2.3.0
- fixed a crash on game start
- added 'enable_poses_while_sprinting' config option
2.2.0
- added 'use_entity_interaction_range_attribute_as_attack_range' config option
2.1.0
Added an experimental config option that solves an item duplication glitch when using "Better Combat" and "RPG Inventory" together. This fix is very experimental! Please report any issues you encounter when using this setting.
2.0.1
- fixed an issue where weapon_attributes would not inherit "damage_type" and "stamina_cost_multiplier" from their parent file
2.0.0
- updated to 1.21.1
1.3.0
- added 'attack_pitch_range' config option
- added 'disable_jumping_during_attacks' config option
- changed "restrict_attack_pitch" config option to also affect the attack hitbox
- fixed "enable_movement_locking_attacks" config option always preventing the player from moving
1.2.0
-
Attack stamina cost calculation has been changed.
Each attack now has a "attack_stamina_cost_multiplier" instead of a "attack_stamina_cost" float field. It defaults to 1.0. There is also a new entity attribute called "generic.attack_stamina_cost" which defaults to 1.0. The actual stamina cost is the product of these two values and the "global_attack_stamina_cost_multiplier" defined in the server config. This change allows the attack stamina cost to be changed in game.
-
reworked the "disable_player_yaw_changes_during_attacks" setting
renamed the option to "enable_movement_locking_attacks"
the option now enables a proper movement lock during attacks
it is recommended to use the "Shoulder Surfing Reloaded" mod and enable its "decoupled camera" setting when this setting is active
the item tag "disables_movement_locking_during_attack" and the entity type tag "disables_movement_locking_when_ridden" are used to control when the movement locking is applied
1.1.1
- poses of two-handed weapons are now correctly displayed
- 'Stamina Attributes' is no longer a required dependency
- attack stamina_cost can now be a fractional value
- added global multipliers to attack stamina costs, one for attacks that are feinted, one for attacks that are actually executed. These multipliers can be set in the server config.
- added server config option to enable feinting to skip the current attack (Thank you, @ji.111 for the idea)
- fixed crash when attack damage_type field is not a valid damage type identifier
Fixed dependencies