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EcoMobs 10.20.0

Ultra-powerful and easy-to-use custom mobs made right in config

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8.21.0 Apr 16, 2022
8.21.0 Changelog

- Added victim_as_player mutator (inverse of player_as_victim)

8.20.5 Apr 12, 2022
8.20.5 Changelog

- Added support for the cancel_event effect to many more triggers

8.20.4 Apr 11, 2022
8.20.4 Changelog

- Fixed custom entity AI not working correctly

8.20.3 Apr 9, 2022
8.20.3 Changelog

- Improved zShop integration

8.20.2 Apr 8, 2022
8.20.2 Changelog

- Added option to disable only having one boss autospawn per world

8.20.0 Apr 4, 2022
8.20.0 Changelog

- Added fromSpawner filter, which will require entities to be from spawners (or not to be from spawners) - Requires Paper to be installed

8.19.0 Apr 2, 2022
8.19.0 Changelog
- Added inverse option to all conditions
- Removed requirement to specify manual truthiness for on_fire, in_air, etc - i.e. removing the requirment to then specify `on_fire: true`, which now defaults to true for all conditions - you can still specify things this way, but the inverse option is preferred
 
Inverse syntax looks like this:
- id: on_fire
  args:
    inverse: true
 
Which will mean that the condition is met when the player is not on fire
8.18.0 Mar 31, 2022
8.18.0 Changelog
- Added any_of condition (Thanks OfTeN for the idea and first implementation!)
Works like this:
- id: any_of
  args:
    conditions:
      - <condition 1>
      - <condition 2>
 
Syntactically similar to effect chains, but it allows any of the specified conditions to be met
8.17.0 Mar 30, 2022
8.17.0 Changelog

- Added transmission effect (Think Aspect of the End)

8.16.0 Mar 28, 2022
8.16.0 Changelog

- Added within_radius_of condition

8.15.0 Mar 25, 2022
8.15.0 Changelog
- Added has_potion_effect condition
- Added strip_ai effect
8.14.0 Mar 21, 2022
8.14.0 Changelog
- Added support for custom entity AI
What does this mean?
You can can now completely change how the entity interacts with the world, for example making a zombie act like a cow or however else you want, make bosses fly around, attack anything you want, make them tempted by certain items - anything that vanilla mobs can do. Check out the wiki to learn how to!
https://plugins.auxilor.io/all-plugins/custom-entity-ai
https://plugins.auxilor.io/ecobosses/how-to-make-a-custom-boss
8.13.0 Mar 19, 2022
8.13.0 Changelog

- mcMMO skill_xp_multiplier and give_skill_xp effects have been renamed to mcmmo_xp_multiplier and give_mcmmo_xp, so you can use EcoSkills and mcMMO effects at the same time (not sure why you'd run both, but some people do)

8.12.1 Mar 17, 2022
8.12.1 Changelog

- Fixed non-repeated effects not working (ie, basically all effects - I screwed up a few versions ago and didn't realize)

8.12.0 Mar 16, 2022
8.12.0 Changelog

- Added beacon_effect trigger (Requires Paper)
- Removed requirement to specify action_bar parameter for send_message effect: will default to false

8.11.1 Mar 13, 2022
8.11.1 Changelog

- Fixed is_gliding and standing_on_block condition not working

8.11.0 Mar 12, 2022
8.11.0 Changelog
- Added new optional repeat section to all (triggerable) effects!
You can specify a repeat like this:
args:
  repeat:
    times: <times>
    start: <start count value>
    increment: <amount to add to count after each run>
 
And then reference those values in your effect/mutator/trigger/etc configs, anywhere from in strings to in mathematical expressions to be evaluated.
%repeat_times% - The amount of times the activation should be repeated
%repeat_increment% - The amount to increase the count for after each activation
%repeat_start% - The starting value of the count
%repeat_count% - The current value of the count
 
This means you can now create automations and much more complex effects without repeating yourself, for example this tripleshot effect here:
 
- id: shoot_arrow
  args:
    every: 3
    repeat:
      times: 2
      start: -11
      increment: 22
    inherit_velocity: true
  mutators:
    - id: spin_velocity
      args:
        angle: '%repeat_count%'
  triggers:
    - shoot_bow
 
Which spins the velocity -11 degrees first, and then 11 degrees second, keeping the middle arrow - which gives you tripleshot.
 
I'm excited to see how people use these new effects!
8.10.0 Mar 10, 2022
8.10.0 Changelog

- Added velocity as a parameter for trigger data

- Added spin_velocity mutator

- Added inherit_velocity option to shoot_arrow effect

- Fixed 'every' option for triggered effects

- Added shoot_arrow effect

- Added shoot_bow trigger

8.9.1 Mar 9, 2022
8.9.1 Changelog

- Fixed many effects/conditions/etc not translating placeholders correctly in expressions

8.9.0 Mar 8, 2022
8.9.0 Changelog
- Added elytra_boost trigger
- Added multiply_velocity effect
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