- New methods for directly setting a scepters active spell (not just from scrolling)
- Added new living entity attribute Mana Regeneration
- Tweaked the base scepter classes with updated active spell getting
- Added new
checkCanUse
impl to the base scepters to avoid infinite use of 1 mana spells. SlashAugment
usesSpellDamageSource
now- Added `amethyst_core:any" as a possible input to the SpellCriterion
- Added spell critical chance and spell critical multiplier Entity Attributes
- Added new integration with Spell Power Attributes, for adding spell power attributes if SPA is loaded.
- Added special dual-purpose methods for Cooldown, cirtical chance, and critical damage. Adds wither SPA or AC attributes with appropriately scaled values depending on if SPA is loaded or not.
- Player Experience attribute now removes it's bonus if experience is removed using the addExperience method, in an effort to balance "Feedback loops" from mods like Spelunkery
Versions below 1.20 are no longer supported. Update to 1.20.2 is todo.
- Updated with new Fzzy Core 0.3.0 modifier system implementation.
- Improved memory usage.
- Removed ModifyModifierEvent in RegisterModifiers, as it is no longer needed for innate modifiers.
- Implemented better flavor test generation.
- Attempt a fix at a constant [amount] of XP per tick, presumably caused by some source adding 0 XP repeatedly.
Changelog for Amethyst Core 1.3.0+1.20.1
Fixes
- Fixed tooltips not updating right away on dedicated client/server environments when you add a new modifier.
- Fixed some spells being shown as disabled even when not.
Changes
- Added new fzzy-config spell configuration system, with built-in back-compatibility to the old method of implementing AugmentStats.
Additions
- Added interop with Spell Power Attributes. Spells of the appropriate types (fire, ice, etc) will be empowered by the corresponding spell powers.
- Player Experience is now a living entity attribute, so things like splash potions or modifiers don't crash the game by trying to add a player attribute to a non-player. It still only does anything on players.
- Change how cooldown and mana cost attributes work so positive changes reduce duration, and negative modifiers increase duration, to make them more intuitive. Previously a reduction in attribute reduced CD/MC, but it shows as red in MC, implying that you are getting a bad effect.