Epidemic icon

Epidemic -----

Bringing real survival to your server



Feature update
Change Log 1.6.2

This update adds a few new features, fixes a bunch of issues, removes some deprecated code and sets us up nicely for 1.6.3 (which will hopefully be coming fairly soon)

Commands/Permissions:

I've added a command that allows you to give a player a cure item, such as as reliefcure, bandage, splint etc.

/epigive <player name> <cure key>
This command requires the epidemic.give or epidemic.admin permission.

Config Changes:

A few new config options allow you to control thirst a bit more (mostly for those using other plugins it might clash with).

disable_water_bottle: true
disable_water_bowl: true

These options give you the ability to turn water bottles and water bowls off. Both of these options default to false.

You can also add in:

respawn_thirst_level: <number 1-100>

If you respawn with < 1 thirst remaining, your thirst level will be set according to this. If this entry is not in the config, it will default to 100

Plugin mechanic changes:

Thirst now skips players if they are not in SURVIVAL mode

epidemic.admin permission no longer automatically grants epidemic.invincible (this was preventing some admin players from getting sick/injured)

Relief potion is no longer applied at the ailment (which did make sense back when single ailments were the only option) - and drinking multiple relief cures will increase the relief period UPTO 15 minutes. The relief potion effects however will NOT persist after a server restart, so it is not advised for players to drink potion after potion. This MAY change again in 1.6.3

The deprecated sqlite data storage code has been purged from Epidemic completely - what does this mean for you guys? Well, if you're still running on a version that uses sqlite and not the yml storage (I can't imagine anyone is at this point), you MUST upgrade in order. 1.6.1 was the last version that would support the data transition from database to yml. If you jumped from an very old version to this version, you'll just not have any of your player data imported.

Fixes:

A null error could occur when right clicking a custom item created in other plugins.

Player damage could kill players even if the ailment had the is_fatal option set to false.

true/false on the /health command can now be translated by adding the following to lang.yml

true: "true"
false: "false"

The Future:

Epidemic has another update coming soon - this change is going to push through some fairly significant changes around base configuration for the plugin. I'm planning on having any data conversion happen automatically, so don't panic about the changes below.

Cures will be split away from their ailments. So you'll no longer have an ailment like a broken leg, and a built in cure of a splint. Instead, you'll have an ailment like brokenleg, then a splint.yml file that has which ailments it can cure.

The benefits to this, other than cleaning up the config files CONSIDERABLY is that you could have multiple cures per ailment, or cures that could fix multiple ailments.

The cures will include temperature relief, health restoration, potion effects, thirst etc.

As the cures (and we may use a new name instead of cure) can handle the temp/thirst attributes, the custom drinks recently added will be removed from config.yml and will be regenerated as these custom cure items. The relief cure and infection cure will be removed from config and made into custom cure items too.

Next big change is removing the secondary infection from the ailments. So where now you have say a broken leg, that after 5 minutes of not being treated by become infected - that infection will no longer be embedded into the ailment. Instead, secondary infections will be ailments in their own right, and the ailment will instead just point to what ailment to trigger. The reasoning behind this is three-fold. 1) Previously, you could only have a single ailment at a time, so the infection HAD to be embedded. 2) Right now, you can't cure a broken leg if it gets infected, you have to cure the infection, which doesn't make any sense at all. So with the change, you can get an infection and still cure the broken leg first. 3) You can have different types of secondary infections. "Infection" doesn't necessarily make sense as a secondary ailment for say, Rabies. Instead you can create multiple types of secondary ailments and choose the one that suits you.

I'm planning on adding PlaceholderAPI (PAPI) support

I'm going to be adding a number of API functions and events (such as on affliction and on symptom events)

FINALLY - This next update will do a lot of behind the scenes work to set up the 1.7 build which will be the biological warfare update, which I know a lot of people are waiting on. (Excited about biological warfare and have suggestions? Let me know in Discord!)
----------, Aug 6, 2020
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Total Downloads: 197
First Release: Feb 16, 2019
Last Update: Oct 24, 2023
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