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0.9.4
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[0.9.4] - Latest Release (Ability System)
This stability release marks the end of the rapid iteration phase for the plugin. It's mostly an under-the-hood update, modularizing the project and extending the last update's Spark ability system to also fit the medic (supporting future ability additions).
There is also a new ability for the spark Delusion, which is a fake infection that stays for 30 seconds after application, that the medic can see.
Other additions mainly focus on stability and ensuring the game is fully playable with all features working as intended (The infamous buggy Steve skin override).
Lastly, there has been an update to the default config, setting the random skin toggle to false by default and setting the Steve skin toggle to true by default.
Added
- Medic Secondary Ability System: Medic now uses the same ability system as Spark
- Healing Sight is now tracked as a secondary ability (preparing for future abilities)
- System modeled after the Spark secondary ability system for consistency
- Configurable via
medic.secondary-abilityin config.yml - Options: "random" (default), "healing_sight"
- Ready for future medic abilities to be added
- Delusion Ability: New Spark secondary ability that creates fake infections
- Spark can activate an 8-second window, then right-click a player to apply a fake infection
- Fake infections appear identical to real infections to the medic (same particles)
- Medic can see delusion infections using Healing Sight alongside real infections
- Medic can cure delusion infections, wasting their cure on a non-infected player
- Delusion infections automatically decay after 30 seconds
- Delusion infections do not cause elimination when discussion phase starts
- Configurable via
spark.secondary-abilityin config.yml - Options: "random" (default), "hunter_vision", "spark_swap", "delusion"
Changed
- Medic Ability System Architecture: Refactored medic abilities to match Spark's system
- Created
MedicSecondaryAbilityenum for ability tracking - Added ability selection logic in GameManager
- Updated InventoryManager to handle medic abilities dynamically
- MedicSightListener now checks if ability is active before allowing use
- System is now extensible for adding new medic abilities in the future
- Created
- Config steve skin override: Default config now comes with steve skin override as true by default
- Random skin toggle is now set to false by default
- Debug command: Fake infected (Delusion infection) is tracked by the debug command
- Added the fake infected param to
/matchbox debugcommand
- Added the fake infected param to
Fixed
- Steve Skin Override: Fixed inconsistent steve skin application
- All players now consistently receive steve skins when enabled
- Skins are reapplied at the start of each new round to ensure consistency
- Fixed issue where some players would get alex or random skins instead of steve
- Invalid default seat locations: Fixed an error where default seat locations weren't loading correctly when used with the
m4tchb0xmap- Default Spawn/Seat locations are no longer linked to a world folder named
world - Now linked to a world folder named
m4tchb0x
- Default Spawn/Seat locations are no longer linked to a world folder named
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:umketzP5:vBTrtwor"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:umketzP5:vBTrtwor"
}

