### Fixed
- **CRITICAL**: Fixed phantom targeting issue where Phantom aggresion would randomly break
- **CRITICAL**: Fixed phantom aggression persistence - phantoms now stay aggressive after being hit
- Changed event priority from LOWEST to HIGH for better compatibility with other plugins
- Improved phantom damage event handling to ensure immediate aggression
- Fixed targeting logic to properly handle null targets for aggressive phantoms
- Added immediate re-targeting for aggressive phantoms when they lose their target
- Fixed variable scoping issues in lambda expressions
### Added
- New `/passivephantoms debug` command to toggle debug logging in-game
- New `/passivephantoms status` command to check plugin status and aggressive phantom count
- New `/passivephantoms list` command to list all aggressive phantoms and their current targets
- Enhanced debug logging with phantom UUIDs for better troubleshooting
- **Tab completion** for all `/passivephantoms` commands with smart filtering
- Comprehensive tracking of when phantoms are added/removed from aggressive set
### Changed
- Updated version to 1.2.5 to reflect critical bug fixes
- Improved command help messages with new subcommands
- Enhanced targeting event logging to show target information and aggressive status
- Better error handling and safety checks for phantom targeting
### Technical Details
- Aggressive phantoms now re-target immediately when they lose their target (null)
- Re-targeting uses next-tick scheduling to avoid event conflicts
- Only re-targets when phantom actually loses target, not constantly
- Preserves natural phantom AI attack cycles while maintaining aggression