
EcoItems 5.62.0
Super-powerful custom items and crafting recipes.
- Added item as trigger parameter
- Added in_mainhand and in_offhand conditions
- Added wearing_helmet, wearing_chestplate, wearing_leggings, and wearing_boots conditions
- Added value to level_up_pet and level_up_skill triggers
- Added craft trigger
- Added enchant_item trigger
- Added EcoEnchants-specific trigger, obtain_special
- Added damage_item trigger
- Added value to heal trigger
- Added has_active_pet condition
- Added has_pet_level condition
- Added give_pet_xp effect
- Added pet_xp_multiplier effect
- Added gain_pet_xp trigger
- Added level_up_pet trigger
- Triggers now supply a numeric value
- Added TriggerPreProcessEvent called whever a trigger is activated, regardless of the holder
- Improved mutator behaviour: previously, stuff like victim_as_player would still permit non-player victims, it would just leave the data un-mutated. Now, it will prevent the effect from activating on non-player victims, which will lead to far less confusion and unintended behaviour.
- Added add_stat_temporarily effect (Requires EcoSkills)
- Added multiply_stat_temporarily effect (Requires EcoSkills)
- Added consume trigger (Thanks Sedri!)
- Improved/Fixed alt_click trigger (Thanks Sedri!)
- All effect/condition/mutator config options now work with both - and _ as separators, for example blacklist-blocks and blacklist_blocks would both be valid, particle-args and particle_args would also both be valid
- Added shoot effect, like shoot_arrow, but you specify the projectile to be anything
- Fixed set_freeze_ticks effect not working on non-player victims
- Added is_frozen condition
- Added set_freeze_ticks effect to set the victim's freeze ticks (how long they have been in powdered snow for)
- Added mine_radius_one_deep effect - like mine_radius, but only one block deep (3x3x1, for example)
- Added has_talisman condition
- Added has_ecoitem condition
- Added has_reforge condition
- Added is_booster_active condition
- Added boss_drop_chance_multiplier effect (hooks into EcoBosses) that multplies the chance for any boss drop to be dropped - can be configured to be either global (all bosses) or to specify the list of bosses to multiply chances for