Changed fishing mmo - lucky catch to be a 2x bonus rather than the current pointless bonus
Revamped cooking mmo skill completely to have 3 proper passive ability bonus's with popup message like fishing to see when they fire off
- one ability for cooking Gourmet food, has a chance to create a custom version of it with bonus hunger/saturation (and lore on the item so you know)
- added message in center of screen when these bonus's fire off, they work with all cooking sources furnace/blast furnace/campfire/custom item furnace
Revamped repair mmo skill completely to have 3 proper passive abilitiy bonus's with popup message like fishing to see when they fire off
- After the first repair of an item a new lore entry will be added for Repair Count:
- This count will be colored and change with the more repairs you do (color and range configurable in repair.yml)
- Repair Efficiency (Lvl 25) - this will have a chance (configurable) to not use up repair cost when repairing
- Durability Enhancement (Lvl 50) - this will have a chance to add bonus/extra durability % to the item when repairing if it normally has 150 durability it could gain 15 extra on repair (configurable)
- ^ this will also add a lore to the item showing its base durability, its bonus it gained, and its current active durability on the item
- Master Repairsmith (Lvl 100) - this will have a chance to upgrade an existing enchant or enchants (configurable) with the option to go past normal vanilla limits (configurable)
- Once an item has been repaired, once it reaches 0 durability it wont break but just become unusable until repaired
- Armor will unequip and move to inventory when reaches 0 and not allow wearing again until repaired
- item that breaks (and has been enhanced repaired) while on your hotbar will move to open space in inventory upon reaching 0 durability
- it will drop the item on the floor if inventory is completely full
Added grief logging to all enchant/custom enchant block breaking things so that damage can be rolled back as well
Added /grief check, to see who broke or placed an item there
- try to place a block in a location to see who broke it
- use a non block and right click a placed item/block to see who placed it
Added admin mmo commands for setting a players skill level/xp
/mmo admin set playername skillname level
- this will have tab completion to make it easier
Updated /ci reload, to include all of the mmo config files in their new location with tab completion
Added pressure plate support for the custom /door function
Changed custom doors to no longer need to set door type, removed door type command as well
Factions change phantom will no longer spawn in faction claimed region with hostile mobs disabled
Fixed inventory segregation from normal world and zombie apocalypse world now properly separates the inventories and experience/levels
Changes to gun type custom items, right clicking with 1 in your hand on a door or other activatable items/blocks will no longer activate zoom and block activating the targetting
- Now checks for what you are right clicking and properly uses it
**Zombie Apocalypse**
Added new RPG skill chest UI system
- Has categories with skills inside all configurable
- Added point gain system to zombies being killed there is an entry for all custom mobs now (set to zero currently but each kill of these player will gain that amount)
- Skills can be unlocked/upgraded using these points
- Added point count to scoreboard information
Fixed zombie stuck in water logic to ignore distance to player while stuck in water and properly teleport out of the water at distance of player
Fixed zombie stuck teleporting to never teleport above or below the player
Shift+left click logic for moving to inventory and chest now discerns between vanilla items and custom items that use the same material
Fixed edge case where zombies would sometimes spawn partially in the ground
Fixed issue with some items not stacking with like items (was nbt field being changed unintentionally)
Changed zombie spawning logic for apocalypse, it will now respect torches being placed like normal mobs and spawn further away (so you can avoid them spawning inside your house lol)