2.0.0-b2 Changelog
- Added more effects and conditions
- Fixed some effects applying twice
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)
1.1.2 Changelog
- Added chance argument to spawn-helpers
1.1.1 Changelog
- Fixed weapon's custom items not being registered until the next tick, breaking usage in recipes
1.1.1 Changelog
- Fixed weapon's custom items not being registered until the next tick, breaking usage in recipes
1.1.0 Changelog
- Added 'target' option for give-potion-effect
1.0.7 Changelog
- Updated to eco 6.8.1 update checking (required new ID)
- Fixed several bugs (forgot to push 1.0.6)
1.0.5 Changelog
- Attribute modifiers are now main hand only
1.0.4 Changelog
- Fixed railgun damaging the attacker
1.0.3 Changelog
- Invalid effects are now warned and not registered
1.0.2 Changelog
- Fixed crafting NPE
1.0.1 Changelog
- Removed softdepends from plugin.yml (weird bug that I haven't experienced)