mirror of
https://github.com/mcMMO-Dev/mcMMO.git
synced 2025-06-27 03:04:44 +02:00
Numerous COTW tweaks
This commit is contained in:
@ -1,3 +1,46 @@
|
||||
Version 2.1.92
|
||||
Call Of The Wild (COTW) no longer cares if entities of the same type are nearby when attempting to summon a new entity
|
||||
By default players are no longer allowed to breed COTW summoned animals with other animals, you can turn this off (see the notes)
|
||||
Changed the sound effect for COTW (Fireworks -> Pop)
|
||||
Fixed a bug where COTW summon limit was global instead of per player
|
||||
The default summon limit for COTW is now per player instead of global which is how it is intended to be, for wolves this defaults to 2, for other entities it defaults to 1
|
||||
There is now a small 150ms window in which you cannot summon an entity via COTW to prevent accidentally summoning extra entities
|
||||
The setting named Summon_Max_Amount in config.yml has been renamed to Per_Player_Limit
|
||||
COTW entities now send the player a message when they die, time out, or get removed through other means
|
||||
If the COTW summon has a lifespan, players are now informed about this lifespan when the entity is first summoned
|
||||
COTW summons now have their name prefixed with some colored text to to make it easier to identify them.
|
||||
COTW summons now despawn if their owner logs out
|
||||
If a player tries to breed animals with a COTW animal and the server settings prevent this, they are informed via a message that it is not allowed
|
||||
Added new setting to experience.yml 'ExploitFix.COTWBreeding' - Prevents breeding with COTW summoned entities when set to true, defaults to true
|
||||
Removed the 'mcmmo.ability.taming.callofthewild.renamepets' permission node as it is seen as unnecessary
|
||||
|
||||
Removed locale strings
|
||||
Taming.Summon.Fail.Ocelot
|
||||
Taming.Summon.Fail.Wolf
|
||||
Taming.Summon.Fail.Horse
|
||||
Added new locale strings
|
||||
Taming.Summon.COTW.BreedingDisallowed
|
||||
Taming.Summon.COTW.Success
|
||||
Taming.Summon.COTW.Limit
|
||||
Taming.Summon.COTW.TimeExpired
|
||||
Tweaked locale string
|
||||
Taming.Summon.Name.Format
|
||||
|
||||
NOTES:
|
||||
I plan to rework Call of The Wild (COTW) significantly in the upcoming content patch, until then I have made several tweaks to it.
|
||||
|
||||
COTW Summoning Requirement Changes
|
||||
It is intentional that you are not supposed to be able to COTW summon something that you already have tamed, but mcMMO was not checking this properly.
|
||||
So previous to this patch, if you tried to summon a wolf and wolves were nearby, it would fail. This is not intentional behaviour and was a bug.
|
||||
The correct behaviour is that if you try to summon a wolf and you already have wolves, it should fail.
|
||||
I was fixing this bug when it occurred to me, why do we even care if nearby tamed wolves owned by you exist if you are trying to summon a temporary one?
|
||||
As a result of this train of thought, I have removed this restriction on COTW and several other tweaks have been made as a result of this line of thinking.
|
||||
There was also an issue involving how many COTW entities could be out at once, for some reason the limit was applied globally and defaulted to 10, so if 10 players had COTW entities out no one else would be able to summon anything. I have fixed this.
|
||||
You can set the lifespan to 0 in the config to make it so that COTW entities last until a server restart or the player logs out.
|
||||
|
||||
COTW Breeding Change
|
||||
It was never intentional for COTW summoned entities to be breedable, by default they will not be. You can change this by setting 'ExploitFix.COTWBreeding' to false in experience.yml
|
||||
|
||||
Version 2.1.91
|
||||
mcMMO is now more compatible with plugins that spawn arrows in unexpected ways, this fixes some NPE in mcMMO when using certain plugins
|
||||
Fixed a bug where Unarmed was using the same CD timer for every player in the server (thanks slop_me)
|
||||
|
Reference in New Issue
Block a user