v0.1.1
Fixed
- Bleeding now has a proper proc chance (20–75% by rarity) instead of triggering on every hit
- Bleeding damage per tick is now derived from weapon base damage × rarity factor — predictable and weapon-tier consistent
- Bleed ticks no longer apply knockback to mobs (was causing freeze/bounce behavior)
- Damage numbers no longer round small values to 0 — values under 10 show one decimal
- Bleed re-hit correctly cancels previous bleed before starting a new one
- Bleed ticks no longer re-trigger bonus stats (lifesteal, crit, etc.) on the attacker
Added
damage-numbers: true/falseconfig option to toggle floating damage numbers- Damage numbers pop-in animation — crits scale larger for visual distinction
Note: if upgrading from 0.1.0, add damage-numbers: true to your plugins/RPGLoot/config.yml, or delete the file and let it regenerate.
Full changelog: https://github.com/okereke-dev/rpgloot/blob/master/CHANGELOG.md