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changelog [2019/08/09 17:24]
xikage
changelog [2020/06/30 21:13] (current)
Line 1: Line 1:
-======4.8.0 [Dev]======+======4.10.0 [Dev]=====
  
 +======4.9.1=====
 +=====General=====
 +  * Updated to use latest LibsDisguises
 +  * Updated to use latest version of MMOItems
 +  * Data files will now regenerate when corruption is detected and leave a backup of the old file
 +
 +=====Mechanics=====
 +====Command====
 +  * Added asTarget option to Command mechanic
 +  * Added requireTarget option to Command mechanic
 +
 +====Summon====
 +  * Added level attribute to summon mechanic
 +
 +=====Conditions=====
 +====NEW: mobsInRadius====
 +  mobsInRadius{types=X,​Y;​amount=minToMax;​radius=#​}
 +
 +=====Disguises=====
 +  * Added Disguise.Name option
 +  * Better PlayerDisguise parsing for LibsDisguises
 +  * Disguise.ShowName for mobdisguise should be assumed false
 +
 +=====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
 +
 +======4.9.0=====
 +
 +=====Major Stuff=====
 +
 +====Versions====
 +  * Dropped 1.8 Support (Seriously, what are you doing?)
 +  * ADDED 1.15.x Support
 +
 +====NEW: Packs====
 +You can now create "​packs"​ of things. To create a pack, you make your pack folder in the "​Packs"​ folder and then put your pack stuff in your pack folder in the Packs folder.
 +
 +For example, to create MyCoolMobPack,​ you could organize your stuff like this:
 +- plugins/​MythicMobs/​Packs/​MyCoolMobPack/​Items
 +- plugins/​MythicMobs/​Packs/​MyCoolMobPack/​Mobs
 +- plugins/​MythicMobs/​Packs/​MyCoolMobPack/​Skills
 +
 +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
 +
 +====Commands====
 +  * Added yaw and pitch options to spawn command
 +
 +=====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=====
 +  * 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"​}
 +
 +  * Added placeholder support to "​shoot"​ and "​volley"​ mechanics.
 +  * Added placeholder support in the '​setname'​ mechanic.
 +  * Allow placeholders in in-line delay, repeat, and repeatInterval
 +
 +  * Added <​caster.l.yaw>​ and <​caster.l.pitch>​
 +  * Added option "​soundcategory"​ to effect:​sound{}
 +  * Added sendMessage=false option to currency drops
 +
 +====NEW: Animate Armorstand====
 +  *New mechanic: animatearmorstand{} / alias: animas{}
 +  Options:
 +  - duration=ticks (default = 1)
 +  - head = x,y,z
 +  - 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
 +
 +  Examples:
 +  - animatearmorstand{d=60;​head=45,​0,​0}
 +  - animatearmorstand{d=10;​leftarm=90,​0,​0;​rightarm=270,​0,​0;​ignoreempty=false}
 +  - etc, any combination you like
 +
 +====NEW: setrotation====
 +  * Added setrotation{} mechanic:
 +  - setrotation{relative=true;​yaw=90}
 +  - setrotation{yaw=0;​pitch=0}
 +  - setrotation{relative=true;​pitch=-45}
 +
 +====NEW: disengage====
 +  * Added '​disengage'​ mechanic for properly lunging backwards.
 +
 +====NEW: setAI====
 +  * setAI{ai=true/​false}
 +
 +====NEW: setMobColor====
 +  * SetMobColor{color=X}
 +
 +====NEW: giveItem====
 +
 +====NEW: teleportto ====
 +  *Added '​teleportto{}'​ mechanic, with support for relative teleportation.
 +  - teleportto{m=relative;​c=0,​1,​0} (teleports the target 1 block above its' current location)
 +  - 
 +  * 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
 +
 +====IMPROVED:​ Threat====
 +  * Added more functionality to the threat{} mechanic.
 +  * The threat mechanic now supports the "​mode="​ field which includes the options:
 +  - 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
 +
 +=====Targeters=====
 +
 +====Origin Targeter====
 +  * Added yoffset option
 +
 +====Target Filters====
 +  * Added ignore=vanilla/​targetvanilla=false target filter
 +  * Added 
 +
 +=====Conditions=====
 +  * Added '​hasGravity'​ condition
 +  * Added '​children'​ condition, which tests how many children the caster has
 +
 +====NEW: SameFaction====
 +
 +=====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 delay, repeat, and repeatInterval
 +  * 
 +=====Items=====
 +  * Added Options.AppendType to items, to track MM Item Type in NBT
 +
 +=====Spawners=====
 +  * Added <​spawner.pir>​ (players in radius) placeholder for spawners to set mob amount based on players in radius.
 +  * Added scalingRange attribute for spawners
 +  * 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
 +
 +=====Compatibility=====
 +  * Better FactionsAPI support
 +  * Added native support for latest MMOItems/​MMOCore
 +
 +====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
 +
 +=====Bug Fixes/​Other=====
 +  * Improved MythicMobSpawnEvent
 +  * Fixed onAttack skills recursively triggering themselves
 +  * Fixed projectiles sometimes hitting their own bullets and stopping
 +  * Fixed projectiles not terminating in unloaded worlds
 +  * 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
 +  * a bunch of other stuff I probably forgot
 +
 +======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
 +<​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
 +
 +=====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
  
 +======4.7.1 [Latest]======
 +  * Fixed several bugs with placeholders
 +  * Fixed number ranges not working in drops
 +  * Backported several other random bug fixes
  
-======4.7.0 ​[Premium]======+======4.7.0======
  
 =====Major Features===== =====Major Features=====
Line 178: Line 676:
   * Fixed MythicMobs breaking the Guilds plugin   * Fixed MythicMobs breaking the Guilds plugin
   * Fixed onSurface option in summon mechanics   * 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===== 
-  * 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===== 
- 
-====NEW: BreakBlock==== 
-Breaks the block at the targeted location 
-  Skills: 
-  - breakblock @targetlocation 
- 
-====NEW: onAttack==== 
-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: 
-  - 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. 
- 
-onAttack 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 do no base damage 
-  * **multiplier=#​** - An optional multiplier on 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==== 
-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==== 
-Sets or changes the target mob's faction 
-  Skills: 
-  - setFaction{faction=X} 
- 
-====NEW: SetGameMode==== 
-Sets the game mode of the targeted player 
-  Skills: 
-  - setGameMode{mode=ADVENTURE} @trigger ~onInteract 
- 
-====NEW: Shield==== 
-Shields the target with absorption hearts for a set amount. 
-  Skills: 
-  - shield{amount=10;​maxShield=20} @target 
- 
-====NEW: ShieldPercent==== 
-Shields the target with absorption hearts for a percentage of their maximum health. 
-  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==== 
-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==== 
-  * Overhealing now applies absorption hearts instead of increasing maximum health. 
-  * 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===== 
-  * Added "​nothing"​ droptype for helping with weighted droptables 
-  * Finally fixed/​implemented BonusLevelItems and BonusLuckItems 
- 
-**BonusLevelItems:​ [number]/​[range]** 
-  * A modifier on the number of items dropped based on the mob's level 
-  * Can be set as a range, i.e. 0.2to0.5 
-  * Works like: **amount = amount + (mob_level * bonus_level_items)** 
-  * Requires that **TotalItems**,​ **MinItems**,​ or **MaxItems** be set on the table to work 
- 
-**BonusLuckItems:​ [number]/​[range]** 
-  * A modifier on the number of items dropped based on the killer'​s luck stat 
-  * 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===== 
-  * Optimized and improved random spawn point generation 
-  * Fixed RandomSpawns not obeying MaxMobsPerChunk option 
- 
-====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===== 
-====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===== 
-  * Fixed MPets compatibility 
-  * Fixed bugs with new particle options 
-  * Fixed potential dupe glitch with consumeHeldItem mechanic and Artifacts 
-  * 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 
  
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changelog.1565393048.txt.gz · Last modified: 2020/06/30 21:13 (external edit)