IMPORTANT: You should regenerate your masteries.yml. If you want to manually add the new lines to the masteries.yml file you can find the file paste here: https://pastebin.com/JN8gMAPk
Added:
AdvancedEnchants integration: you can now set ae enchants instead of default masteries.
Fixed:
Fatal error while executing /hs reload command that caused other plugins to break and sometimes the server crash.
IMPORTANT: Since there are many additions, i suggest you to regenerate the masteries.yml and config.yml files. If you want to manually find differences and add the new options to your old config.yml i leave here a paste of the new config.yml: https://pastebin.com/9L53TMea
Added:
New Masteries engine: more stable and performing.
New Materies: Cupid, Smelter.
Added multi level stones: now you can (optionally) set drop chances for stones that can upgrade more than 1 level at once.
Custom Model Data for every plugin item (Stone, Shield, Gems): you can now set "model-data" attribute if you want to customise the texture of the item.
Added {damage-boost} placeholder (shows the percentage of damage boost) to "damage-boost-lore-line" option inside config.yml.
Added "disable-spawner-drops" options for mob drops.
Masteries double jump disabled due to some issues.
Add these lines to your config.yml to use Oraxen Integration:
Code (YAML):
# If you are using Oraxen plugin, you can make some custom items from that plugin upgradable # by writing here their IDs. oraxen:
upgradable-items: -
"OraxenItemID1" -
"OraxenItemID2"
upgrade-gui:
title: "&b&nHyperBench" items:
background-slots:
name: " " type: BLACK_STAINED_GLASS_PANE
# NOTE: You can add "model-data" field to change the texture of the item. Example: # model-data: 1122 item-slot:
name: "&c* &fItem &c(required)" type: LIGHT_GRAY_STAINED_GLASS_PANE
lore: -
"" -
"&7Click on an upgradable item" -
"&7to fill this slot." -
"" stone-slot:
name: "&c* &f{stone}&c (required)" type: LIGHT_GRAY_STAINED_GLASS_PANE
lore: -
"" -
"&7Click on a Stone" -
"&7to fill this slot." -
"" shield-slot:
name: "&f{shield}&7 (optional)" type: LIGHT_GRAY_STAINED_GLASS_PANE
lore: -
"" -
"&7Click on a Shield" -
"&7to fill this slot." -
"" luckitem-slot:
name: "&f{luckitem}&7 (optional)" type: LIGHT_GRAY_STAINED_GLASS_PANE
lore: -
"" -
"&7Click on a LuckItem" -
"&7to fill this slot." -
"" upgrade-slot:
name: "&a&nUpgrade" type: LIME_STAINED_GLASS_PANE
lore: -
"" -
"&a&l* &7Click to upgrade" -
"&7Click to upgrade the item." -
"" # Automatically added at the end of the lore auto-upgrade:
on: "&7Auto Upgrade [Q]:&a ON" off: "&7Auto Upgrade [Q]:&c OFF"
This updates needs to create a new config.yml, if you want to keep the old config.yml follow the instructions at the end of the patch notes.
Added:
Configurable haste effect for tools.
Lore line for Haste Effect
Toggleable damage boost for tools.
New lore management: now if you update the lore line for any upgrade (level, damage, haste or protection) it should automatically remove old lore lines from upgraded items.
boosts: # Swords, Axes, Hoes, Shovels and Pickaxes melee-weapons:
dmg-percent-addition-per-level: 0.02
# Bows, Crossbows and Trident ranged-weapons:
dmg-percent-addition-per-level: 0.02
armor:
def-percent-addition-per-level: 0.02
# The amount of "haste" given to the item per level. Since haste boost can only be an integer (1,2,3...), the value will be rounded to the nearest integer. tools: # <-- ADD THIS LINE haste-addition-per-level: 0.5
# <-- ADD THIS LINE dmg-boost-enabled: false
# <-- ADD THIS LINE
Hex and gradients color available inside items' lore and chat messages.
New option inside upgraded items lore: add blank lines before displaying HyperStone stats. Add "upper-spacing" line inside config.yml manually:
Code (YAML):
upgraded-item:
show-level-in-displayname: false
level-displayname-pattern: '&b+
{level
}'
# How many blank lines should be added before HyperStones stats inside the item lore upper-spacing: 1
# Other options....
READ BELOW TO KNOW HOW TO UPDATE YOUR OLD lang.yml
Added:
Translation options for upgraded items with level inside displayname. Explanation: When upgrading a not renamed item, if the option "show-level-in-displayname" (inside config.yml) is enabled, the resulting item displayname will be: <english item name> <upgrade level> With this new option you can specify a translation for each item type, different from english.
Translation option for Special Attack coolodown message.
Clever detection for upgrade level inside displayname.
Fixed:
Error while upgrading with safe-upgrade-until-level set to 0.
Upgrade broadcast message displayed in chat while ActionBarMessages is set to true.
This update requires your lang.yml to be regenerated. If you want to keep the old one, just add these two fields in the bottom part of yout lang.yml:
Code (YAML):
MsgSpecialAttackCooldown: '&cAbility cooldown
: &f{time}.' TranslatedItemNames:
example_sword: '
Any not english translation'
Periodic items lore integrity check: every upgraded item is periodically updated checking that damage / protection and upgrade level are right. (for example: if current upgrade level is greater than the max upgrade level, it will be reduced and the damage / protection updated)
You will have to delete your old config.yml, but i suggest to make a backup of it. Please note that this is a RC (Release candidate) and it could have some issues. To help me fixing them please report any problem to HyperSoftware discord
Added:
Fully customizable particles for each upgrade level while holding an upgraded weapon.
Update checker (make an advice if a newer version of the plugin is out)
"hide-item-attributes-on-upgrade" option inside config.yml, to hide attributes of your items after an upgrade.
Removed:
"legacy" and "latest" sections inside config.yml (now you will have a single setup section for particles: make sure that you are using the right particle types for your server version)
You can new setup max-level, announce-level and safe-level for tools (shovels, hoes, pickaxes),
Added Vault integration (you can now setup required money to upgrade),
Added a feature that allows you to reduce the success chance and increase the fail chance after each upgrade (everything is managed with an internal algorithm),