MY
2.6latestMay 20, 2026 2.62.4May 20, 2026 2.42.3May 19, 2026 2.32.2May 19, 2026 2.22.1read update commit yourselfApr 27, 2026 title1.32Added a lot of things, don't want to make more descriptionsMar 2, 2026 title1.251.25 - Fix NPE of funnelJan 26, 2026 t1.241.24 - Added aura related placeholders and caster/target conditions for funnel mechanicJan 26, 2026 Title1.231.23 - Added originDistance condition and 2 new placeholdersJan 17, 2026 Title1.221.22 fix3Jan 17, 2026 fix1.21Fix onKillJan 14, 2026 now also trigger for player1.201.20 - Added tickslived placeholders and settickslived mechanicJan 13, 2026 Added tickslived placeholders and settickslived mechanic1.181.18 - Fix NPEJan 5, 2026 Title1.171.17 - Fix replicated codeJan 5, 2026 Nothing important1.161.16 - added tempAttributeModifier mechanicNov 24, 2025 title1.151.15 - added parabolic mechanicNov 19, 2025 Added parabolic mechanic1.131.13 - support variable in savePDC mechanicNov 10, 2025 title1.121.12 - added removePDC mechanicNov 10, 2025 forgot to add removePDC1.111.11 - readPDC and savePDC mechanicsNov 10, 2025 Added readPDC and savePDC mechanics to read and save data to item in defined slot1.101.10 - inputs related updateSep 18, 2025 Added ~onInput trigger and input condition onInput, not cancellable, triggers when a player press or release one of the keys below: forward, backward, left, right, sneak, jump, sprint. Available skill variables: input string(<skill.var.input>, return "none" when all keys are released, format: "forward,backward......"), forward(<skill.var.forward>, return true or false), backward etc.. condition: input, format: input{forward=true;backward=false}, undefined inputs will always get passed(like input{forward=true;backward=false} will only check if the player pressed the forward key and didn't press the backward key, no matter other keys are pressed or not)1.91.9 - Added @sourceOwner targeterAug 24, 2025 @sourceOwner{depth=999}(alias: @so) targeter lets you get the owner's owner's owner.... until the depth owner is get depth is infinity by default1.8Added realtive placeholdersAug 5, 2025 The format is caster.relative.(o/a)(x/y/z).n,n,n For example: · caster.relative.ox.2,0,0 · caster.relative.ax.2,1,1 This is used to return coordinate-related values based on a relative coordinate system. In this system, the player’s current position is treated as the coordinate origin, and the direction the player is facing defines the positive Z-axis. · The X-axis represents left and right. · The Y-axis represents up and down. · The Z-axis represents forward and backward. · Expressions starting with o return the offset (difference) of the specified axis between the relative position and the player. For example, caster.relative.ox.2,0,0 returns the difference in the X-axis between the player's current position and the position that is 2 blocks to the player's left. · Expressions starting with a return the absolute coordinate value of the specified axis at the relative position. For example, caster.relative.ax.2,0,0 returns the absolute X coordinate of the position that is 2 blocks to the player's left.1.6Added sameteam and team conditionsJun 5, 2025 sameteam, check if two entities are in the same team team{t=teamname}, check if the entity is in defined team1.5Added @team targeterJun 5, 2025 1.4Added ~onRegainHealth triggerMay 28, 2025 alias: ~onHeal variables: amount, reason (<skill.var.amount> and <skill.var.reason>) cancellable1.3Added ~onRealBreakBlock triggerMay 26, 2025 it detects cancelled events1.2Added CancelInteract and RemoveVanillaAttributes optionsApr 30, 2025 Title2025-03-23Mar 22, 2025
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