A new version has been released for Legendary Generator, it is available for download here.
Sorry I haven’t updated here in a while, I’m very bad at remembering to do this. There’s a lot of stuff that changed from 3.5.1 to now, but here we go:
Version 3.6.0:
https://prnt.sc/126gws9
(Too big to just paste, so have that. No one reads these anyway)
Version 3.6.1:
- Added/updated support of newly rewritten upcoming boosters plugin
Version 3.6.2:
- Updated the spawn and shiny chance updater modules to a much more easier to read and use system (this change to the config should happen automatically when you update to this version)
- Added a configurable (set to true by default) option to spawn the legendary as glowing so its easier to see it when it spawns (this should also generate by default)
- Fixed what might (strong might) have been a small bug with the random coordinates being re-gotten depending on certain conditions
Version 3.6.3:
- Fixed all broadcast messages (spawn, capture, despawn, kill, fail, etc) not properly checking permission groups
- Added support of the following placeholders to all broadcast messages:
%ana% (will add in "A" or "An" to the message based on the letter than the legendary's name starts with) (A Moltres, An Articuno) (its a grammar thing)
%pokemon-hover% (will make the Pokemon's name be hover text showing data about that Pokemon, most likely including the name...I kinda forgot to look)
%pokemon% (does the Pokemon's name)
%player% (does the player's name)
%biome% (does the biome information)
- Removed automatic use of the %ana% placeholder, it now must be added for it to show
- Added the ability to set a specific exchange rate for points received for trading in legendaries (in a newly, automatically added map in the exchange-rates.conf file)
- Added code as the plugin starts up, checking for Nucleus. If it doesn't find it, stops the plugin's functions and commands from loading to prevent errors
Version 3.6.4:
- Fixed players not seeing a spawn broadcast in situations where only the default group was being used with specifically only one Display-Type
- Fixed text formatting on all messages where text formatting was broken on 3.6.3
Version 3.6.5:
- Fixed a rare bug where legendaries would spawn then immediately despawn due to spawning in walls and dying and shit
- Fixed the spawn chance setting being ignored when set to 1.0
- Fixed a NullPointerException being thrown by the despawn message after a server restart
Version 3.7.0:
- Changed the optional command argument in the spawn command:
-- <s:|shiny:> <true|false>
-- <w:|world:> <world name>
-- <l:|level:> <level>
Generic examples:
/lg spawn random random world:DIM-1
/lg spawn random random world:DIM-1 l:1
-- These additions mean you can specify levels of legendaries, as well as shiny status. And you'll be able to specify which world you want Legendary Generator to look in for players to spawn a legendary on.
Note: if the world selected for a spawn filter is not loaded, the command will fail and throw an error!
Another note: if spawning in worlds like the Nether and the End and you want to use the biome spawn filter, you may have to add those biomes to your default-spawn-settings.conf file if they don't already exist.
Version 4.0.0:
- Rewrote the spawner command/spawner system:
-- It was brought to my attention (and I later saw it myself) a bug where Legendary Generator was, say, spawning a legendary on Player A, but the broadcast message and the actual spawn location was using a completely different player.
-- I have a feeling this was what was causing the spawn then immediately despawn message to go off, so that should be fixed now.
- Added support of a dusk time requirement setting
- Added a catch for the despawn checker task to detect when the world name used doesn't exist in the server, and will throw a message instead of a big red error
Version 4.1.0:
- Added a cooldown system for legendary spawning:
-- This will automatically generate in your legendarygenerator.conf file
-- Disabled by default, it allows you to tell Legendary Generator to not spawn the same legendary twice in a row
-- There is also a blacklist for Pokemon you want to allow to spawn consecutively
- Fixed the default Pixelmon spawner not reading the whitelist on the Generations version
Version 4.2.0:
- Added support of certain specs to the exchange system:
-- -Shiny:<value> will set the shiny status
-- -Level:<level> will set the level
-- -Texture:<texture> will set custom texture
-- -Form:<form> will set the form
-- Examples:
--- "Mew-Shiny:true"=100
--- "Arceus-Form:10"=100
- Added support of multiple time requirement values for both the natural spawner requirement handler and the custom spawn triggers requirement handler
-- What this means is you can now have Time values like "day, night" so that Pokemon can spawn at two different times of day
- Removed a debug message that printed to console when the time requirement was checked
Version 4.2.1:
- Fixed / added support of showing sprites with different forms/shiny status/shit like that
- Added support of a shiny spec to the sell rates in the exchange rates config
-- This means you can set different (typically, higher) sell prices (meaning the amount of tokens players get for selling this legendary to the system) for shiny legendaries
-- An example:
"Mewtwo-Shiny:true"=200
-- Due to how incredibly stupid and complicated this was to get working, the shiny spec will likely be the only spec I add to this module
- Fixed (hopefully, I honestly forgot to test it before dropping this update) a bug where players could end up with an empty party if their party only contained legendary Pokemon that they chose to trade off
Version 4.3.0:
- Rewrote the player selection module:
-- This was the code that selected the player that a legendary was spawned on
-- By doing this, I condensed it down and optimized a lot of code (used to be 1,105 lines, is now 61 - yes, seriously)
-- This also fixed a bug where Legendary Generator was not looking at the GCES legendary restriction module in a couple of instances, due to how large the code was before, so its likely it fixed a few other bugs with the other external modules as well
-- This also fixed a bug with the random player selection (hopefully, I can't really test random player selection on my local test server with a player count of 1, but it did not error out when I tested it so I assume it works)
- Fixed "Ho-Oh" breaking the legendary exchange menu because of the "-" in its name (write it as "hooh", the code will know what to do with it)
- Added a LGSpawnEvent, this cancellable event is for other plugins to hook into Legendary Generator's natural spawner. I'm using it for PokeSearch but another developer could, say, use it to further customize when legendary spawns are triggered
- Fixed Legendary Generator saying the legendary was captured by the player it was spawned for, regardless of who actually caught it
Version 4.3.1:
- Fixed Legendary Generator assuming GCES and PixelBoosters are always in use
- Fixed Legendary Generator's modules (AFK, vanish, consecutive spawns) causing spawns to fail if there is more than 1 player online
- (Probably) fixed Legendary Generator recycling the spawn location from the previous spawn when executing a new spawn
- (Probably) fixed the despawn checker task showing the despawn/fled message after the legendary has been killed/captured/defeated
- Fixed Kubfu and Urshifu not being considered legendaries