Release 2.0.0
This release is a huge one. The main feature is the possibility to allow multiple spells to be bind to a single item, each one triggered by a different serie of actions. The cost of spells has been diversified.
Feature details
- Items will be able to store multiple "bind-data".
- Each one links 3 elements:
- A spell (ID),
- A cost (can have arguments). Basic implementation are: item durability, item count, player health, player food-level, player experience. Can be "none" to have to cost.
- A trigger, composed of a sequence of "trigger steps". Each step can be one of: "attack", "left click [block/air]", "right click [block/air]", "sneak".
Bug fixes
- The
dropproperty of summons has been fixed. - The
all <scope> aroundexpression did not handle properly theexcludekeyword. Check your spells.
New features
- Added a
send nbtstatement, to apply a temporary NBT tag to an entity.
New functions
normalize(Vector) -> Vector: normalize a Vector.direction_of(Entity) -> Vector: get the direction of an Entity.knockback(Entity, Vector, [number]) -> Void: apply a force to an entity. If the third argument is set, the force will be normalized and multiplied by it.
API changes
- The
ItemBinderinterface has new methods for#bind, and the old signature as been deprecated. Legacies methods will be removed in a future version. - The
SpellEntityinterface needs to implement the#setVelocitymethod.
Miscellaneous
- The configuration file changed. Future version will handle a proper migration system.