Finally a new release uh? Well I was busy studying for entrance exams (one of which I had this morning) so development kinda took a backseat. In this version:
- Updated to have 1.19.2 compatibility
- Updated Renderer library
- Reworked some backend code so now it's easier to select target types
- Added a new light: Earthen Light!
- This new light is quite peculiar, since most of it is based around spawning structures, or rather create pillars or ravines.
- To trigger it, a player will need to be within 3 block of at least two "natural" blocks, aka blocks that are replacable by moss. An alternative is having a stack of dirt in the inventory, but it will be consumed. Also, a player needs to be hit by something and be on low health and or surrounded. (The armor this time is NOT taken into account, the rest is configable as always)
- Its possbile target types are the following: ENEMIES, SELF, ALLIES, OTHER.
- "Enemies" will open a ravine under nearby foes, damaging them and appling mining fatigue (duration and power based on player's own light stats)
- "Allies" will create a protective wall around nearby allies, with the possibility of adding a way out underground if the power multiplier of the player is high enough
- "Self" will spawn a structure based on the player's power multiplier, it could be a small ravine around a 1-block pillar, a big pillar and a big ravine with a big pillar (which is kinda like a 7 diameter by 7 blocks tall and 5 blocks deep so be careful!) (also there may or may not be a fun easter egg when you activate your light) It will also grant a new status effect called "Solid Rock" which will increase the knockback resistance of the player! (I might remove this feature tho!)
- "Other" will instead spawn an Earth Golem, which kinda like an Iron Golem but will attack whoever attacks its owener, and has half the health but is quicker. It can be repaired using obsidian. Also, if you attack them even if you are the owener, he won't be pleased by that.
- New config options, the most important of which is NON_FUNDAMENTAL_STRUCTURE_GRIEFING, which is going to spawn fundamental structures like the ones spawned by earthen light or by frost light, but not decorative ones such as the one from blazing light.
- New subcommand for /light get, now you can write /light get all <player> to get all of their lightstats!
- Fixed a minor bug with previous lights
- Also started working on the wiki, or rather the planning of its structure! If feel like helping constructing it, DM me!
In this release I've added a bunch of QoL commands and tweaked the FrostLight!
- All commands start with /light or /lightwithin, whichever you prefer
- /light set <type/target/power/duration/cooldown> <player> <value> With this command you will be able to set a specific value for the InnerLight type, target, power ecc.. of somone. Valid value arguments are listed at the end of this changelog.
- /light get <type/target/power/duration/cooldown> <player> will send a message to the sender about the requested information on the light of a player
- /light reset <player> will reset the light of a player to its original values. Useful for updating data when the mods adds new light types
- /light reroll <typeTarget/power/duration/cooldown> <player> will reroll the type and the target (both at the same time) or the power or duration or cooldown with a new value for a player
- /light activate <player> [delay] will forcefully activate the light of a player, with an optional delay expressed in seconds
- The ForstLight now spawns a Frozen Mob statue if it freezes a mob (it still based on a zombie, and i probably won't differentiate mobs further)
- The Frost Wall of the self/allies target type has been changed
- Updatetd the config with 2 new entries, so you will need to regenerate the config manually again. (copy the contents of the old file and paste them in place of the corresponding ones in the new file)
- List of possibile values for the light "type" argument (NOT case sensitive): heal, defense, strength, blazing, frost
- List of possibile values for the light "target" argument (NOT case sensitive): self, allies, other, all, enemies
- Added 2 new Lights! The Blazing Light & Frost Light They are a bit more rare than the other three!
- Added the Blazing Light! With this light, you are going to incinerate all of your enemies (and also your allies if you are not careful), setting the on fire and damaging them with fire as damage type (so watch out, it won't work with blazes and such!) It has two target types: ENEMIES which is going to target only the Enemy players (enemy Factions) or HostileEntities such as zombies and creepers that are not allied with you. ALL , which is going to target everything in the area around the player, allies included. Althought it will be able to do more damage. To trigger it you will need the usual requirements (low health, incresed by a 10% since you could be on fire)+ something that emits fire, which could be yourself or an item you are holding, or maybe a block near you! A structure will spawn, and if it crits it will spawn a ring of fire too!
- Added the Frost Light! This light has four possible targets: ENEMIES & ALL for attacck puposes and SELD & ALLIES for defence. It is triggered under the usual conditions + you will need to be freezing/holding something cold/near a cold block (vanilla). For the attacck section you will instantly freeze up all of your enemies into statue of ice (that for some reason, always resemble a player... hmm.. (yes i'm gonna add more frozen statues later ok ok)) and will also do some freezing damage to them. They are going to be under a new status effect as well, called Frost (more on that later). Also an icy structure will spawn. If the target are SELF/ALLIES then the light will spawn a wall in front of you and your allies putting a barrier between you and the enemy. It will also grant the Freeze Resistance status effect, which is the counter part of the Fire Resistance effect! The damage done and the duration of the effect are different from player to player, even if they are limited between certain values to not make the lights extremely weak nor overpowerd.
- Along with them their, particles, sounds etc...
- Frost Effetc! The frost effect is meant to be used only by the frost light, but with commands you could apply it anyway. This effect compleatly blocks the entity in place, preventing it from moving entirely, head included.
- New trigger (exclusive to the new lights for now): Ally death! When one of your allies gets defeated around you, your light will have a chance to trigger if the right conditions are met! (Currently only for Blazing&Frost)
- Now the tootlpis of the berries are two lined, for better reading experience
- Fixed a few bugs & prints (high likely added more of them)
- Added a ton more config options both for the new lights and the old ones
- New internal checks for the Factions and fixed a bug related to it (now also checks for the Allied Faction members)
- Added the Luxcognita's descriptions to the language file (so they can be translated now)
- Now the Luxberries spawn inside loot chests following this: LuxCognita chances: 23% defualt (1/2) (Mineshaft, Igloo,dungeon, pillager), 27% shipwreck (only 1) deepdarl 35%, library 50% LuxIntus chances: 7% defualt (1) (Mineshaft(1/2), Igloo, shipwreck, dungeon, pillager), deepdark 12% chance, library 12% LuxMutua chances: 2% defualt (1) (Mineshaft, Igloo, dungeon, library), 3% shipwreck, 7% deep dark (1/2), 0% pillager EndCity all +1%
- Probably added something else that I don't remember eheh.
- Anyway the other 3 element lights will be coming shortly, but I want to work on some other projects in the mean time
Finally a new update! In this version:
- Updated the mod to 1.19 (it won't be compatible anymore with 1.18.2/1.17.1 ecc)
- Added compatibility with the Factions mod, so if you are in the same faction with another player, and you have the ALLIES light target, it will be able to trigger!
- Added new checks for the trigger of a light(each one configurable in the config):
- Checks to see if the player/s are surrounded by other mobs
- Checks to see if the player/s have near-broken armor. (Disabled by default)
This means that in order to activate a light, a player will also need to be surrounded by mobs (default having 5 hostile entities near them) and/or have low armor durability! This adds a bit more to the complexity of the trigger, so it's more like a "coming to help when you need it the most" kind of feeling, closer to what I originnally imagined.
- Modfied the config a bit as well so you will need to update it. Backup your old file and then remove it (simply renaming it will also work). Now there are a bit more options to explore as well!
- Also changed its extension, so it's more readable in notepad++
Also I'm starting to work on 4/5 new light types, based on the elements. So stay tuned and share this with your friends!