
EcoItems 5.62.0
Super-powerful custom items and crafting recipes.
2.1.1
Dec 13, 2021
2.1.1 Changelog
- Added entity category (eg illager, undead) to entity type filter
2.0.0
Dec 8, 2021
2.0.0 Changelog
- Recoded the entire plugin from the ground up
- Added loads of new effects, conditions, filters, triggers
- Massive optimisations and loads of bug fixes
- Added fuel system and fuel conditions
- Added custom base damage and attack speed
- Switched from json to yml
- Cleaned up config hugely
- Added new premade weapons
You will need to remake your configs - but by upgrading, you've switched to the most powerful weapons plugin available.
- Added loads of new effects, conditions, filters, triggers
- Massive optimisations and loads of bug fixes
- Added fuel system and fuel conditions
- Added custom base damage and attack speed
- Switched from json to yml
- Cleaned up config hugely
- Added new premade weapons
You will need to remake your configs - but by upgrading, you've switched to the most powerful weapons plugin available.
2.0.0-b11
Dec 5, 2021
2.0.0-b11 Changelog
- Added placeholder_equals, placeholder_less_than, placeholder_greater_than, and has_skill_level conditions
2.0.0-b10
Dec 4, 2021
2.0.0-b10 Changelog
- Switched from json -> yml
Use https://www.json2yaml.com/ to convert your .json config to .yml!
Use https://www.json2yaml.com/ to convert your .json config to .yml!
2.0.0-b9
Dec 3, 2021
2.0.0-b9 Changelog
- API: Effects/Conditions/Triggers now use Config over JSONConfig - Update all uses of JSONConfig to Config
- API: You can now register your own filters (FilterComponent) to add extra functionality
- Fixed EcoSkills / AureliumSkills integrations not being loaded
- API: You can now register your own filters (FilterComponent) to add extra functionality
- Fixed EcoSkills / AureliumSkills integrations not being loaded
2.0.0-b8
Dec 3, 2021
2.0.0-b8 Changelog
- Added effect multiply_stat (Requires EcoSkills)
- Improved held weapon check
- Improved held weapon check
2.0.0-b5
Dec 1, 2021
2.0.0-b5 Changelog
- Added consumable fuels: will deplete every time the weapon is used, and the condition has_fuel to check for the fuel
2.0.0-b3
Nov 30, 2021
2.0.0-b3 Changelog
- Listener changes
- Added more effects and conditions, fixed potion bug
- Added more effects and conditions, fixed potion bug
2.0.0-b2
Nov 28, 2021
2.0.0-b2 Changelog
- Added more effects and conditions
- Fixed some effects applying twice
- Fixed some effects applying twice
2.0.0-b1
Nov 26, 2021
2.0.0-b1 Changelog
**Changelog**
- Recoded the entire plugin
- Added same featureset as Reforges + EcoArmor
Safe to say, EcoWeapons now has the capacity to create unbelievably powerful and complex weapons, orders of magnitude more than what's currently possible.
You will also have to update your weapons' configs' effect / condition section - the wiki has been updated and it should be fairly easy to do, read about it here!
https://plugins.auxilor.io/ecoweapons
**This is a beta. It's completely stable, so there's no warning about it - but there are a few things to keep in mind:**
- 2.0.0-b1 comes with **no** default weapons. This will be changed by the time 2.0.0 releases properly
- Aside from the more powerful and complex effects / conditions / triggers / filters system, there are no new features yet. It's planned to add new systems like in EcoArmor, but these haven't been decided yet.
- As the betas come out, there may be breaking changes to config to keep in mind - they may evolve over time depending how the new systems work (once I choose what direction to go in)
- Recoded the entire plugin
- Added same featureset as Reforges + EcoArmor
Safe to say, EcoWeapons now has the capacity to create unbelievably powerful and complex weapons, orders of magnitude more than what's currently possible.
You will also have to update your weapons' configs' effect / condition section - the wiki has been updated and it should be fairly easy to do, read about it here!
https://plugins.auxilor.io/ecoweapons
**This is a beta. It's completely stable, so there's no warning about it - but there are a few things to keep in mind:**
- 2.0.0-b1 comes with **no** default weapons. This will be changed by the time 2.0.0 releases properly
- Aside from the more powerful and complex effects / conditions / triggers / filters system, there are no new features yet. It's planned to add new systems like in EcoArmor, but these haven't been decided yet.
- As the betas come out, there may be breaking changes to config to keep in mind - they may evolve over time depending how the new systems work (once I choose what direction to go in)
1.1.1
Oct 26, 2021
1.1.1 Changelog
- Fixed weapon's custom items not being registered until the next tick, breaking usage in recipes
1.1.1
Oct 26, 2021
1.1.1 Changelog
- Fixed weapon's custom items not being registered until the next tick, breaking usage in recipes