
EcoMobs 10.20.0
Ultra-powerful and easy-to-use custom mobs made right in config
8.1.3
Feb 8, 2022
8.1.3 Changelog
- Added support for setting spawn egg names without lookup system
- Fixed mutators not being registered
8.1.2
Feb 8, 2022
8.1.2 Changelog
- Removed mutator priority (was confusing) - mutators will now run in the order they're specified in config
8.1.0
Feb 7, 2022
8.1.0 Changelog
- Added mutators: mutators sit between triggers and effects and modify the data sent to the effect. You can modify location, victim, et cetera - allowing for much more powerful effects and effect chains
- Added inline effect chains: If you're not re-using a chain, you can write a full effect chain inline with the new run_chain_inline effect
- Added effect compile data (for developers) so effects can store extra data when compiled (used in inline chains)
- Added projectiles filter, useful for the projectile_launch and projectile_hit triggers
- Added optional delay to effects: like cooldown, every, chance, et cetera, you can specify effects to run after x amount of ticks
The wiki has been improved to show how to use these powerful new features, check it out here: https://plugins.auxilor.io/all-plugins/configuring-an-effect
8.0.1
Feb 6, 2022
8.0.1 Changelog
- Fixed mine_block and mine_block_progress not working with cancel_event trigger
8.0.0
Feb 6, 2022
8.0.0 Changelog
- Completely rewrote the entire plugin from the ground up in kotlin
Configs are NOT backwards compatible - the old versions are so different to the new versions that it just wouldn't be practical to make one, and the new config is extremely simple (and far more powerful) so it shouldn't take long to recreate your existing bosses
- EcoBosses now uses libreforge, the same system behind EcoEnchants, Reforges, EcoArmor, Talismans, and EcoItems - you'll be able to create incredibly powerful effects and conditions for your bosses to have; effects will be applied to all players within a certain radius of the boss, called the boss's influence
- Commands and drops can now be grouped together under the same chance
- Messages can now be either global or local within a radius
- You can now have rewards for more than the top 3 damagers, simply add as many ranks as you want
- Switched away from separate configs (because the default configs kept being wrote after you removed them), and moved to ecobosses.yml
- Switched to the entity lookup system for entity attributes
- Fixed the autospawn system, rewrote how entities are tracked
- Removed the spawn requirement system in favour of spawn conditions, which allow for the same thing but use the much more powerful condition system
- Removed all needlessly complicated and hard to understand string interpolation: if you want to have a chance, you specify it in its own config key, instead of prefixing things with meaningless "50::" and things like that - everything is now far, far simpler to read and understand.
- A lot of other things, I just can't remember them because i haven't left IntelliJ at all in the past 2 days
7.0.1
Jan 20, 2022
7.0.1 Changelog
- Registered boss eggs into the item lookup system (ecobosses:<id>_spawn_egg)
7.0.0
Jan 10, 2022
7.0.0 Changelog
- Switched base mob from now-removed BossType system to the eco entity lookup system
- Spawn helpers effect now uses entity lookup system
- Registered bosses into entity lookup system (reference with ecobosses:<id>)
6.8.6
Jan 6, 2022
6.8.6 Changelog
- Updated config string getters before new eco release (that way people don't get visual bugs)
6.7.0
Oct 1, 2021
6.7.0 Changelog
- Updated to use Adventure for boss bars
Requires eco 6.9.0 to be installed
Requires eco 6.9.0 to be installed
6.6.1
Sep 20, 2021
6.6.1 Changelog
- Added mythicmobs support (Thanks OfTeN!)
You can specify a mythicmob as the base entity with this:
mythicmobs:_, or leave off the level to default to 1.
You can specify a mythicmob as the base entity with this:
mythicmobs:_, or leave off the level to default to 1.