We got a premium version too now! It's got a new Trading and Martial Arts skill, a lot of new items, and a very interesting overhaul to villager trades! https://www.spigotmc.org/resources/valhallammo-premium-1-19-1-21-8.128164/ (You may need a spigot account to be able to view paid content)
ValhallaRaces: https://www.spigotmc.org/resources/valhallaraces-valhallammo-add-on-fantasy-roleplay-create-your-own-races-and-classes.103321/ ValhallaTrinkets: https://www.spigotmc.org/resources/valhallatrinkets-valhallammo-add-on.107852/ WIKI: https://github.com/Athlaeos/ValhallaMMO/wiki DISCORD: https://discord.gg/dUwtmYV
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ValhallaMMO Spigot/Paper/Purpur 1.19+
The most engaging free RPG-skills plugin available
What is ValhallaMMO? A skill-based progression plugin like McMMO and AuraSkills, inspired by Skyrim
ValhallaMMO overhauls vanilla progression to be more drawn out, and more rewarding. It gives players more opportunities to express themselves and to personalize their playthrough by making choices and specializing themselves.
In a nutshell, it prevents players from rushing through the game and getting burnt out!
Player features As a player, you'll be able to play with...
- 13 different skills Designed to suit many different playstyles Each having detailed skill trees
- 6 new weapon types Rapiers, Daggers, Morningstars, Warhammers, Greataxes, and Spears
- A party system With a progression system that encourages collaboration, with EXP sharing and stuff
- Powerful and versatile abilities Such as weapon coating, parrying, vein mining, tree capitator, transmutation, and more!
- A unique and immersive block breaking system Damage dealt to blocks linger around for some time, kind of like in Terraria
- Natural enemy difficulty progression! Enemies get harder as you get stronger
- DPS damage indicators Including testing dummies to test your damage output
With ValhallaTrinkets you'll also be able to find 16 trinket types, each granting various bonuses
With ValhallaRaces you'll be able to pick a race and some classes to specialize your playthrough
Alternative Content Servers may install alternative content packages to have a different ValhallaMMO experience
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Classic (default) Most like vanilla Easiest to learn Recommended for simple, familiar experience
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Classic Upgrades/tempering Medium gameplay overhaul, slight immersion Recommended as simplest non-vanilla experience
Admin features ValhallaMMO also acts as a powerful toolset to give you, as owner, plenty of room to add your own content to the plugin. Such as...
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An advanced and dynamic recipe manager Fully data driven, allowing you to make your own For crafting tables, furnaces, campfires, smithing, brewing, and two new immersive types
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A similarly dynamic loot table manager! Including a replacement table manager allowing vanilla loot to be changed effortlessly. Works for entities, blocks, chests, archaeology, fishing, and piglin bartering
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100+ new attributes and potion effects! Such as armor penetration, multi-jumping, and lifesteal
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Custom item registry To store and distribute your own custom items with
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Extremely customizable, navigable skill trees Allowing you to make Valhalla's skill trees as large and complex as you like
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MySQL data storage In case you want player progress to be cross-server, or accessible on your website!
Links
- Wiki
- Discord
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It's been a while since the last update, reason being that a lot has happened in my life (positive things), feel free to skip if you don't care lol. Long story short I moved out of my parents' house and now live alone. It's wonderful. I also had it busy with university work as the last few months tend to be the most intense of them all. I did pass all my grades and had a good time doing it all year, so it feels great to finally have found a profession that genuinely seems like the path to traverse. That's one reason for my inactivity.
The other reason, however, is unfortunately that I simply fell out of love with Minecraft. I don't play it any more and unfortunately most of my motivation came from wanting to make something that I would enjoy playing as well. Well, since I don't like playing it any more, I don't really feel like developing for it any more.<br>
For that reason I will likely be posting updates much, much less. I will still be posting updates when required for new versions and to fix important bugs, but I will probably no longer be making any more content additions for ValhallaMMO, both the free and the premium versions. For that reason I will be dropping the price of ValhallaMMO Premium by 30% permanently (which is available on spigotmc.org.
Anyway,
CHANGE NOTES:
NEW Data driven skills! You can now make your own skills. These will be simple skills that appear in the skill tree, can have perks, and of which the player can have custom stats that you define. You cannot define abilities, skill exp gain, or functionality for these stats within ValhallaMMO as you are expected to implement exp gain yourself through commands, and give stats a use through placeholder usage in other plugins.<br>
NEW Raw stat placeholder which displays stats without any number formatting. %valhallammo_{profilename}_raw_{statname}% where both {profilename} and {statname} are in all lowercase.
FIXED Improper version mapping for the resource packs. This affected versions 26.1.1 and up as those versions were unmapped. The default pack is now updated to the most recent version as opposed to the oldest.<br>
FIXED CraftEngine API change issue.<br>
FIXED The player's health not being restored to the appropriate amount when logging out, when the player's max health is higher than the default 20.<br>
FIXED Butchery luck not applying to slain animals.<br>
FIXED Crafters being able to craft recipes they shouldn't be able to.<br>
FIXED CraftEngine, Nexo, and ItemsAdder recipe choice errors.
TWEAK Version-specific recipe files that are loaded in are now cleared after being loaded in. This also fixes recipes that restore themselves even after deletion, since they are actually loaded in from said separate files.<br>
TWEAK The profile stat placeholder can now also display booleans and lists.
(Resetting means to delete the file while the server is offline) <br>
- skills/farming_progression.yml (Trash diet rebalance)
FIXED Holding certain items (like rapiers) negatively affecting the holder's stats a well when not supposed to. <br>
FIXED Damage event errors thrown to console.
TWEAK /val exp can now be prompted to utilize stat scaling on the exp granted. <br>
TWEAK /val skills and /skills may now accept a skill argument to open a skill tree to a specific skill. <br>
TWEAK Eating custom foods, drinking milk to cleanse custom effects, and equipping armor pieces with custom attributes is now more responsive (for example, eating something or equipping something that changes the player's scale or movement speed) <br>
TWEAK Perk rewards that expect a string list can now also accept a single string for convenience. <br>
TWEAK Added a "raw" food category. <br>
TWEAK Foods can now have several food categories as opposed to just one. For example, raw beef counts as both "raw" and "meat" as opposed to just "meat". The food multiplier stats the player possesses all affect each other on foods that share several food categories. (If meat nutrition is 1x but raw is 0.5x, raw beef will have 0.5x efficiency. If meat nutrition were 2x, these would cancel each other out and result in 1x efficiency anyway) <br>
TWEAK The first block mined with vein miner is now also taken into consideration if you have "instant pickup" enabled on it. <br>
TWEAK The monster level formula in mob_stats.yml may now accept %x%, %y%, and %z% arguments, which represent the coordinates of the spawned monster. This may be used to implement mechanics where a monster's level increases with distance to spawn, or depth! <br>
BALANCE "Trash diet" in the farming skill now grants "trash" foods additional saturation when eaten, so it's not so terrible now! In exchange, non-trash foods are reduced in food quality with this perk.
(Resetting means to delete the file while the server is offline)
For recipe files, if you've made your own custom recipes, you should export them first or back them up before doing this.
- config.yml (damage type fix)
- recipes/grid_recipes.json (only relevant if you're updating from 1.21.11)
- recipes/smithing_recipes.json (only relevant if you're updating from 1.21.11)
ValhallaMMO is now compatible with Minecraft 26.1
FIXED CME with stat cache reset (for real this time I hope)
FIXED Breaking leaves manually not being affected by woodcutting luck and thus not dropping golden or crystal apples
FIXED Dealing damage with /damage often resulting in true damage instead of being reduced by the appropriate amount. (minecraft:arrow damage for example would be considered true damage instead of projectile damage)
FIXED Damage multipliers for certain damage types (such as freezing) applying double.
FIXED One-shot protection not having a cooldown (how was this not reported??)
FIXED Nobody picked up on the last time I offered free premium so here's another one, send me your favourite baked good and I'll grant you it for free
FIXED Salvaging recipes often not producing the correct item result, having annoying lore and display names that would cause the item to become unstackable.
FIXED Bleeds causing knockback. This was very funny and I was tempted to leave this in, but it did kind of just throw your opponent all over the place.
TWEAK Charged Shot (from the archery skill tree) may now be activated by having a bow in your off-hand as well
TWEAK Power attacks (from the heavy weapons skill tree) now draw a particle circle around the affected area to better indicate the radius
TWEAK Physical damage types in config.yml may now include generic damage categories in addition to specific minecraft damage types
- languages/en-us.json (woodcutting NG+ updates) <br>
- skills/woodcutting_progression.yml (woodcutting NG+ updates) <br>
- skills/config.yml (mob blacklist from custom damage system) <br>
FIXED Anvil quality potion effect and attributes not actually contributing to anvil skill (affected Crystal apple buffs) <br>
FIXED ConcurrentModificationException frequently happening. It wasn't breaking anything, hence why it didn't have a high priority of fixing, but it was still annoying. <br>
FIXED Immersive recipe selection menu still opening even if no recipes were available. Is nobody reading these? Really, if you tell me what your favorite baked good is I'll give you premium for free, first come first serve. <br>
FIXED Configurable permanent potion effects not actually being configurable a lot of the time.
TWEAK Skill tree perks may now parse PlaceholderAPI and ValhallaMMO placeholders. Could be cool to add player stat overviews to the skill trees! I might do that sometime. <br>
TWEAK Added a "mob type blacklist" to config.yml under the custom damage system section. Entities within this list aren't affected by the custom damage system at all. This tweak was primarily to enable armadillo torture farms. <br>
TWEAK Added woodcutting luck to woodcutting's NewGame+ loops. This enables Golden and Crystal apples to drop a bit more frequently
The following files were updated, but it's not a big deal to not reset.
- languages/en-us.json (alchemy perk disclosure) <br>
- recipes/brewing_recipes.json (some recipes not giving exp when they realistically should) <br>
- skills/enchanting_progression.yml (sweeping edge not giving exp)
ADDED Permanent effect cooldowns property to player stat profile (you can now give players permanent effects that have a cooldown on activation)
FIXED Player stats applying in incorrect scenarios, such as the player being affected by their own immunity reduction obtained via rapiers <br>
FIXED ItemsAdder and CraftEngine blocks and items not being recognized <br>
FIXED Bow damage being different depending if shot from main hand or off hand <br>
FIXED The configuration button being absent in the "add permanent potion effect" modifiers <br>
FIXED NullPointerException with JustLootIt <br>
FIXED Repaired items being given ValhallaMMO durability when combining two vanilla tools in a crafting grid <br>
FIXED Non-ValhallaMMO attribute stats not being recognized (for example when using custom armors from other plugins. Also included ValhallaTrinkets) <br>
ValhallaTrinkets should also be updated if you have it
FIXED A certain alchemy perk not disclosing it also increased the quality of one's potions <br>
FIXED The splash- and lingering potion recipes not rewarding alchemy exp <br>
FIXED "crafting speed" stat not functioning on immersive recipes <br>
FIXED Party rename command actually changing the description of the party instead of renaming
TWEAK Many small performance increases <br>
TWEAK Improved recipe output preview system to display the output more accurately. This mainly just affects recipe book icons and immersive recipe buttons. <br>
TWEAK The "charged shot" ammo animation no longer plays if the player is invisible <br>
TWEAK Improved performance on block placement status data
- replacement_tables/loot_valhallafication.json <br>
FIXED Replacement tables deleting their own entries if an entry cannot be executed<br>
FIXED Smithing recipes unable to be locked behind permission/progression requirements<br>
FIXED Custom loot and replacement tables not working on PaperMC<br>
FIXED "Max allowed level" property not working per skill<br>
FIXED Custom damage types being lost on hit, causing certain mechanics (most notably the Hexblade ability) to not apply the appropriate resistances when hitting certain targets. (undead mobs would not take more damage from holy damage, for example)<br>
FIXED Attribute scaling modifiers improperly communicating if they need a player or not, being a second reason why loot wasn't being Valhalla-ified. <br>
TWEAK QoL tweak, axes can no longer be used to break melon/pumpkin stems if "gentle harvest" is unlocked<br>
TWEAK Loot tables are now aware of the player opening the chest. Allows loot to scale with player stats
- recipes/disabled_recipes.yml (spear recipes)<br>
- skills/smithing_progression.yml (diamond spear added to lv40 perk)<br>
- skills/fishing_progression.yml (spears added to salvaging perk)<br>
The plugin is now compatible with Minecraft 1.21.11!
ADDED A ton more permanent effect triggers (view wiki for them)<br>
ADDED Placeholders to check if a recipe or perk is unlocked by a player (view wiki)<br>
ADDED Spear recipes to 1.21.11+ configurations
API Parrying (whether failed or succeeded) now sends an EntityParryEntityEvent
FIXED Console error with FLASH particle effects on newer versions<br>
FIXED Potential exploit regarding modded clients and rapidly clicking items from inventories<br>
FIXED Global buffs not saving on server shutdown<br>
FIXED The "region filter" loot filter not being readable or usable when you have a lot of regions<br>
FIXED Loot filter selector having improperly placed buttons
FIXED Errors when fishing<br>
FIXED Some modifiers still being marked as "not requiring a player" when they do<br>
FIXED Custom loot tables not triggering on placed blocks. Additionally added two loot filters to prevent (or require) the block to be placed in order to be eligible for rewards
TWEAK You can now configure the fishing time reduction on the lure enchantment
TWEAK Crafters can now be used to craft ValhallaMMO recipes, as long as their recipe modifiers do not require a player to be executed<br>
POSSIBLE FIX To fishing not working when a combination of lure and fishing speed is obtained<br>
FIXED Immersive recipes not working (includes cauldron)<br>
FIXED Digging drop multipliers not working<br>
FIXED Archery not rewarding exp for hitting certain neutral mobs<br>
FIXED Farming drop multipliers not working<br>
FIXED Farming "instant harvest" mechanic not working<br>
FIXED Mining drop multipliers not working<br>
FIXED Drilling ability not rewarding extra mining speed
Oraxen compatibility will not be implemented.
FIXED Data loading issues still occurring
FIXED Blast protection not being considered a protective enchantment, and mace enchantments not being considered offensive or utility enchantments<br>
FIXED Error spam in console when using items having attribute modifications not done by ValhallaMMO <br>
FIXED Weapon duplication exploit regarding potion effect weapon coating
FIXED Part exp sharing sometimes allowing a single level to be leveled multiple times, which caused the player to have more power exp than intended. <br>
FIXED Underwater mining speed and movement speed efficiency attributes to not work when applied on items
FIXED Errors caused by JustLootIt's API changes (update JustLootIt if you use it and haven't already)
FIXED Perk permission requirements not being read properly, causing them to not actually work
FIXED Copper equipment not actually having been assigned a weight class. Copper armor is considered heavy.
FIXED The leaderboard SQL query throwing errors if your system is set to a region that uses commas for decimals instead of periods
POTENTIAL FIX To profiles on occasion not actually saving and causing players to experience partial rollbacks
- recipes/grid_recipes.json (copper tools and armor)<br>
- recipes/disabled_recipes.yml (to prevent interference with vanilla recipes)
If you are not aware. Resetting a file means to DELETE the file while the server is OFFLINE, then starting the server (counts for most plugins, this restores the default file).
Basically, because copper equipment and tools and weapons and such don't exist on 1.19 (the oldest version the plugin supports) the game can't properly read items made of copper EVEN on versions where they exist. It mistakes them as older materials. As a result, it tries to parse copper items with an older item reader, which creates an invalid item which causes errors. As a result, these fixes implement a workaround where I never actually use these copper items within recipes themselves (so the items saved aren't actually MADE of copper) and instead replace them with the copper material dynamically (this doesn't reference items made of copper, avoiding the legacy item reader, but basically just the material name which isn't read a special way)
ADDED New ingredient option which allows avoiding this issue within ingredients<br>
FIXED The copper item recipes were reworked with new ingredients and results and modifiers to allow them to use and become actual copper items during crafting (lol)
FIXED Flash effect (crit) throwing a console error<br>
FIXED Copper equipment often times not loading as a result of legacy material support being initialized improperly<br>
FIXED Recipes often not copying properly due to their ingredient filters being linked<br>
FIXED Typo in language file, submerged digging speed was called mounted damage<br>
FIXED Infinite stat accumulation with compatible external inventories (like ValhallaTrinkets)
UNDO Discarded the spear recipe which was broken on older versions (1.21.8 and lower)
The plugin was already compatible with 1.21.9 thankfully, but it was lacking the copper stuff! So here that is.
The following files have been updated and must be reset for the changes to apply. These resets are optional, but you won't get the new copper gear recipes if you don't. <br>
- recipes/grid_recipes.json (copper tools and armor)<br>
- skills/smithing_progression.yml (separate progression for added COPPER material type)<br>
- skills/fishing_progression.yml (copper salvaging recipes unlock)If you are not aware. Resetting a file means to DELETE the file while the server is OFFLINE, then starting the server (counts for most plugins, this restores the default file).
The resource pack has also been updated to add the custom models for custom copper weapons!
NEW Copper material class. You can now officially classify something as "made of copper" to the plugin. Added smithing profile properties to allow you to boost specifically copper things. <br>
NEW In addition to the copper material class, I added 10 "generic" undefined material classes for you to do with as you see fit. You won't have to rely on using existing materials or scaling to make your custom material tools and armor scale with their own skill level. These are formatted as "custom1", "custom2", ..., "custom10". For example, if you wanna make a new set of tools and armor out of adamantine, you can arbitrarily decide "custom1" should be for adamantine, and now you can tell the plugin that certain items should be considered "made of custom1" or adamantine. These materials would then scale separately with their own "custom1" crafting quality. <br>
NEW Copper tools, armor, and weapons set loaded only if you're playing on 1.21.9 and above. This will likely clash with the classic content package, but that's not a big deal and you can probably play with it regardless.
TWEAK ValhallaMMO "Spears" are now called "Javelins" since Minecraft will soon get spears added by default. No, you cannot throw these (yet)<br>
Note: By the time the vanilla spears are added, I will probably rework the javelin stats a bit so that they have separate properties from vanilla spears, since vanilla spears seem to behave very similarly to my javelins.
FIX Added iron spear salvaging recipe which was previously absent
FIXED The "disabled recipes" menu not updating when toggling recipes on or off<br>
FIXED Items becoming unstackable as a result of their stats being stored in random orders on the item. Primarily affected arrows.
FIXED "on attack" triggers for real this time
FIXED Saving of profiles no longer getting faster and faster
FIXED Errors causing recipe manager to be unviewable as a result of certain modifiers having invalid field values
FIXED Ranged attacks not being affected by pvp resistance or damage buffs/nerfs
FIXED The recipe manager menu not updating when recipes are removed
FIXED Immersive recipes replacing the item in the player's hand even if the recipe failed<br>
FIXED "on attack" effect trigger not working most of the time<br>
FIXED Dummies getting default stats<br>
FIXED Players often not being attributed responsibility for dealing custom damage types (primarily noticed with Hexblade) which caused them to be unaffected by damage modification stats
FIXED Possible error regarding leaderboards<br>
FIXED The smithing recipes in /val recipes sometimes not updating with new entries when new smithing recipes are added<br>
FIXED Enchantment algorithm sometimes allowing for conflicting enchantments to be applied on the same item
Also, premium edition is out now! If you're interested in a li'l something extra, please check it out! It's got a great overhaul to villagers and trading, and a martial arts skill!
- Note: I know reading sucks, but please read these changes (you should be doing so with every update)
The following files have been updated and must be reset for the changes to apply. These resets ARE mandatory, things may break if you don't. <br>
- config.yml (new persistency properties, attribute priority)
If you are not aware. Resetting a file means to DELETE the file while the server is OFFLINE, then starting the server (counts for most plugins, this restores the default file).
Most important update of this patch:
Effect Triggers<br>
The "Permanent effects" mechanic has been expanded upon, now allowing for custom effects to be used and also allowing them to be executed under specific conditions and events! <br>
I think it's easier to showcase with examples as opposed to explaining it, but now it's possible to: <br>
- Make armor that grants invisibility while sneaking<br>
- Make races that burn in daylight (with ValhallaRaces)<br>
- Make trinkets that grant regeneration during the night (with ValhallaTrinkets)<br>
- Grant players water breathing only while in water<br>
- Make swords that apply armor debuffs on hit<br>
- Make daggers that grant a crit rate buff while out of combat<br>
Want to know more? Check the wiki! There's a new page dedicated to these effects there.
TWEAK Player stat saving system is entirely overhauled thanks to JustAHuman_xD, should work more reliably and the plugin should be more performant. <br>
RELATED ADDITION Added Redis compatibility to MySQL, which should enable the plugin to more reliably share data across multiple servers in real-time (such as Velocity setups!)<br>
TWEAK The dynamic item modifiers that required a text input may now have you input their text directly in chat as opposed through clunky item NBT<br>
TWEAK "Replace by indexed item" modifiers can now be configured to *only* execute the indexed item's modifiers, as opposed to replacing the item. Allows for much more modularised item creation<br>
TWEAK All stats now have trailing 0's removed (for example, 100.0% now just displays as 100%)<br>
TWEAK Attributes may now be given a priority rating in config.yml, which determines the order of appearance in the item's lore (stats like attack damage and attack speed are by default on the top while secondary stats are below it)<br>
TWEAK /val items is now finally sorted by ID!
ADDED Some new modifiers relating to: <br>
- Adding an armor color to leather armor when using the FancyPants shader, or using the EquipableComponent if available. <br>
- Adding a Custom Model Data if below 1.21.4, or applying an Item Model if at or above 1.21.4<br>
ADDED /val migrate command (also from JustAHuman_xD), which allows you to switch from SQLite to MySQL and backwards.
FIXED "Unarmed" definition not counting empty hands as unarmed<br>
FIXED Effect scoreboard not working on 1.19 versions<br>
FIXED Double jumps not being affected by jump height multiplier attributes<br>
FIXED Cooking recipes in the recipe book showing the wrong item output when it's a tinkering recipe<br>
FIXED Biome filter in loot table not working on newer versions of Minecraft<br>
FIXED One of the two custom durability modifiers not working (rather than removing one I've decided to make both work)<br>
FIXED Under certain conditions seemingly identical items not being stackable due to semi-randomized stat saving order<br>
FIXED Certain farms relying on mobs being hurt (you monster) not taking damage because the damage taken was 0. Instead now only players may receive immunity if damage taken is 0, while Armadillos continue to forever burn alive. They're in great pain. It sucks.
Mostly just for the new stat icons, as well as some assets for the premium version when it releases. Please execute "/val resourcepack setup" again, or if you're using different resource packs as well you should look into merging the new pack with your other packs. Or don't, it's not a big deal.
The following files have been updated and must be reset for the changes to apply. These resets are not mandatory, reset only if you agree with the changes:<br>
- config.yml (damage absorption stat was involved in the armor calculation formula)<br>
- skills/archery.yml (REQUIRED, because projectile damage is now configurable and the values that are currently present will throw errors if this is not done)
If you are not aware. Resetting a file means to DELETE the file while the server is OFFLINE, then starting the server (counts for most plugins, this restores the default file).
ADDED 7 new stats!<br>
- WATER_MOVEMENT_EFFICIENCY_BONUS<br>
- SUBMERGED_MINING_SPEED_BONUS<br>
- FLIGHT_SPEED_BONUS<br>
- OXYGEN_BONUS<br>
- BACK_PROTECTION<br>
- FRONT_PROTECTION<br>
- DAMAGE_ABSORPTION<br>
These stats can also be manipulated from the player's power profile.<br>
Custom attributes and potion effects were also added for these stats.
ADDED /val debug command. Currently just debugs for woodcutting's tree capitator, which has an issue of stopping seemingly randomly, affecting everyone. When it happens, please do /val debug tree_capitator <player>, on the player that's currently experiencing the bug. Then ask them to tree capitate again. Then send me the messages you receive.<br>
ADDED Configurable projectile damage formula. Previously, an arrow's velocity translated to a direct damage multiplier. In a lot of scenarios this was way too overtuned. The new damage formula puts diminishing returns on arrow velocity, but only while shot by players (you can still make a railgun that instantly kills anything).<br>
This also allows you to modify critical damage more flexibly, and also puts diminishing returns on piercing arrows.<br>
In general, this is a massive (well deserved) NERF for archery <br>
ADDED Many new placeholders to display party information!<br>
ADDED Trees can now be protected from accidental tree-capitation if there are any resource blocks in its construction (iron, gold, diamond, copper, lapis, redstone blocks, or obsidian)
FIXED Flight granted from the flight reward being lost when changing to another dimension under certain circumstances.<br>
FIXED Arrow damage being 2 points higher than advertised. This usually meant that bow damage was double what was intended. <br>
FIXED Large lag spikes when interacting with /val recipes, it's much quicker to navigate now.<br>
FIXED Shields leaking damage through to the player. This was because the plugin checked if the vanilla final damage received was exactly 0 to actually block damage, but due to floating-point inaccuracies this was often not the case. <br>
FIXED Shields being swapped hands for a tick every time damage is blocked. This was necessary for the "shield disabling" stat to work, but this still happened if the stat was not at all involved in an attack.
API EntityDodgeAttackEvent was added
ADDED Update checker! Now you're notified whenever there's an update and reminded to read these update notes which is important often!!! Can be turned off in config.yml. <br>
ADDED Lootin compatibility<br>
ADDED "None" weight class, to specifically tell the plugin the item belongs to no weight class and should not benefit from unarmed or armed buffs/debuffs
FIXED Archery granting experience for shooting animals
This "fix" was already made on the premium branch, and I apparently forgot to port it over to the free version. Sorry about that!
FIXED "Item replacement" modifiers not passing the proper context, breaking produced items sometimes<br>
FIXED Potions not actually being given their potion effects when brewed, causing splash potions to not function at all
FIXED Issues regarding durability<br>
FIXED Custom enchantments introduced by other plugins or datapacks being limited to max level 1 through anvil combining<br>
FIXED The armor set editor improperly displaying stat quantities, and made it work a little better
- Please report any more bugs you find as this fix required a very large amount of files being changed**
Thank you for your patience!
- skills/woodcutting_progression.yml (tree capitator buff)
The plugin is now compatible with 1.21.7!
FIXED Issue regarding item buttons occasionally not showing lore properly<br>
FIXED Perk permission requirements being ignored (not in any default configuration, so it doesn't likely affect you)<br>
FIXED Rare issue with leaderboards causing NPE errors
TWEAK Slightly increased tree capitator's max tree size stats. This was because the tier 1 tree capitator was just barely too small to cut down tall thin spruce trees and larger oak trees whereas the tier 2 version was just barely too small to cut down dark oak trees in 1 go. The tier 3 max size was untouched.<br>
Tier 1: 8 -> 16<br>
Tier 2: 32 -> 48<br>
Tier 3: 128 -> 128





