New brain section in magic mob configs (1.17 only)
remove_default_goals to remove all vanilla goals (turn off default AI)
remove_goals to remove specific default goals
goals to add vanilla and custom pathfinding goals
remove_default_targets, remove_targets, targets also available for targeting goals
The debugger spell will show mobs' current goals
magic_requirement goal can be used to wrap a vanilla goal in magic requirements
Pets
Added ownable property, allows any mob to be owned via the Tame action
Added stay property, allowing any mob to "sit"
(WIP, will be tameable with items)
TODO: add pets example with pet shop, ownable pets
Add collidable flag to mobs
Add stay, owner and owned flags to CheckEntity, for specific behaviors for owned mobs
Add owned and stay requirements
New moon requirement for phase-of-moon logic, simplify time requirement
Example scaredy mob added, a cat that gets scared in the dark
Example philbert mob added, a friendly tameable creeper
ModelEngine example mob kindetron added, custom boss mob
Warlocks and Dark Wizards now try to keep their distance, swing their arms when casting
Mutants will now follow mutant captains, and easily panic when there is no captain around
NPCs now always look at players (have ai, don't move, aren't collidable)
Add leash_blocks mob spawner option to prevent mobs going over specific block types
Add swing trigger for mobs, triggers when they swing their arm (1.17 only)
Additions
Added halloween example from TheDarthFather (thank you!) (use /mexample fetch halloween)
Improvements
More precise targeting through blocks like stairs and carpet
Improved natural mob spawning, rebalance otherside and netherside spawns
Add Lands to generic_protection by default
There is now a builtin magic.team.* list you can use to set up mob permission teams without ops being on a team by default (Permission queries changed again, please let me know if anything weird happens, such as no permission to craft or use wands)
Allow using numbers for "slot" parameters in various places (such as the CheckInventory action)
Mobs spawned by the monster and mob spell will attack for you (familiar and farm will follow you)
The Damage action will now force-set the damager and damaged NMS references, so "magic" damage registers with vanilla mob AI, possibly other plugins
Fixes
Fix SkillAPI integration (needs testing)
Fix CheckTrigger action not being able to check the same trigger twice in two different actions of the same spell This change also means that multiple triggers in a spell will need to happen in the order they appear in the spell. I apologize if this interferes with any existing spell behavior, please let me know!
Survival dragons changed to phantoms, improve AI and fix being one-shottable with arrows
Fix issues with spell inventories and EliteMobs loot showers
Force-deactivate all players on server shutdown (prior to logout), for MDB compatibility issues
The Freeze action now uses a separate snowable material list to prevent changing ice to snow
Fixes and improvements to mysql data storage, particularly in a multi-server setup
Fix items put directly in a spell inventory (vanilla give, other plugins) getting lost if the player's survival inventory is full
Fix integration with future releases of Towny, the Warzone API is gone
Fix color lore showing on leather icons in Recall and other places
Fix Capture not working on 1.16+ mobs
Fix errors when using dev builds of GriefPrevention
Fix piglins going nuts when their zombification is cancelled
Fix CheckInventory action not being able to check for air (empty slot) see windfist example
Fix parsing decimal costs, and fix mconfig making costs decimals
Additions
Add critical: effects section for Damage action, when a critical hit occurs