- Fixed issue with events not occurring
- Fixed issue with event placeholders not being transformed properly
- Removed deprecated option from procedurally generated loot (Percentage (%) of times random item drop instead of custom loot)
- Added and updated a lot of entries in the Github wiki!
5.1.0 Changelog:
- Added explicit VanishNoPacket compatibility - vanished players will no longer affect the level of spawned Elite Mobs
- Tweaked default values for the Owl Charm
- Removed stray debug code
In case you missed it...
5.0.0 Changelog
This is, by far, the largest update I've ever done. Everything was reworked. Everything was fixed. A bunch of new features were added. Here we go:
Critical changes:
Nearly all config files were changed in some regard. A lot were renamed. A bunch of new ones were created. The only completely unaffected files are mobPowers.yml and translation.yml. If you can, just do all other config files from scratch (don't delete playerCache or playerMoneyData!).
A lot of new config settings exist. I won't list the changes because this would end up longer than the book War and Peace. A lot of requested features such as 100% customizable item lore or non-global name tags were added.
Mob events! Even though this was a config-fist update, the framework for events was introduced, as well as a basic even just for the sake of demonstration. The event itself is not in its complete form, updates to that coming very soon
Potion effects just got cooler. Potion effects on custom items can now apply continuously on the player, or apply to the player once they hit an enemy, or apply to the enemy once the player hits it. I'll be making a video on how to use the new potion effect system for custom loot system soon. The loot on old loot.yml files is still compatible!
Updated loot making webapp. It's easy to figure out how to use the new potion effects using it! Click here to get started.
Bugs? What bugs? As of this version, all reported bugs have been fixed. Please report any new bugs you may/will find.
New video about how the new custom loot system works!
Full changelog transcript from Github (over 8000 changes!):
Code (Text):
Version 4.5.0.1 (non-public release) …
- Worked some more on the config GUI system
- Added yml files to project
- Hopefully the project should now seamlessly import to IDEs without requiring local libraries or other forms of tweaking
Version 4.5.0.2 …
- Added the basic interface elements for ValidMobsConfigurer
Version 4.5.1 …
- Finished first config GUI page, ValidMobsConfigurer
Version 4.5.1.1 …
- Started work on MobSpawningAndLoot GUI config
Version 4.5.1.2 …
- Continued work on MobSpawningAndLoot GUI config
Version 4.5.1.3 …
- MobSpawningAndLoot now properly displays config settings
Version 4.5.2 …
- Optimized imports
- Reformatted code as per style guide
- Added config option to disable Elite Mob despawning on chunk unload
- Added placeholder to only display name tags when entities are targeted (not functional yet)
- More progress in config GUI
- Other code/project optimizations
Version 4.5.3 …
- Removed no elite despawn option, too dangerous and prone to error, might look into a full implementation of it later on if serious interest develops around it
- Added a config option for elites not to wear helmets
- Added a config option for elites not to wear armor
Version 4.5.4 …
- Added event system
- Added small treasure goblin event
- Started implementing Treasure Goblin boss mob
- Fixed plugin.yml descriptions
- Added events.yml config file
- Added command /elitemobs event smalltreasuregoblin
- Added permission node elitemobs.event.smalltreasuregoblin
Version 4.5.5 …
- Completely overhauled procedurally generated item lore to be more customizable, as requested
- Converted more config options over to new format for ease of use
- Redid the item rarity system from scratch: item rarity is now based on what percentage of items relative to the maximum enchantment amount for that item type an item has. Cyan items go above the theoretical limit (and therefore should only show up for OP custom items)
- Removed Item Rank from lore. Players don't really know what to make of it.
- Removed "Increase MMORPG color rank every X levels X=" option (it is now dynamic)
- This version changes config node names and introduces new ones, so I recommend a config fresh start
Version 4.5.5 …
- Completely overhauled procedurally generated item lore to be more customizable, as requested
- Converted more config options over to new format for ease of use
- Redid the item rarity system from scratch: item rarity is now based on what percentage of items relative to the maximum enchantment amount for that item type an item has. Cyan items go above the theoretical limit (and therefore should only show up for OP custom items)
- Removed Item Rank from lore. Players don't really know what to make of it.
- Removed "Increase MMORPG color rank every X levels X=" option (it is now dynamic)
- This version changes config node names and introduces new ones, so I recommend a config fresh start
Version 4.5.6 …
- Reconverted potion effects so negative effects apply to enemies by default, added inverted and continuous tags so they can be applied to players when desirable (early prototype)
- Hopefully fixed economy bug related to people not being able to buy items when they have currency without relogging
- Fixed smalltreasuregoblin event so it respects valid worlds
- Fixed bonus loot minor power so it follows regular loot tables
- Fixed inverted event timer for min/max players
- Nerfed axes as they were not following possible vanilla enchantments
- Fixed "Percentage (%) of times random item drop instead of custom loot" config option
- Minor code tweaks
Version 4.5.7 …
- Added customLootSettings.yml
- Added a few options for custom items
- Redid customization options for custom items to be as flexible as precedurally generated items
- Redid potion effect applier to persist across config changes using hidden lore data
- Adapted some classes to use the new config system
- Tweaked DropQuality
- Added error messages that should detect when the plugin is loading a loot.yml files with issues
- Mitigated issues that would outright cause the plugin to not load when the loot.yml file is invalid
- Minor code tweaks and refactors
Version 4.5.8 …
- Redid shop menus from scratch
- Both shop menus are now largely run off the same code
- Both shop menus are now largely customizable
- Changed the obfuscated lore system to add a signature string to every item that can be sold to elitemobs' shops (this means they'll never become unsellable again due to config changes)
- Changes the obfuscated lore system to store 100% of the lore in a single line (allows players to toggle lore off without it taking space and allows for fewer operations)
- Added class to automate calculating item worth
- Tweaked item rank class to no longer require as much data from other classes
- Fixed $mob placeholder in procedurally generated loot
- Fixed $player placeholder in smalltreasuregoblin death event
- Added $world placeholder to smalltreasugoblin's start event
- Fixed bug where certain potion effects would never be activated due to name similarities with other potion effects
- Added "onHit" tag to custom lore so that beneficial potion effects can be configured per-item to only activate when attacking an enemy
- Added a bunch of config options to economySettings
- Tweaked internal config consistency
- Fixed event time scaling, time now scales down properly when more players are around
- Other tweaks and bug fixes I may have forgotten about
Version 4.5.9 …
- Removed last few references to deprecated "Increase MMORPG colo rank every X levels X="
- Redid custom shop loot pool
- Fixed bug for certain servers suffering from slow i/o speeds where the economy would sometimes print out the previous wallet value
- Refactored config and loot elements
- Unified the language in the config and plugin internals
- Added "Prevent players from placing placeable Elite custom items" config option, might cause issues with chest and door interaction when players are holding elite items that can be placed
- Added multiple config options related to the new item flag
- Improved visual aspect of the treasure goblin announcement
- Added error message for wrong material in loot.yml
- Created new tag for Elite Mob custom items; they can now be static or dynamic. Dynamic items will only drop in level-appropriate circumstances. Static items always have a chance to drop.
- Created two separate weight systems for the new item tag: one decides whether a custom static item, a custom dynamic item or a procedurally generated item will drop based on config settings, the other decides which of the custom static items will drop
- Fixed math error when scaling elite mob spawn chance based on level
- Rewrote the entire item dropping system
- Fixed off-by-one potion effect error (potion amplifiers start at 0)
- Added more customization options to the treasure goblin event
- Removed event debug code
- Implemented event disabling config options
- Tweaked the AttackFreeze power to try to prevent issues
- Tweaked the AttackGravity power to fix long standing null pointer error with fireballs and other projectiles
- Added spectator mode support: spectators will no longer affect the level of Elite Mobs
- Fixed long standing bug where players with no armors near players with armors could cause elite mobs to not spawn to prevent level 0 and 1 issues
- Removed legacy code related to mob spawning
- Added a quarter of the new Charms that will become default staples in loot.yml
- Started adding a README.md file to be completed later
- Added uniqueLoot.yml in preparation for moving the elite mob set out of loot.yml
- Updated webapp page to incorporate the new item tags
Version 4.5.10 …
- Made it so you can't select non-EliteMob items in cshop and shop menus
- Made it so picking an EliteMobs item which has more than one item in the ItemStack will only sell one of those items to the shop
- Fixed the time split for I/O operations (economy-related) being implemented incorrectly
Version 4.5.11 …
- Redid all config files
- Added ValidMobs.yml
- Added ValidWorlds.yml
- Shuffled some config settings around
- Renamed a lot of config settings to create an internally consistent language
- [Request] Added a config option to only turn name tags on when a player is withing a configurable range from the elite mob
- Finished internally rearranging all config settings to allow for quick additions, changes and debugging
- Refactored a lot of code to reflect the same internally consistent language
- Fixed config reload command with a more permanent solution
- Made it so the ZombieTeamRocket event despawns the Meowth as soon as the speech is done
- Removed lingering debug code
- Fixed event registering for internal consistency
- Created ItemsUnique.yml which now stores the mob hunting set and will store other items to be added in the future with unique effects
- Changed the mob hunting set so it's fully configurable, from the power of the effect to details regarding the itemstack
- Many, many other smaller things