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Releases: Sponge-RPG-dev/NT-RPG

2.0.0-SNAPSHOT-12

25 Jun 16:03
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  • Fixed problem on sponge, where the plugin failed to load, if placeholders were installed
  • Continued in the refactor, mostly all done
  • "GlobalScope" is no longer exposed to JS, instead theres now "Rpg" variable and Guice Injector instance.

2.0.0-SNAPSHOT-11

20 May 22:09
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  • Continuing refactor of inventory handling
  • Its now possible to create a javascript event listener using sponge beforeModification listener feature
  • Its now possible to specify order for a javascript event listener
  • ! Breaking change for all existing javascript event listeners.
  • ! Delete scripts/main.js it will be updated

You can now register event listeners via js such as:

var eventConsumer = new (Java.extend(Consumer, {
    accept: function (event) {
        log("Im Javascript event handler");
    }
}))

//Only "consumer" property in second parameter is mandatory
var ClientConnectionEvent= Java.type('org.spongepowered.api.event.network.ClientConnectionEvent')
registerEventListener({type: ClientConnectionEvent, consumer: eventConsumer, order:"BEFORE_POST", beforeModifications: false});
  • ASM calls replaced with Bytebuddy which is easier to maintain
  • IEntityWeaponDamageEarlyEvent now has a getWeapon method which has a return type Optional<RpgItemStack>
  • Fixed wrong item damage calculation

Also dont forget to grab new NT-CORE https://github.com/Sponge-RPG-dev/NTCore/releases/tag/NTCore-1.13-SNAPSHOT-11-shaded

2.0.0-SNAPSHOT-10

11 May 13:23
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  • Refactored large part of codebase into separate packages

    • API, Core, Unit tests (all sponge independent) + Sponge Impl
  • All items in configs now have to follow format "modid:itemid", this rule apply even for vanilla items. Previously it was possible not to use "minecraft:.." id prefix. Now its enforced.

This release may contain bugs, if you are looking for more stable build use SNAPSHOT 9.

2.0.0-SNAPSHOT-9

06 Mar 18:05
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  • Basic outline for Attributes (do not work yet)

  • Added delay function to javascript engine bindings

  • Fixed a bug which caused a player to be able to have multiple classes of same type at one time

  • Improved Effects concept, creating new effects within JS is now much easier

  • Requires NT-CORE snapshot 10

2.0.0-SNAPSHOT-8

28 Feb 23:11
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  • Localization bundles are now copied to the directory localizations and loaded from there using its own classloader.
  • Some code moved to NT-Core

2.0.0-SNAPSHOT-7

25 Feb 20:57
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  • Fixed wrong experience calculation when a character had multiple classes with same experience source
  • If the skill within a skilltree is missconfigured it will no longer fail during execution, but it will inherit missing setting nodes from skill`s default configuration, if theres one
  • Fixed skillbinds

you can now also find me on a new discord https://discord.gg/KzmuqhT

2.0.0-SNAPSHOT-6

24 Feb 23:16
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  • Fixed backlink in inventory menus
  • Fxied bug which caused players not being able to equip armor
  • Fixed bug which caused players not to be able to view class' skilltree which they dont currently have

2.0.0-SNAPSHOT-5

24 Feb 20:40
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Updating from previous SNAPSHOTs

Bugfixes

  • Fixed a bug which caused
  • Optimalized updating CharacterClass JPA entity when a player gains experiences. It no longer warns about duplicate object within one session warning.
  • Fixed a bug which caused wrong damage calculation if the character was automatically selected during login process
  • Fixed a bug which might caus hibernate to fail during loading saved character from database
  • Fixed multiple NPE here and there
  • Error messages which may occur during class selection are now corrent.
  • Added missing localization texts

2.0.0-SNAPSHOT-4

23 Feb 21:31
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  • Its now possible to reload classes on the fly

/nadmin reload classes

  • Fixed multiple bugs which were causing unclear error messages, if the class files were missconfigured

2.0.0-SNAPSHOT-1

17 Feb 00:43
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  • Reworked the class system

  • Minor changes to skill trees - skills dependencies now require to define minimal skill level as well.

  • Optimized character initializations