ProjectKorra (Core)

ProjectKorra (Core) 1.8.7

This update is about 6 months (with breaks) in the making and is rather large. Hope you enjoy it! This wouldn't have been possible without the phenomenal development team, concept design team, and the community for their tireless efforts in the creation of bug reports and suggestions.

The changelog for this update is far too long to post in a resource update (>10,000 Characters), so you can find the full change log at our wiki by clicking here, or clicking the link below:

http://projectkorra.wikia.com/wiki/ProjectKorra_(Core)_v1.6.0

To sum up what is in this update:
  • Numerous Bug Fixes
  • Several new Methods for Developers to use.
  • All plugin dependencies updated.
  • Rewrite of the Modular Ability API.
  • Several performance increases
  • Many abilities now have sound
  • AirBubble and WaterBubble have been reworked, the bender must now hold shift to use the ability.
  • New Airbending Ability: Flight, allows Airbenders to fly in a similar fashion to a couple of benders in Legend of Korra.
  • The airbending ability 'Suffocate' has been completely reworked.
  • Added Wall Damage mechanisms for Airbending abilities, allowing abilities to deal damage based on how fast an entity is moving when it collides with a wall.
  • Added permission nodes for the subelements (Meaning if moves have sub-element specific qualities, they must have the permission node (i.e. freezing Surge)
  • Expanded config for abilities.
  • Added new ability: EarthSmash, allowing them to manipulate larger pieces of earth for offensive, defensive, and mobility techniques.
  • The Firebending ability HeatControl has been reworked to mirror the show a bit more. To cool lava you must now hold shift.
  • Lightning has been completely reworked to look more like the show instead of just coming from the sky. It now has the ability to seek carriers, spread in water, paralyze, and can be redirected.
  • Added Chiblocking Ability: QuickStrike, has a 20% chance to chiblock for two seconds without a combo.
  • Added Chiblocking Ability: SwiftKick, has a 30% chance to chiblock for 3 seconds. Does 2 hearts with no stance activated.
  • Added Chiblocking Combos, QuickStrike -> SwiftKick -> QuickStrike -> Quickstrike: Paralyzes for 10 seconds, works on mobs.
  • ... and so much more! You'll have to see the wiki for the full changelog.
ProjectKorra v1.5.1 has been released. This is the update that is meant to bring the Minecraft v1.8.0 comparability.

  • General Changes
    • Officially moved from CraftBukkit to Spigot
      • In order to use this version of ProjectKorra (Core), or any version that follows (meaning ALL 1.6.0 Dev Builds), you must be using a 1.8 build of Spigot or higher.
    • All particle issues fixed.
  • Earthbending Changes
    • Removed LavaSurge
      • There is an issue with 1.8 and Falling Lava blocks, thus rendering LavaSurge (and many custom lava abilities) useless. This bug is currently unfixable, as it appears to be an issue with Mojang's rendering code instead of Spigot / our own code. Should something change and we be allowed to spawn falling lava blocks again, the ability will be added back.
      • We will be adding a decent LavaSurge / Lavabending replacement in 1.6.0, the point of this update was just making sure the plugin was compatible with MC 1.8.
This update is 2.5 months in the making and is rather large, hope you enjoy. This wouldn't have been possible without the phenomenal development team, concept designers, and the community for their tireless efforts in the creation of bug reports and suggestions.

The changelog for this update is far too long to post in a resource update, so you can find it at our wiki by clicking here, or clicking the link below.

http://projectkorra.wikia.com/wiki/ProjectKorra_(Core)_v1.5.0

To sum up what is in this update:
  • Numerous bug fixes.
  • Sounds for all of the elements.
  • Initial Support for the ProjectKorra (RPG) plugin to be released in the coming days.
  • Increased customization of modular ability system.
  • Dozens of new methods across the elements for developers to use.
  • Dependency updates for WorldGuard, Factions, and PreciousStones.
  • Improved debugging.
  • Dozens of new configuration options.
  • 3 AirCombos, in which you can tie Airbending abilities together to create brand new abilities.
  • Merged WaterSpout and WaterWave.
  • 2 WaterCombos, in which you can tie Waterbending abilities together to create brand new abilities.
  • Several performance enhancements.
  • Improvement of sub-element handling.
  • Improvements to several Earthbending abilities.
  • New Metalbending ability available to Earthbenders.
  • Added 5 FireCombos, in which you can tie Firebending abilities together to create brand new abilities.
  • Improved Chiblocking mechanics.
  • Two new abilities, known as Stances, that gives Chiblockers toggle-able passive abilities.
  • ... and so much more. You'll have to see the wiki for the full changelog.
This update is almost a month in the making. Enjoy the tons of new features and bug fixes.

General Changes
  • LWC Support Added.
    • Players cannot bend through LWC Protections. At the moment this only extends to Metalbenders being able to open iron doors.
  • Placing blocks will no longer activate Bending.
  • AvatarState clears on death and logout.
  • Fixed an IndexOutOfBoundsException associated with TagAPI
  • Improved Saving Methods
    • It is now done on an as needed basis instead of all at once when they sign out regardless of whether or not anything changed. Should provide a small performance boost.
  • Fixed a NullPointerException in TempPotionEffect
  • All of the managers have been cleaned up with references updated.
  • Fixed NumberFormatException in /bending bind
  • Complete revamp with how cooldowns are managed
    • Cooldowns now store on a per player basis instead of a per ability basis. The bendingPlayer class stores cooldowns for ALL abilities EXCEPT for AvatarState
    • Should be much more efficient than the former method. Instead of having 40+ hashmaps (for each ability), you now just have one for each player online. This is only used if the player is actually Bending, instead of being constantly checked.
    • All custom abilities should, but will not have to, update how they handle cooldowns.
      • Methods.getBendingPlayer(String playerName) gets the instance of a Bending Player.
      • Use bendingPlayer.addCooldown(String abilityName, Long length) to add a cooldown to a player.
      • Use bendingPlayer.isOnCooldown(String abilityName) to check if the player has a cooldown for a specific ability.
  • /bending who [Player] can now be used on an offline player.
  • New Command: /bending give
    • Allows the giving of Bending specific items (Grappling Hooks)
    • /bending give [Player] [Item] <Properties>
    • The properties can change from item to item, so the number of arguments can change.
    • Right now the only use /bending give [Player] GrapplingHook <# Of Uses>
    • Permission Node: bending.command.give (defaults op)
  • New Command: /bending invincible
    • Allows the bender to become invincible to Bending damage and most Airbending knockbacks.
    • /bending invincible
    • Permission Node: bending.command.invincible (defaults op)
  • NoCheatPlus Support
    • Workaround for the Damage Reach check and Bending
  • When the server shuts down or reloads the flight glitch should no longer be created. Players who were in mid flight because of an ability will be removed from flight when the server / bending reloads.
  • Bending can be disabled per world via the config. Simply add the world name (exactly as it appears in-game) to the DisabledWorlds list in the config.
  • New Command: /bending preset
    • Allows the player to define presets of bound abilities that can be bound at any time.
    • Command is /bending preset create|bind|list|delete {name}. All permission nodes are bending.command.preset.create|bind|list|delete
    • Create
      • Limited via permission nodes. bending.command.preset.create.Max#OfPresets. By default, all players can have two presets.
      • This command will save the players current bound moveset as a preset they can rebind later.
      • Not limited to one element / type. Any combination of moves can be thrown into a preset. For example, some may have a preset just for Utility and One for offense so they can switch quickly.
    • Bind
      • Allows the player to bind one of their saved presets. This will overwrite their current bound slots. For example, say they have two presets, one for Earthbending and one for Waterbending. If they use /bending preset bind earth, their earth moveset will be bound, whereas if they do the same for Water, their water moveset will be bound.
    • List
      • Returns a list of a player's saved presets. These are the names that should be used in /bending preset bind.
    • Delete
      • Will delete a player's saved preset.
  • /bending version has been cleaned up. Now provides a link for more information.
  • There is no longer an error in your console if you run the plugin without TagAPI
Airbending Changes
  • AirSwipe gets a boost in the AvatarState.
  • AirShield will block WaterManipulation and EarthBlast.
  • New Subelement: Breathbending
    • New Ability: Suffocate
      • This is now, by far, the most lethal ability available to Airbenders. To use, simply hold sneak while targeting an entity at close range. They will slowly take damage as you extract air from their lungs. This gives airbenders a huge plus in one on one combat, but doesn't have much practicality in fights with a higher number of people.
      • Benders may break themselves out of this ability by activating AvatarState or hitting their attacker with another Bending ability. The bender has a few seconds before they are locked into one spot and begin taking damage. During this time, they may move, bend, or try to break free.
      • Benders may be broken out if another player hits them while they are being attacked or hits the attacker with an offensive ability.
      • Players using this while in the AvatarState will enjoy an increased range and can breathbend more than one player at a time.
        This ability defaults true to all players. (bending.ability.Suffocate)
  • AirSwipe will now stop when it hits another blast instead of just pushing through it.
  • AirBubble is now much more efficient. We now check if the block is Water before we check which region it is in. This should cut out a lot of useless calculation.
  • AirSwipe crash preventative manager:
    • Added a preventative measure to check the amount of entities that are about to have their velocities changed before moving them all. If there are too many entities around it will damage them without changing their velocity, that way we don't have to lag out and crash due to the firing of too many EntityCollisionEvents.
Waterbending Changes
  • HealingWaters will not cure Smokescreen blindness.
  • Fixed error in Task #40 - Bloodbending.
  • Fixed NullPointerException in IceSpike.
  • Added WaterManipulation accessor method.
    • Added WaterManipulation.getAroundPoint() which returns all instances of WaterManipulation around a location with a specified radius.
  • Fixed a bug where IceSpikes were not being cleaned up when they should have been.
  • Fixed bug where Waterbenders could spam WaterSpout to not take fall damage, even if they were over a Waterbendable block.
  • Fixed a WaterSpout NullPointerException.
  • New Ability: IceBlast
    • To use, simply tap sneak (Default: Shift) to select an ice source block (must be ice). Left click to fire a blast off at a target. When it hits a target, it will temporarily slow them down and deal a fair amount of damage. Uses particles, not an actual ice source block. The blast grows the further it goes away.
  • New Ability: WaterWave
    • Provides a waterbender with boosted mobility and transportation. To use, first click a source block to select it. Then, hold sneak to channel the water around you. When you let go of sneak, the water will carry you in the direction you're looking. Tapping sneak while riding the wave will cause the water to disappear.
  • WaterBubble is now much more efficient. We now check if the block is water before we check which region it is in. This should cut out a lot of useless calculation.
  • Fixed a bug where WaterSpouts were not created if the player was submerged in Water.
Earthbending Changes
  • New SubElement: Lavabending
    • New Ability: LavaSurge
      • This ability works similarly to Surge, using Lava as a source instead of Water. You NEED a lava source block for this ability to work. To use, simply tap sneak to target a source block and click to send off a massive wave in the direction you're looking. This ability does not have the wall functionality that Water has, as Lava is not meant to be defensive. This ability does not have as high of a knockback, but does a fair amount of contact damage.
    • New Ability: LavaFlow
      • This ability allows an Earthbender to create Lava out of existing Earth. To use, hold sneak (Default: Shift) and a moat of lava will be created around you. Tapping sneak again will turn the Lava back to its original state. Alternatively, you can click an Earthbendable block to make the Lava come out in one direction in front of you instead of all around. This lava can be used to fire off other Lavabending abilities (LavaSurge), or damage players. Additionally, you can left click at any time to get rid of lava, turning it back to its original state.
  • Earthbending will never revert if it is set to false in the config.
  • Fixed bug where Extraction would just remove the ore most of the time.
  • Added EarthBlast accessor method.
    • Added EarthBlast.getAroundPoint() which returns all instances of EarthBlast around a location within a specified radius.
  • Fixed an old bug that involved EarthBlasts not being cleaned up properly if the player spammed left click and shift together.
  • Checks for Earthbendable blocks have been made much more efficient.
Firebending Changes
  • Combustion explodes when it hits another move as opposed to just disappearing.
  • Reworked HeatControl functionality:
    • The main thing to take away from this is that Salmon will not give you Cooked Salmon instead of the regular cooked fish.
  • Lightning has a larger area of effect in Water.
    • This is configurable, defaults 15 blocks. This gives Fire some solid offense against those that camp in water. What this does is allow you to strike a water block and all players in water within the specified range of it will take damage assuming they are in water as well.
  • Added a playFirebendingParticles method for developers.
  • Fixed Task#23 Error - Combustion
  • Improved HeatControl Efficiency
    • Checks the type of block before checking if it is protected, should save on processing power, especially if on a server with lots of factions / claimed areas.
  • Added FireBlast accessor method
    • Added FireBlast.getAroundPoint() which returns all instances of FireBlast around a location within a specified radius.
  • There is now an explosion animation at the end of a Combustion Beam.
Chiblocking Changes
  • Fixed NullPointerException on RapidPunch
  • Fix other NullPointerExceptions related to Chiblocking.
  • Fix ClassCastException related to RapidPunch
  • When chi is blocked, passives will no longer work.
This is a rather large update, probably the largest one to be released so far. It is important that you read all of the changelog before using!

  • General Changes
    • Fixed a NullPointerException error in the isBender() method.
    • AvatarState Changes
      • The power multiplier of the Avatar State is configurable. Defaults to 5.
      • Fix Speed Effect Configuration.
      • Fix Cooldown not initiating correctly.
    • Added a Particle Library, allows us to access all MC Particles in the future.
    • TagAPI functionality fixed.
    • Prevented duplicates from being used in the /bending import command.
    • Allow database changes to take effect on /bending reload.
    • Added a reload method to the Methods class.
    • Simplified Save method using Ternary Operator, should be much more efficient when saving player data.
    • Added non valid element message for /bending display.
    • Added abilities to display when using /bending who <Player>
    • Added ImportEnabled boolean to config for import safeguard.
    • Changed the use of plugin.getConfig() to config in ConfigManager class.
    • /bend has been added as an alias to /bending.
    • /bending who displays in /bending help.
    • /bending display displays abilities in alphabetical order.
    • Added /bending toggle all. This will toggle the state of Bending for the entire server. This can only be undone by running the command again. If the entire server's Bending is toggled off, individual players may not toggle their bending back on, the whole server must be toggled.
    • Patched being able to bend in all faction land regadless of the config.
    • Cleaned up commands / imports throughout the plugin.
    • /bending who will now show if the player is a developer / concept designer. This may be changed later to create a better way to show this information, but it pulls from a static list hard coded into the plugin right now, which may prove to be a problem later on (as we add more people / having to release builds for them)
    • /bending who now displays Waterbending sub elements.
    • Complete rewrite of the day / night handling to fix a Null Pointer Exception. Much more efficient. (Credit to HiddenCloud)
    • API: Began documentation within the Methods class.
    • Bending now supports the latest builds of Factions and MassiveCore
      • You MUST update MassiveCore to 7.3.0 or later and Factions to 2.5.0 and later.
    • Added config option to enable / disable TagAPI
    • You will no longer bend if you right click to interact with a block.
    • Fixed capitalization issues on /bending choose and /bending add.
    • Added spaces in between the elements on /bending display [improper element argument]
    • The bending.command.help permission node actually works. It wont display the help menu if you don't have permission.
    • All of the elements have been added to /bending help.
      • Use /bending help [Air|Water|Earth|Fire|Chi] or any of the appropriate aliases to use the command.
      • Gives a brief description of the element as well as a place to learn more.
    • It is always day in the Nether / End
    • Broke up the BendingManager (task) class amongst 5 classes (for each element. May help with CPU issues)
  • Airbending Changes
    • Airbending Particles can now be configured. Valid options are listed below. They are NOT case sensitive. If none of the options below is listed in your config, it defaults to white smoke particles.
      • blacksmoke - The original black airbending particles.
      • spell - The swirly gray / white potion effect particles.
      • smoke - The White clouds (mob death) (default)
    • Added Config Options for AirBurst
      • FallThreshold - Amount of blocks the player must fall to activate the ability via fall.
      • PushFactor - Amount player is pushed.
      • ChargeTime - Amount of time in takes in seconds to charge the ability.
  • Waterbending Changes
    • Waterbenders now have even more enhanced bending during a full moon.
      • A full moon occurs every 8 Minecraft days.
      • Can be configured as to how much stronger it makes them. Default is 3x.
    • Players no longer stay in WaterSpouts if they are bloodbended / paralyzed.
    • Bendability of packed ice is Configurable. (CanBendPackedIce in config)
    • WaterManipulation cooldown is now configurable. (Defaults 1000 ms (1 Second)
    • Added Config Options for OctopusForm
      • The range, radius, and damage is configurable.
    • Added Config Options for Torrent
      • Damage, DeflectDamage, and Range is configurable.
    • All abilities should now respect Bloodbending. If the player is being bloodbended, all abilities such as AirShield, Torrent, etc, should stop.
    • Bloodbending Changes
      • New Config Option: CanBeUsedOnUndeadMobs.
        • Defaults to true. If set to false, mobs without Blood cannot be bloodbended.
          • Undead mobs as of now are: Zombie, Blaze, Giant, Iron Golem, Magma Cube, Pig Zombie, Skeleton, Slime, Snowman
    • Packed Ice can no longer be melted.
      • The block was added to the game with the intent of making an ice block that will not melt -- ever. This prevents water / firebenders from destroying the beautiful IceSpike biomes out of boredom.
    • You can now redirect your own WaterManipulation while it is in the air by clicking where you want it to move to.
    • Ice from Surge will stay even after you switch slots.
    • HealingWaters will now remove negative potion effects from the player being healed.
  • Earthbending Changes
    • Added bending.earth.grapplinghook permission node, allows metalbenders to use the Grappling Hook. Defaults to true.
    • EarthArmor now works with FastSwim.
    • Added Config Options for Shockwave
      • ChargeTime - Time (In Milliseconds) it takes for the ability to charge up.
      • FallThreshold - Amount of blocks player must fall to trigger the event to fall.
    • Extraction code has been cleaned up, % chances for duplicate drops should work a bit better now.
  • Firebending Changes
    • HeatControl now automatically extinguishes the player.
    • Fixed charged FireBlast difficulty issues.
    • WallOfFire Fix
      • When I originally coded this ability, I switched Duration and Cooldown. Go into your config if it was generated before this update and make your Cooldown 7500 and the Interval 500.
      • Cooldown triggers properly.
    • Added Config Options for FireBurst
      • ChargeTime - Amount of time it takes (in milliseconds) for the ability to charge up.
      • Damage - Default amount of damage this ability does.
    • Added Config Options for FireShield
      • You can now configure the radius, disc radius, and duration of the ability.
    • Fixed bug where FireBlast (Charged) would not deal contact damage.
    • New Ability: Combustion
      • Very offensive, destructive, and effective ability. To use, tap sneak (Default: Shift). Fires a beam of fire from your head and creates a strong explosion when it makes contact with a block. Will deal a nice amount of damage to those close enough to the explosion, will set fire, and break blocks (configurable). Can be very dangerous. Clicking while it is en route will cause the beam to explode before it makes contact.
    • FireShield will now remove all projectiles (arrows, fireballs, etc) that fly into it.
  • Chiblocking Changes
    • Chiblockers no longer take damage if sprinting.
    • Added bending.chi.grapplinghook, Allows Chiblockers to use the Grappling Hook. Defaults to true.
    • New Ability: Smokescreen
      • Can be defensive and utility. To use, just left click. A smoke bomb will fire and erupt where hit. Any player caught within a reasonable distance of the landing location will be temporarily blinded, allowing the Chiblocker to either make a quick escape or move in for the kill.
      • Chiblockers can be blinded by their own ability if they are too close.
    • All abilities should now respect Paralyze. If the player is Paralyzed, all abilities such as AirShield, Torrent, etc, should stop.
    • Fixed HighJump cooldown.
    • Chiblockers will actually block someone's chi.
    • RapidPunch can now be used to block chi.
    • Paralyze works more like it should.
This update took a bit longer to prepare, but is full of stuff for you to play with. Enjoy :)

Changelog:

General Changes:
  • Fixed NumberFormatException when you try to bind a move using a string instead of an integer. IE: /bending bind AirBlast one.
  • AvatarState Changes
    • You can now configure a cooldown. This is in milliseconds. Defaults to 2 hours. Set to 0 for no cooldown.
    • You can now configure each existing potion effect on Avatar State and how strong it is. (Potion Level)
    • You can now configure a duration. This is in milliseconds. Defaults to 8 minutes. Set to 0 for no duration.
  • Added a Data Converter
    • Converts data from orion's plugin.
    • Deserializes the existing bendingPlayers.yml and saves it as converted.yml
    • Use the command /bending import to import data. (Takes a very long time)
    • Do NOT run this command more than once, bad things may happen.
    • Works best if your database is empty so some player data isn't duplicated.
    • If you turn debug: true in the config, it'll print data to console as it imports.
  • /bending help without any arguments displays all commands.
  • New Item: Grappling Hooks
    • Can be crafted like so: http://i.imgur.com/8rZ1f11.png (You can also use Gold to craft them)
    • By default, Iron Grappling Hooks have 25 uses, Gold has 50.
    • This ability can be used to launch a player toward a target, or get items from hard to reach places.
    • Can only be used by Chiblockers and Metalbenders.
  • Removed an unused BendingAbility class.
  • For Developers:
    • Bending events are now properly set to a normal priority. These events will not run if another plugin cancels them. (Allows you to stop Bending through other plugins).
  • /bending clear no longer reverts after relog.
  • /bending display now has a better help message if the player has no abilities bound. Tells the player how to find a list of abilities they can use.
  • /pk is now an argument for Bending.
  • bending.avatar defaults false.
Airbending Changes:
  • Added bending.air.passive permission node, defaults true, allows player to bend Airbending passive.
  • AirShield Changes
    • Now Config Option: IsAvatarStateToggle, defaults true, whether or not the move is a toggle in Avatar State.
  • AirSwipe Changes
    • Has its own cooldown. Defaults 1.5 seconds, configurable.
    • AirSwipe's charge factor is configurable. Defaults to 3. This is the damage multiplier when charged.
  • AirScooter Changes
    • Players can no longer bend while riding an AirScooter.
Waterbending Changes
  • Added bending.water.passive permission node, defaults true, allows player to bend Waterbending passives.
  • New config option to make Bloodbending only usable at night.
  • Players can no longer swim fast with WaterSpout active.
Earthbending Changes
  • Added bending.earth.passive permission node, defaults true, allows player to bend Earthbending passive.
  • Metalbending
    • Metlabending is a sub element of Earth, by default, all Earthbneders have it, but it can be removed by negating bending.earth.metalbending.
    • Metalbending has a passive, any metalbender will not take damage if they land on a metal block. (Iron, Gold, Quartz)
    • Metalbending has its own color (Configurable - Defaults: Dark Green), abilities will display this color in /bending display Earth.
    • New Ability: Extraction
      • This allows metalbenders to extract minerals from ores.
      • To use, simply sneak (Default: Shift) while targeting an ore block within 5 blocks of the player. (Works with Iron, Gold, and Quartz Ore) The ore will drop at the player's location. The ore block will turn into stone (Or Netherrack if Quartz)
      • Has a small chance of doubling or tripling the loot.
      • Extracted ores will not revert to prevent duping.
    • New Passive: Metalbenders can tap sneak (Default: Shift) to open iron doors. (Assuming they can bend at the location).
    • Metalbenders can use the new Grappling Hooks.
Firebending Changes:
  • Added bending.fire.passive permission node, defaults true, allows player to bend Firebending passive.
  • FireJet Changes:
    • New Config Option: IsAvatarStateToggle, defaults true, whether or not the move is a toggle in Avatar State.
  • HeatControl properly negates fire damage when bound.
Chi Blocking:
  • Added bending.chi.passive permission node, defaults true, allows player to bend Chiblocking Passive.
  • Paralyze no longer works with other Bending abilities.
  • Chiblockers can use the new grappling hooks.
General Changes:
  • Fixed spelling errors in default permissions.
  • Added Region Protection Support for the following plugins:
    • WorldGuard
    • PreciousStones
    • Factions
    • GriefPrevention
    • Towny
  • Fix NPE where config wasn't generating on startup.
  • All colors now respect the config. (e.g. Chi abilities will be whatever color chi is in the config). This also fixes the wrong colors when adding firebending.
  • /bending add <Player> <Element> now works properly.
  • Abilities you no longer have permission for are automatically unbound when you switch elements.
  • bending.player defaults to true.
  • /b works as an alias for Bending.
  • Properly stop all Bending when the server shuts down.
  • 'add' now has 'a' as an alias. (/bending a)
  • 'who' now has 'w' as an alias. (/bending w)
  • bending.command.version now defaults to all players.
  • bending.command.who now defaults to all players.
  • /bending display will no longer show abilities that a player cannot bind (doesn't have permission for)
  • /bending bind will not allow a player to bind an ability they cannot use. (Doesn't have permission for)
  • AvatarState shows proper color on /bending display.
  • /bending bind now displays the slot in which the ability is being bound.
  • /bending bind is now the color of the element of the ability being bound.
  • /bending choose with an invalid argument now lists Chi as a valid argument.
  • /bending help defaults true.
  • /bending clear defaults true.
  • /bending reload properly stops and reverts all Bending.
Airbending Changes:
  • Airbenders can no longer bind Chi abilities.
  • AirScooter no longer lets a player fly infinitely.
  • AirSwipe can go through tall grass.
Waterbending Changes:
  • Permission to see the nightmessage now defaults to true.
  • Bottlebending works properly.
  • Flooding eased a bit.
  • FastSwimming will no longer work if you have abilities with a sneak functionality bound.
  • WaterSpout no longer lets a player fly infinitely.
  • WaterManipulation now respects Global Cooldown.
  • IceSpike now respects Global Cooldown.
Earthbending Changes:
  • EarthBlast is now functional.
Firebending Changes:
  • Permission to see the day message now defaults to true.
Chiblocking Changes:
  • ChiBlocking passive fixed. (Chi actually blocks)
  • Paralyze fixed.
AbilityModule Changes:
  • Added method isIgniteAbility() -- Return true if your new ability causes a fire. Hooks into region protection.
  • Added Method isExplodeAbility() -- Return true if your new ability causes an explosion. Hooks into Region Protection.
  • Added Method isHarmlessAbility() -- Return true if your ability doesn't harm anyone / the land. Hooks into region protection.
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