You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an alternative browser.
You should upgrade or use an alternative browser.
- Author ArteffKods
- Creation date
-
- Tags
- dominations wizad wizards
Added unformatted placeholders for leaderboards, those will only return the value not the formatted placeholder from config, example:
- /wizards autojoin now requires the permission
wizards.autojoin
Applies for all leaderboard placeholders:
- %wizards_data_kills_player_1% - Returns the player name with most kill
- %wizards_data_kills_1% - Returns the kill amount of the 1st player
- %wizards_data_damage_player_POSITION%
- %wizards_data_damage_POSITION%
- %wizards_data_healing_player_POSITION%
- %wizards_data_healing_POSITION%
- %wizards_data_flags_captured_player_POSITION%
- %wizards_data_flags_captured_POSITION%
- %wizards_data_wins_player_POSITION%
- %wizards_data_wins_POSITION%
- %wizards_data_exp_player_POSITION%
- %wizards_data_rank_POSITION%
- %wizards_data_leaderboard_exp_POSITION%
- In shop.yml, you can now change the lore for locked classes.
- To do this, add new lines until a new section that you can create by using lore-locked, for example:
- Code (Text):
aquamancer:
item: 'IRON_AXE : 1'
name: '&6Aquamancer'
lore:
- '&7Shots a spell of water'
- '&7healing and causing'
- '&7damage.'
lore-locked:
- '&7Shots a spell of water'
- '&7healing and causing'
- '&7damage.'
- '&7'
- '%price%'
slot: 11- The %price% placeholder can be changed at Messages.Class-Price (already possible before).
- The team selector lore can now be multiple lines, it has changed its path to Messages.Teams.Selector.Lore-Lines.
This is a small update to attend a request:
- You can now have Flags Captured Achievement Type.
- Use 'flags_captured', example:
- Code (Text):
flags_captured:
'15':
enabled: true
display-name: '&b&lConquer!'
description: '&7Capture a flag 15 times!'
commands:
- wizards coins add %player% 50
- 1.17+ servers can now disable numbers (the red score) from the Scoreboard, applies any Wizards Scoreboard.
- Option at Options.Scoreboard-Hide-Numbers, true by default, disabled in non-supported versions.
- Requires Paper, but any of its forks should work as well. Auto disabled when not supported.
- Fixed DecentHolograms using wrong API version.
- If you are getting errors after updating, update your DecentHolograms.
![]()
BossBars can now be enabled in settings.yml, at
Options.Use-BossBars (enabled by default, disabled in legacy versions)
This feature is only for 1.13+ servers, which has native BossBar support.
- Objective BossBar:
- When a player steps on a objective, a bossbar will be shown that can be changed at
Messages.Objectives.Boss-Bar-Format
- %team%placeholder returns the amount of players of the team that owns this objective at the moment.
- This changes accoding to who the capture is ticking to. For example, if the objective is switching to RED, %team% will return the amount of red players on the objective.
- %enemy% placeholder returns all players from other teams that are touching the objective, adding players from Teams B (and C & D if available).
- %name% placeholder returns the objective name.
- You can also change Messages.Objectives.No-Owner, this is a failsafe if a team is disbanded (all players of a team leaves and the point is ticking)
- The BossBar is dynamic, so it updates the "health" according to the captured percentage of the objective.
- Objectives now tick the player amount, so it can now be accessed via the API via Game -> Objective List -> GamePoint#isOnObjective. Check the wiki for more info.
CTF should also receive BossBars in a later update. A common request is the possibility to change the objective size, this is also coming in a later update. I'm basically spliting this update in two parts, this being Part 1.
Added a new class: Bard
- Added a new event: PlayerManaRegenerationEvent
- You can cancel the mana regeneration and or set/get the value from a specific player.
- This event is only triggered when player has < 100 mana.
- The max value is always 100, even if you set to more if will default to 100.
- Check the WIKI for more info.
- Added a new option Options.Game.Use-Glow:
- As of now, the glow effect is applied to a player if he is buffed.
- Added a few new messages at the Skills in language.yml.
- Changed the structure of all game classes for better performance.
![]()
This update has some pretty big internal changes, new systems and another changes for a upcoming big particle update, so please report any problems at discussion or via Private Message.
- This is the first buffer class, Bard aims to buff damage and mana generation.
- Full bard options:
- Code (Text):
#If enabled, the skill will do a certain amount of damage per second
enable-damage: false
#Range of the skill for teammates and enemies
skill-range: 16
#Skill damage multiplier
#0.01 = 1%
#0.1 = 10%
#1 = 100%
skill-damage-multiplier: 0.3
#Determines how much extra mana the player gets per match tick, this does not stack with Powerups and other classes.
extra-mana-recharge-amount: 3
#How long should the skill last, in ticks; 20 ticks = 1s.
skill-duration-in-ticks: 120
#The skill buffs does not stack, but its damage per second (if enabled) does. You can limit so only one teammate can use the skill at time.
only-one-skill-per-team: true
#If false, players will not lose the buff if out of the skill-range.
#Otherwise, the game will check for range every tick, which can impact server performance if the skill range value is big (>64).
remove-buff-if-out-of-range: true
- The default shop.yml has been updated, to see the new class delete your current shop.yml to generate a new one or add the following:
- Code (Text):
bard:
enabled: true
item: 'BEACON : 1'
name: '&6Bard'
lore:
- '&7Creates a area of effect '
- '&7that buffs mana regeneration'
- '&7and skill damage.'
slot: 33
- I've reorganized the shop.yml, if you are using the default I'd recommend deleting to generate a new one.