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4.6.5
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=====
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- Basic support for 1.14
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- Backported lots of bug fixes from 4.7
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4.6.0 - 4.6.4
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=============
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General
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-------
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- Added config option RandomSpawning.DisableVanillaSpawns
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- Skills can now be called with a new shorthand syntax **skill:name**
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<!-- -->
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Skills:
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- skill:someskill ~onAttack
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Major Features
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--------------
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### Better Saving
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Mobs with **Despawn: false** will now save their information far more
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reliably, and now remember everything about themselves between restarts
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such as their owner, stance, etc.
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### Variables System
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MythicMobs now includes many new mechanics and conditions for dealing
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with variables, with options for temporary, non-saving, or permanent
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variables that can be placed on mobs or players. See the variables page
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for more information.
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### Placeholders
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The Placeholders (formerly called variables for some reason) system has
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been totally redone and is now much faster, in addition to having an
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assortment of new placeholders.
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*This refers to the system of having <> placeholders in any
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configured strings such as <caster.name>*
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This system now integrates with PlaceholderAPI, and you can use
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%placeholderapi% placeholders anywhere that you can use MM placeholders
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Placeholders should now usable in any mechanics and conditions that
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allow strings.
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Some of the new Placeholders include:
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- <caster.var.X> - gets the value of the variable X on the
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current caster
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- <target.var.X> - gets the value of the variable X on the
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current target
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- <trigger.var.X> - gets the value of the variable X on the
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current trigger
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- <skill.var.X> - gets the value of the variable X on the
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current skill tree
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- <random.\#to\#> - a random number between \# and \#
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Variable placeholders can have a \|default appended in-case the variable
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you're looking for isn't set.
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<target.var.something|default>
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### In-Line Conditions
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You can now use basic conditions within mechanics using the new ? "if"
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operator. These conditions only run as regular conditions (targeting the
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caster), can not have **condition actions**, and they always check if
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the condition is **true**.
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For example:
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Skills:
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- message{m="hey i'm on a gold block!"} @trigger ?onBlock{t=GOLD_BLOCK} ~onInteract
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Your mechanic lines can have as many of these as you want in it,
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multiples do work.
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Mobs
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----
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- Added **Options.PreventSunburn: true** for burnable mobs
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Mechanics
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---------
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### NEW: BreakBlock
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Breaks the block at the targeted location
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Skills:
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- breakblock @targetlocation
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### NEW: onAttack
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A special Aura mechanic that adds a temporary onAttack skill to the
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target. Can also be used to modify damage done by the attack.
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Skills:
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- onAttack{auraName=fiery_strikes;onHit=FireStrike;duration=200;charges=5;multiplier=2} @self
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In this example, the caster's next 5 physical hits within 10 seconds
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would trigger the FireStrike skill targeting whatever was hit and also
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deal 200% damage. However, if FireStrike's conditions failed, it would
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deal regular damage as the multiplier would not trigger either.
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onAttack has the following options:
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- All options available to Auras
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- **onHit=\[skill\]** - A skill to execute while the aura is active
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- **cancelEvent=true** - Whether to cancel the event and do no base
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damage
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- **multiplier=\#** - An optional multiplier on the original hit's
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damage
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- **add=\#** - An optional static increase to the original hit's
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damage
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### NEW: onDamaged
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A special Aura mechanic that adds a temporary onDamaged skill to the
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target. Can also be used to modify damage done by the attack.
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Skills:
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- onDamaged{auraName=fire_shield;onHit=FireShield;duration=200;charges=5;multiplier=0.5} @self
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In this example, the caster's next 5 hits taken in 10 seconds would
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trigger the FireShield skill targeting whatever hit them and also deal
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50% damage. However, if FireShield's conditions failed, it would deal
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regular damage as the multiplier would not trigger either.
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onDamaged has the following options:
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- All options available to Auras
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- **onHit=\[skill\]** - A skill to execute while the aura is active
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- **cancelEvent=true** - Whether to cancel the event and damage taken
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- **multiplier=\#** - An optional multiplier on the original hit's
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damage
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- **sub=\#** - An optional static decrease (or increase if negative)
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to the original hit's damage
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### NEW: RemoveOwner
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Removes the target mob's owner.
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### NEW: SendResourcePack
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Forces the target player to download a resource pack. Player must have
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resource packs enabled on the server.'
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Skills:
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- sendResourcePack{url=www.website.com/resourcepack.zip} @target
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### NEW: SetFaction
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Sets or changes the target mob's faction
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Skills:
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- setFaction{faction=X}
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### NEW: SetGameMode
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Sets the game mode of the targeted player
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Skills:
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- setGameMode{mode=ADVENTURE} @trigger ~onInteract
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### NEW: Shield
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Shields the target with absorption hearts for a set amount.
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Skills:
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- shield{amount=10;maxShield=20} @target
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### NEW: ShieldPercent
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Shields the target with absorption hearts for a percentage of their
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maximum health.
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Skills:
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- shield{multiplier=0.5;maxShield=2} @target
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MaxShield also acts as a multiplier, so the example shield would stack
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up to 2x the target's max health.
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### NEW: VariableSet
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Sets a [variable](/skills/variables) on the specified scope.
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setVariable{
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variable=[scope].[name];
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value=[the value];
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type=[variable_typpe];
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save=[true/false];
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duration=[optional_duration_in_ticks]
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}
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Skills:
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- setvariable{var=skill.testVar;value="hello";type=STRING} ~onInteract
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- setvariable{var=caster.something;value=1;type=INTEGER;save=true} @self ~onInteract
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- setvariable{var=target.temporaryVar;value="im temporary";type=STRING;duration=200} @target ~onAttack
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Scope can be set by prefixing **scope.name** to the variable, or by
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using the **scope=\[scope\]** option.
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### NEW: VariableAdd
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Adds an amount to a [variable](/skills/variables) on the specified
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scope. Only works with numeric variable types.
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Skills:
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- variableadd{var=skill.testVar;amount=1} ~onInteract
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### NEW: VariableSubtract
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Subtracts an amount to a [variable](/skills/variables) on the specified
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scope. Only works with numeric variable types.
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Skills:
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- variablesubtract{var=skill.testVar;amount=1} ~onInteract
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### Auras
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Added various options to Auras, and fixed many bugs:
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| **Option** | **Description** |
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|--------------------------|----------------------------------------------------------------------------------------------------------------|
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| **maxStacks=5** | The maximum stacks of an aura that can exist on a target from a particular caster |
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| **mergeAll=false** | Defaults to false, auras from all casters on the same target will be merged and have their stacks increased |
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| **mergeSameCaster=true** | Defaults to true, auras from the same caster on the same target will be merged and have their stacks increased |
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| **refreshDuration=true** | Defaults to true, refreshes the duration on auras when a new stack is applied |
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### Heal and HealPercent
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- Overhealing now applies absorption hearts instead of increasing
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maximum health.
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- Added MaxOverhealing option for both skills, working exactly like
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the similar shield mechanics.
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### PushButton
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- Fixed on 1.13
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- Now works with location targeters
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### Summon
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- Added summonerIsParent=false, summonerIsOwner=false options
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### ToggleLever
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- Fixed on 1.13
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- Now works with location targeters
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Conditions
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----------
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### NEW: StringEquals
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Returns true if the the two strings match. Both values can use
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placeholders.
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Conditions:
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- stringEquals{value1="yes";value2="<mob.var.ready|nope>"}
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- stringEquals{value1="yes";value2="%essentials_godmode%"}
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### NEW: VariableEquals
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Returns true if the variable matches the value. The value can contain
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placeholders/other variables/etc.
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Conditions:
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- variableEquals{variable=[scope].[variablename];value="[a value]"}
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- variableEquals{variable=target.somevariable;value="hello"} true
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BearGrowl:
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TargetConditions:
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- variableEquals{var=target.heardbear;value="yes"} cancel
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Skills:
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- message{m="You hear a growling noise"}
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- setvariable{var=target.heardbear;value="yes";duration=6000}
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### NEW: VariableIsSet
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Returns true if the variable is set on the target scope.
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1. variableIsSet{variable=\[scope\].\[variablename\]}
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2. variableIsSet{variable=target.somevariable} true
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### NEW: VariableInRange
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Returns true if the variable is within the given range. Only works with
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numeric variables.
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1. variableInRange{variable=\[scope\].\[variablename\];range=\[range\]}
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2. variableInRange{variable=target.somevariable;range=>10} true
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Triggers
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--------
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### NEW: onDespawn
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After years of people asking, we've finally figured out how to add a
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decent \~onDespawn trigger. This should fire whenever the mob stops
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existing for any reason other than death.
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Items
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-----
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### NBT Support
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- You can now specify NBT tags on items in the format:
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<!-- -->
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Item:
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Id: DIAMOND_SWORD
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NBT:
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Base:
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ATag: 20
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SomeOtherTag: something
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GemSlots:
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RedGem: 0
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'Denizen NBT':
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somedenizentag: a_string
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This allows cross-over with a lot of other plugins, or just for storing
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some custom information.
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For the more technically-inclined, anything under 'Base' will go under
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the item's base compound tag, and anything else will go under the
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corresponding key (or if no sub-items are defined, everything will go
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under the base tag).
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If using with Denizen, all tags you want to use in Denizen must go under
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'Denizen NBT' and must be lower-case to work in your Denizen scripts.
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Drop Tables
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-----------
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- Added "nothing" droptype for helping with weighted droptables
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- Finally fixed/implemented BonusLevelItems and BonusLuckItems
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**BonusLevelItems: \[number\]/\[range\]**
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- A modifier on the number of items dropped based on the mob's level
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- Can be set as a range, i.e. 0.2to0.5
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- Works like: **amount = amount + (mob\_level \*
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bonus\_level\_items)**
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- Requires that **TotalItems**, **MinItems**, or **MaxItems** be set
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on the table to work
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**BonusLuckItems: \[number\]/\[range\]**
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- A modifier on the number of items dropped based on the killer's luck
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stat
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- Can be set as a range, i.e. 0.15to8
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- Works with Luck attribute, Luck-based enchants/curses, and Luck
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potion effects
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- Works like: **amount = amount + (luck \* bonus\_luck\_items)**
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- Requires that **TotalItems**, **MinItems**, or **MaxItems** be set
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on the table to work
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RandomSpawns
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------------
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- Optimized and improved random spawn point generation
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- Fixed RandomSpawns not obeying MaxMobsPerChunk option
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### PositionType
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- Added **PositionType: \[LAND/SEA\]** option, defaults to LAND
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- Land spawns will only ever spawn on land
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- Sea will only ever spawn in water
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Compatibility
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-------------
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### PlaceholderAPI
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Placeholders from PlaceholderAPI can now be used anywhere MythicMobs
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placeholders can be used, including in mechanics, conditions, etc.
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1. message{m="<trigger.name> has God-Mode?
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%essentials\_godmode%"} @trigger \~onDamaged
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### WorldGuard
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- Readded WorldGuard 6 support for Minecraft 1.8-1.12
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API
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---
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Added **MythicMobDespawnEvent**, which should trigger whenever mob stops
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existing for any reason that isn't death.
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Bugs/Other
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- Fixed MPets compatibility
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- Fixed bugs with new particle options
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- Fixed potential dupe glitch with consumeHeldItem mechanic and
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Artifacts
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- Fixed bugs with item durability not applying on 1.13+
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- Fixed various bugs with item generation
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- Fixed SkillAPI and McMMO xp messages showing even when disabled
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- Fixed RandomSpawns not obeying MaxMobsPerChunk option
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- Fixed targeter sort=RANDOM not returning any targets
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- Fixed <trigger.name> not displaying when trigger is a mob
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- Fixed particle projectiles being stopped by half-slabs
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- Fixed console spam from WorldGuard
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- Fixed some spawner issues involving not tracking despawning mobs
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correctly
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- Fixed imported bukkit items not loading
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- Fixed cast/castinstead condition actions not obeying cooldowns
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- Fixed many legacy items not converting properly in droptables
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- Fixed damaged mobs not dying with ignoreArmor=true
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- Fixed mobs spawning multiple mounts in some scenarios
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- Fixed mob owner and cooldowns not saving between restarts
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- Fixed threat tables not dropping targets that change worlds |