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v2.9.0

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@github-actions github-actions released this 14 Nov 00:30
ccfae5f

Changes

  • Make crafted items follow their template's required class by @XxFran10xX in #53

Full Changelog: v2.8.0...v2.9.0

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v2.8.0

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@github-actions github-actions released this 11 Nov 13:12
98246a8

Changes

  • Stat templates can add a stat per tier of an ingredient type, by @XxFran10xX in #52
    • tier-bonus: in stats.yml, e.g. leather: attack_damage(0.125), adds 0.125 × (average leather tier − tier-bonus-neutral) to the crafted item. The stat must also be in the template's stats list.
    • Crafting, the craft-record refresh and the ingredient-station preview all apply it; hovering leather or wool shows its bonus on the templates that use it.
    • Only templates that use it get a new revision, so no other crafted item refreshes.
  • Bundled default config only (servers that already have these files keep their own):
    • Sword: leather and wool give −0.25 / 0 / +0.25 / +0.5 attack damage from common to legendary.
    • Spear and polearm take reach from leather and wool (0.03 / 0.05 / 0.08 / 0.10 each), shown as "Reach".
    • Greataxe movement is leather/wool × 1.5 with no fixed part.
    • Leather, wool and feathers: damage reduction 2 / 4 / 6 / 8 and toughness 0.25 / 0.5 / 0.75 / 1.0.

Full Changelog: v2.7.0...v2.8.0

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v2.7.0

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@github-actions github-actions released this 03 Nov 20:28
0b2cf85

Changes

  • Players can see the recipes of alloys they have forged, by @XxFran10xX in #51
    • /alloy recipes lists the alloys your account has forged; click a name for its recipe. /alloy recipe <name>, or /alloy recipe with an alloy in your main hand, shows its base and catalysts. Hits, stats and forge odds stay hidden.
    • An alloy you haven't forged gets "You don't know the recipe for X." whether or not it exists, and tab completion offers only your own alloys.
    • Every successful forge (not scrap) records its combo in data/known-alloy-recipes/<uuid>.json. A player's first use is seeded from their existing forged-alloys history. Knowledge is per account, shared by all characters.
  • Bundled default config only: alloy defensive stats on armour pieces scale by 0.4 (#49), and two-handers get ×1.5 attack damage with ×0.9 blunt splash (#50). Servers that already have stats.yml keep their own.

Full Changelog: v2.6.0...v2.7.0

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v2.6.0

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@github-actions github-actions released this 27 Oct 15:39
7dbd281

Changes

  • Filler tier for /ac give equipment, and halved animal toughness, by @XxFran10xX in #48
    • /ac give equipment <recipe> <material> [player] [quality] [filler tier]. Each non-main slot gets the highest-tier ingredient of its type at or below the tier, or the lowest tier if they are all above it. Without the argument it still uses the lowest tier, so existing commands are unchanged. Tutorial's PvP kits use 4 (legendary animal materials).
    • Bundled default config only: animal materials add 0.25 / 0.375 / 0.5 toughness per piece at rare / epic / legendary (was 0.5 / 0.75 / 1.0). Template toughness bases are light none, medium 0.5, heavy 1.5 and infantry none, and infantry now takes toughness from its feathers. Mythril with legendary animal materials gives 8/2, 12/4, 16/8 and 12/2. Servers that already have these files keep their own.
  • Includes v2.5.2 (refresh crafted items again once the character is played; needs TLibs 2.3.0 or newer).

Full Changelog: v2.5.2...v2.6.0

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v2.5.2

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@github-actions github-actions released this 27 Oct 13:53
5145934

Changes

  • Refresh crafted items again once the character is played by @XxFran10xX in #47
    • Worn and carried pieces update after a restart. The refresh-on-join sweep ran before RPCharacters put the character's inventory on at Play, so it only saw the empty selection room. Crafted pieces kept old stats through relogs and restarts until the player touched them (equip, click, hotbar select, drop, opened chest).
    • The inventory, armour, off-hand and ender chest are now checked again one tick after TLibs' character session starts (pressing Play, or switching character). Items that are already current are left alone.
    • Needs TLibs 2.3.0 or newer (built against 2.6.1). plugin.yml cannot declare a minimum version, so update TLibs first or together with this jar.
  • Raise the armour template base stats to the live values by @XxFran10xX in #46
    • Bundled default stats.yml only (light +0.5 toughness; medium 1.5/1.0; heavy 2.5/2.0; infantry 1.5/0.5). Servers that already have a stats.yml keep their own.

Full Changelog: v2.5.1...v2.5.2

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v2.5.1

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@github-actions github-actions released this 12 Oct 10:01
cbe44f3

Changes

  • Keep config precision for stats with a global offset by @XxFran10xX in #45
    • Movement speed keeps its decimals. Stats with a global-stat-offsets entry (movement_speed: 100) were divided first and then rounded to 2 decimals, so any item at 1.0 movement or more became a whole number: a greataxe meant to be 1.4 showed 1, and every shield (-1.0 to -1.3) showed -1. The value is now rounded in config units and then divided, so the item matches the config.
    • Values below 1.0 also keep their second decimal (0.65 was stored as 0.7).
    • Rounding is half-up on the decimal digits, so 1.005 rounds to 1.01.
    • Stats without an offset are unchanged.
    • Default greataxe: movement is (0.1 + leather/wool) x 2 (movement_speed(0.1) base, factors.movement_speed: 2.0), what a battleaxe plus an off-hand shortsword with a 0.2 movement base give with the same leather and wool. Greataxes are two-handed, so they never hold the shortsword.
    • Already-crafted items are rebuilt only when their recipe's stat template or ingredients change, so live greataxes update once the server's greataxe template changes. Existing shields keep -1 until re-crafted.

Full Changelog: v2.5.0...v2.5.1

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v2.5.0

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@github-actions github-actions released this 11 Oct 17:19
44a979b

Changes

  • The craft roll gives a hit clue instead of blocking Masterworks by @XxFran10xX in #42
    • 100% hits is always a Masterwork again. The d20 roll no longer changes quality, and nothing else affects it.
      • Only exact hits count. The Hits % is rounded, so a piece a hit off on a big recipe (199 of 200) that would read 100% now reads 99% and stays below Masterwork.
    • Hit clue: finishing a piece with less than 100% hits rolls d20 + the same base-Strength modifier, shown as Craft roll: … after the quality line.
      • A total of 12+ (a natural 20 always passes, a natural 1 always fails) gives a roleplay hint about the hit that was closest to right without being right. It says which way it was off and roughly how far, never a count, e.g. "Looking the piece over, you sense it needed a little more Small Hit work."
      • Other hints: "more" / "much more", "a little too much" / "too much" / "far too much", "needed some Sew work" (none done), and "took Hit work it didn't need" (a tool the piece doesn't use).
      • A miss gives "Looking the piece over, you can't tell what went wrong with it."
      • Perfect pieces and staff crafts don't roll.
    • Config: d20.masterwork-dc is replaced by d20.clue-dc (default 12, in code). Old configs keep working; the old key is ignored.

Full Changelog: v2.4.0...v2.5.0

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v2.4.0

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@github-actions github-actions released this 10 Oct 20:00
f4237ef

Changes

  • Hits-done status, any-hit forging and a d20 Strength roll for Masterworks by @XxFran10xX in #41
    • Status shows the hits done: a branding right-click (sneaking or not) mid-project now lists every crafting hit with the hits done so far and the total, after the recipe and material groups. No needed counts are shown.
    • Finish with any number of hits: hits are no longer refused once a hit type is full, and a piece can be finished as soon as its materials are in. Too few or too many hits only lower the Hits % and with it the quality.
      • "You only have X out of Y … hits", "You need to complete all the hits before finishing", "You dont need more hits with this tool" and the "over-reliance" message are gone, so the needed counts are no longer revealed.
      • The hit title (Metal hits: x/needed) is unchanged.
    • d20 craft roll: finishing rolls d20 + a modifier from the crafter's base Strength (same table as rolls.yml), shown to the crafter as Craft roll: ….
      • A natural 20 always succeeds, and a natural 1 always fails.
      • A Masterwork now needs 100% hits and a total of 20+ (or a natural 20). Perfect hits that miss become Gleaming: a Radiant socket, or a Greater rune slot on mage armour.
      • Stats aren't affected. Staff crafts with a set quality don't roll, and alloys are unchanged.
    • Crafting XP follows the work: XP is the set XP × the Hits %, staff crafts included. A perfect piece pays all of it, an unworked one nothing.
    • "Hit Percenage" is now "Hit Percentage".
    • Config:
      • New d20: section (modifier table, attribute, masterwork-dc) and xp-min-percent (default 0). Defaults are in code.
      • Removed: hit-overshoot-warn-percent and hit-overshoot-warn-message. Old keys are ignored.
    • The build now includes the same pinned MMOCore jar as GemInfusion.

Full Changelog: v2.3.1...v2.4.0

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v2.3.1

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@github-actions github-actions released this 10 Oct 11:33
70f0ce4

Changes

  • Keep alloys working after ac reload by @XxFran10xX in #40
    • After ac reload, every alloy stopped counting as its type until a restart: ac give equipment ... alloy.<id> said "You only have 0 out of 4 Metal items", and putting an alloy into a forging station threw an error. Both work again.
    • Ingredient types, hit types and hits now compare by id, so stations opened before a reload also keep counting their materials and hits.
    • ac reload now also points loaded alloys at the reloaded type, hits and schemes.

Full Changelog: v2.3.0...v2.3.1

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v2.3.0

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@github-actions github-actions released this 10 Oct 08:46
f512a24

Changes

  • Pick armour models per recipe and metal, including infantry and mage by @XxFran10xX in #36
    • A model scheme entry named after a recipe (e.g. heavy_helmet) wins over the shared type (helmet), so light, medium and heavy armour of each metal get their own look. Infantry and mage armour take the main metal's look when its scheme has one.
    • The bundled basic.yml maps all five base metals to the ServerAssets tfmc_armor items. Install that ItemsAdder content before this version.
  • Tag crafted items with their metal, move old armour to the new looks, keep item data through refreshes by @XxFran10xX in #37
    • Crafted items carry advancedcrafting:ac_craft_model_scheme (alloys carry their base metal), which ArmourShop's metal skin lines read.
    • New armour-look-migration config (off by default). When enabled, crafted armour that still wears its old default look gets its recipe's current model on join, in opened chests, on click and on equip. The change keeps stats, gems, sockets, lore, durability and name, and skinned pieces keep their skin. legacy-models lists old looks that came from another ingredient (infantry paper, mage dust).
    • The stat refresh no longer repairs items, drops ArmourShop names or skins, or loses other plugins' data such as gem socket rarities.
    • Crafted pieces with an ItemsAdder look are opted out of ItemsAdder's auto_update, which could rebuild them without their MMOItems data. NBTAPI is now a soft dependency.
    • One broken item no longer stops a join or chest refresh.

Full Changelog: v2.2.9...v2.3.0

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