0====== +====1.14 Support==== 
-=====General===== +  * Full support for 1.14.4 
-  * Added support for Minecraft ​1.13 and 1.13.1 +  * Dropped support for 1.7, 1.and 1.10
-  * 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===== +===New Mobs==== 
-  * Added -p flag to killall command to kill persistent mobs +  * Cat 
-  * Added version command +  * Fox 
-  * Added some new testing commands+  * Panda 
 +  * Pillager 
 +  * Ravager
  
-=====Mobs===== +===New ​Particles=== 
-====General==== +  * flash 
-  * Added Adult and Baby options for ageable animals. +  * landinglava 
-  * Age will no longer override on offspring unless configured to. +  * sneeze 
-====New: Baby_Drowned==== +  * composter 
-====New: Cod==== +  * fallinglava 
-====New: Drowned==== +  * fallingwater
-====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==== +====Better MetaSkills==== 
-  * ArmorStand mobs now use Degrees for poses instead of radians+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
  
-====Falling Block==== +====Math/​Placeholders==== 
-  Added option ​**Options.DropsItem:​ [true/​false]**, defaults to true +**This feature is Premium-only**.
-  * Added option **Options.HurtsEntities:​ [true/​false]**,​ defaults to true+
  
-====Iron Golem==== +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.
-  * Added option **Options.PlayerCreated:​ [true/​false]**,​ defaults ​to false+
  
-====Sheep==== +In order to use math where able, you can simply put placeholders and equations between ''​ where you'd normally put a number value.
-  * Added option **Options.Sheared:​ [true/​false]**,​ defaults ​to false+
  
-====Snow Golem==== +For example: 
-  ​* Added option **Options.Derp: [true/​false]**, defaults to false+  Skills: 
 +  - damage{amount=1} 
 +  - damage{amount='5 + 5'} 
 +  ​- damage{amount='<​caster.level> ​10'}
  
-====Villager==== +and so on
-  * Added option **Options.HasTrades:​ [true/​false]**,​ defaults to false+
  
-=====Skills===== +The following mechanics can use math so far: 
-====Particle Effects==== +  * **damage** 
-  * Added particles ​**squid_ink****bubble_pop****current_down**, **bubble_column**,​ **nautilus**,​ **dolphin** +  ​* **damagePercent** 
-  * Added **size** option to reddust particle +  ​* **heal** 
-  * Added **material** option for **item_crack**, ​**block_crack** particles+  * **healPercent** 
 +  * **setLevel**
  
-====Potion==== +Math is also usable in drop amounts: 
-  * Added potion effects CONDUIT_POWER,​ DOLPHINS_GRACE,​ SLOW_FALLING+  ​Drops: 
 +  - gold_nugget '1 + (0.2 <​caster.level>​)'​
  
-====Velocity==== +====Projectile Bullets====
-  * Add operators "​REMOVE"​ and "​DIVIDE"​+
  
-=====Conditions===== +Projectile mechanics can now specify ​bullet type that will represent ​the projectileNo longer are projectiles just limited to particles!
-====NEW: Cuboid==== +
-Checks if 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==== +These work with the projectile, missile, and orbital mechanics.
-Checks ​the entity'​s last damage cause +
-  Conditions:​ +
-  - lastdamagecause ENTITY_ATTACK+
  
-https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/event/entity/EntityDamageEvent.DamageCause.html+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;​...}//​
  
-====NEW: Pitch==== +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... 
-Checks the target entity'​s ​pitch +  
-  ​TargetConditions:​ +You can also use the new **bulletSpin=#​** option to give your bullets some spin.
-  - pitch 20to40 +
-  - pitch <100+
  
-====NEW: Wearing==== +=====Mobs===== 
-Condition to check the armor slots of living entities for normal or mythic items +Added support for all 1.14 mob types.
-  TargetConditions:​ +
-  - wearing{slot=helmet;​material=DIAMOND_HELMET} true +
-  - wearing{slot=chestplate;​mmitem=AnItem} +
-Slots are helmet, chestplate, leggings, and boots+
  
-====NEW: Yaw==== +=====Mechanics=====
-Checks the target entity'​s yaw +
-  TargetConditions:​ +
-  - yaw >50 +
-  - yaw 50to100+
  
-====Stance==== +====NEW: onShoot==== 
-  ​* Add option **strict=true/​false** (false by default)+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
  
-=====Targeters===== +In this example, the caster'​s next 5 bow shots will shoot fireballs instead of arrows.
-====General==== +
-  * Vanilla targeters have been deprecated and removed.+
  
-====Target Limits==== +====NEW: Speak==== 
-All entity targeters now support target limitsWith this you can limit how many things you targetincluding the order in which they are selected. ​+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!
  
-This is done with the options: +   - speak{m="OH BOY I HAVE SPEECH BUBBLES NOW"} @trigger ~onInteract 
-  * limit=# +   - speak{m="OW THAT HURTS I CANT BELIEVE YOU WOULD HIT AN INNOCENT MAN"} @trigger ~onDamaged ​
-  * 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: +{{:​od8f7goejm.gif?​400 |}}
-  * **@PlayersInRadius{r=30;​limit=2;​sort=NEAREST}**+
  
-Currently sort can have the following values+====NEWVariableMath==== 
-  * NONE //(usually sorts by how long the entity has existed)// + 
-  * RANDOM +=====Conditions===== 
-  * NEAREST + 
-  * FURTHEST+====NEW: DamageAmount==== 
 + 
 +====NEW: DamageCause==== 
 + 
 +====NEW: Health==== 
 + 
 +====NEW: Moving====
  
 =====Items===== =====Items=====
-  ​* This update includes a built-in item converter that allows all legacy material names and data values to continue to be used. +  * Added the **Model** option ​for setting an item's CustomModelData NBT tag.  
-  * Old items should not require updating, but we make no promises as there may be some fringe cases we missed. +  * Placeholders and variables are now usable in item lore
-  ​* Added **Durability** field for items that can have durability+
  
-====Potions==== +=====Drops===== 
-Added potion effects CONDUIT_POWERDOLPHINS_GRACE,​ SLOW_FALLING ​for potion items+ 
 +====Math==== 
 +  * ***Premium Only*** You can now use math equations and placeholders in drop amountssurrounded 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===== =====Compatibility=====
-  * Updated to be compatible with WorldGuard 7.0.0-beta1 + 
-  * Updated to latest LibsDisguises +====Holographic Displays==== 
-  * Updated to use the new MPets API +All hologram-related things now support ​using Holographic Displays, including health bars, nameplates, and speech bubbles.
-  * Removed BarAPI ​support+
  
 ====LibsDisguises==== ====LibsDisguises====
-  * Added support for custom LibsDisguises disguises w/ Disguise.Type:​ name +  * Added a bunch of missing ​disguises
-  * If Disguise.Type does not match known entity type, MM will ask LibsDisguises for any custom types defined in disguises.yml+
  
-=====Bug Fixes/​Other===== +=====Bug Fixes / Other===== 
-  * Show build number on plugin startup +  * Fixed some bugs with serialization 
-  * Fixed many instances where bad configs would cause the plugin ​to not load +  * Fixed missiles ​to hit the target'​s body instead of their feet 
-  * Fixed NPE in RandomMessage Mechanic +  * Fixed wearing condition 
-  * Fixed NPE with Get Egg Command tab completion +  * Fixed some egg-related crashes on 1.14 
-  * Fixed console warning when AIR used for blockmask +  * Fixed placeholders ​in drop messages 
-  * Numerous bug fixes for skill mechanic ​parsing +  * Fixed singlequotes breaking message mechanics 
-  * Fixed console ​error caused by boss bars +  * Fixed <​.php>​ placeholders 
-  * Fixes for ParticleBox effect +  * Fixed the shootpotion ​mechanic 
-  * Fixed projecitles ​not obeying StopAtBlock option +  * Fixed a bunch of errors related to world unloading 
-  * Fixed bugs with ThreatTable API +  * Fixed despawn event throwing an async error 
-  * Fixed conditionVar not working ​with Currency condition +  * Fixed despawning errors on shutdown 
-  * Fixed MythicItem drops not dropping correct amount +  * Fixed xp messages showing up even when disabled 
-  * Fixed Tropical Fish options ​not applying +  * Fixed droptable inline item display names not parsing special characters 
-  * Fixed NPEs in random spawns +  * Fixed inline OnBlock and WorldTime conditions 
-  * Fixed sound mechanic being case-sensitive on 1.13+ +  * Fixed an error with recursive drops 
-  * Fixed and improved positioning of prison mechanicc +  * Fixed several variable-related bugs 
-  * Fixed RandomSpawn ADD not working on 1.13+ +  * Fixed custom API drops not rolling amounts correctly 
-  * Fixed ArmorStand HasGravity option working backwards +  * Fixed various errors with Random Spawns 
-  * Fixed @Cone targeter positioning ​the cone thousands of blocks away +  * Fixed particle effects appearing in the wrong world 
-  * Countless other bug fixes we forgot about+  * 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
  
 ====== 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.1557628066.txt.gz · Last modified: 2019/05/11 22:27 by xikage