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Details
7.26.9.27
Compatibility
Changes
New in ExecutableItems: armor sets (Premium). Give bonuses to players who wear several of your items together: 2 pieces for a first bonus, 4 pieces for a stronger one, and so on. One file per set in plugins/ExecutableItems/sets/, with potion effects, attributes (extra hearts, armor...) and commands for each tier. The bonus comes the moment the last piece is put on and leaves the moment one is taken off, dropped, broken or lost on death, with no LOOP running in the background. Placeholders %executableitems_set_<id>% and %executableitems_set_<id>_tier%, and /ei sets [player] to see what a player wears.
Try it with the new default set Tempest (1.21+): four armor pieces and a trident. Throw the trident and its bonus leaves with it until it comes back. It comes with the default items (new servers, or /ei default_items). Guide: docs.ssomar.com, Sets (bonus by pieces worn).
Also new
- ExecutableItems:
/ei trigger <player> <item> <activator>runs one activator without doing the gesture, to test a config quickly. Conditions, cooldowns and usage apply as usual. - ExecutableItems: on 1.21+, items without attributes of their own lose the damage / armor of their material unless Keep default attributes is on. EI now lists these items in the console after each load, with the command that fixes them all. Nothing changes in how they behave. The default items that had this problem are fixed for new installs.
Fixes
- ExecutableItems: a
/ei give(from a player, a shop, a crate...) during/ei reloadno longer gives nothing: the items stay usable while they reload. - ExecutableBlocks: heads and torches placed by an EB (and by
SETEXECUTABLEBLOCK) are no longer stuck to the side of the block. Thanks to requeim. - ExecutableItems: an item upgraded at the smithing table (diamond to netherite) now gets the netherite stats instead of keeping the diamond ones. Your own attributes on the item are kept. Thanks to KoizumiPlays.
- ExecutableItems: on 1.14 to 1.19, every player death printed an error in the console, and keep item on death did not work. Fixed.
- ExecutableItems: a LOOP activator whose condition is not met no longer sends the default "invalid condition" message to the player every cycle. Your custom condition messages are still sent.
- ExecutableItems: an F-key activator (
PLAYER_SWAPHAND_THE_EI) withcancelEventnow keeps the variables it changes. - ExecutableEvents:
targetEntityCommandsofPLAYER_FISH_FISH(CHANGE_INTO_ITEM,KILL...) now act on the fish you catch. - SCore: an empty line in
globalSilenceOutputsno longer silences the whole console. It is ignored, with a warning. Thanks to Chamogelastos.
Nothing changes in your configs: sets do nothing until you add a file in sets/. If something looks wrong after updating, open a post in the bug channel.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:g8Zwnnmn:sMZCxfoA"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:g8Zwnnmn:sMZCxfoA"
}

