SamuKata
magmaguy
magmaguy

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EliteMobs 8.3.2 release

Hello everyone,

EliteMobs 8.3.2 is now out with the following changelog:


Elite Scripts:
- [New] Script conditions now use the same targeting system as scripts and actions
- [New] Added the SPAWN_FALLING_BLOCK action
- [New] Added the LANDING_LOCATION target
- [New] Added the CUBOID script zone
- [Fix] Fixed issue where SELF_SPAWN could not be offset
- [Fix] Fixed issue where cuboid ZONE_BORDER was not working
Misc:
- [New] Massively improved and updated large swathes of the EliteMobs documentation
- [New] Custom models can now be mounts for other mobs via ModelEngine
- [Fix] Fixed issue related to boss bars trying to spawn for non-existing bosses
- [Fix] Fixed issue related to the radius kill by entity type command
- [Tweak] The /em remove command will now remove entities not from  EliteMobs but will also warn admins about the fact they are removing  non-elitemobs entities
- [Tweak] Killing entities via the kill commands will no longer remove regional bosses permanently


Two things stand out that might not be immediately obvious in this update.


Firstly, the documentation. I spent a very long time working on it (dozens of hours, believe it or not), updating outdated info, condensing info and trying to get a format that is easy for anyone to read. I don't know if I succeeded, and I would love to get your feedback on it.

Here's a few links showcasing the new style I'm trying to go for:

https://github.com/MagmaGuy/EliteMobs/wiki/%5BGuide%5D-Creating-Custom-Bosses
https://github.com/MagmaGuy/EliteMobs/wiki/Custom-Items
https://github.com/MagmaGuy/EliteMobs/wiki/Elite-Scripts


Secondly, I now consider Elite Scripts to be fully stable. The system is overall robust, has a unified style and has now been used by FrostCone, Bepis and myself to various degrees, and people with absolutely no programming or scripting background seem to be able to create powers using it within a couple of hours of reading the documentation.

This means a few things. It means that the format of the scripts is now stable, and unlikely to change any time soon. It means that a lot of effort went into documenting how it currently works, as it should be stable. It means that I am planning a short youtube series where I will be going over how to create content for EliteMobs, as has been requested a number of times, and this will also cover Elite Scripts for those who prefer video tutorials. I may even add it to the webapp to further increase the ease of use of the system.


Unfortunately, I find myself once again getting sidetracked from things I should be releasing. Bepis has finished the map tweaks for two releases that should now be ready, though I want to go over them with FrostCone when he gets back from his sick leave.


The Craftenmine dungeon is just sitting there, begging for two or three hours of work before it's ready for release. The Climb, The Cave and even The Lady of the Lake are all in a similar state. The instanced dungeon for Primis is only missing a handful of custom encounters which Bepis is currently in the middle of developing and for which the script rays and cuboids were recently created. The Steamworks also just need a bit of tweaking and we still have the map for The Mines in our backlog, which shouldn't take too much work to adapt.


Now that the scripts are stable, my intention is to stop focusing on developing new features for a couple of weeks and focus on finishing all these dungeons we have in our pipeline.


That's it for now, you'll be hearing from us again real soon.

Happy adventuring,

- MagmaGuy


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