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License: GNU General Public License v3.0
Custom armor sets plugin for the latest minecraft version
License: GNU General Public License v3.0
If you use a permanent potion effect on an armor, the potion effect is lost after you die when you have keep inventory
you have to desequipp/reequip the armor to get it back
Describe the bug
Any enchantments do not display in armor lore.
To Reproduce
Expected behavior
The lore should display armor lore.
Server Information (please complete the following information):
Additional information
Problem get solved after try downgrade EcoArmor to 7.87.0.
Describe the bug
Does not multiply when using commands or when not selling all.
To Reproduce
Steps to reproduce the behaviour:
Expected behaviour
It should multiply sell rewards from all channels.
Server Information (please complete the following information):
Additional context
Nope
Add command to be able to give the player one piece of armor.
Is your feature request related to a problem? Please describe.
It's not really causing problems but this would definitely take servers using this Plugin to the next step - It would also add another level of content for players.
Describe the solution you'd like
So the name I came up with was simply Set Crystals (This is just for the explanation) - The whole purpose would be that these crystals could turn regular non-set armour into specific sets. So someone could take their normal diamond chestplate, apply a Reaper Set Crystal to it, then it would turn into a Reaper Chestplate.
Describe alternatives you've considered
Unfortunately, I was not able to think of a good alternative for this.
Describe the bug
Lives that add armor are sometimes bugged when disconnected and when connected the player has extra HP. This way players are still adding lives.
To Reproduce
Steps to reproduce the behavior:
Server Information (please complete the following information):
Describe the bug
When dying with a totem of undying, you lose your armor set effect and have to unequip it then re equip it so the effects work again, wich is not nice in a fight
Describe the bug
A player can wear an armor that gives an effect, then go in a /spawn wich is worldguard, the worldguard remove the effect
then the player will run away from the spawn (the worldguard) that way they have the infinitly the effect of the armor without having to wear it, sometime this bug can be achieve by equipping the set anywhere, then removing it
Describe the bug
Conditions like standing on block
only checks one time when the armor is put on.
For example standing on block
will only activate if you're standing on the block and put on the armor. If you walk off the target block and then back on, the effect will never fire again.
To Reproduce
Steps to reproduce the behavior:
- id: add_stat
args:
stat: speed
amount: 22
conditions:
- id: standing_on_block
args:
block: stone
Expected behavior
I expect the conditions to periodically check their values over time. This should probably be configurable for performance reasons.
For example, an argument on a condition: refresh
This argument takes either seconds or ticks and will re-check the condition over and over again.
Server Information (please complete the following information):
equip:
works, but volume:
adjusts the pitch and pitch:
adjusts the volume.
advancedEquip:
and unequip:
do not appear to function at all.
Example config:
sounds:
equip:
enabled: true
sound: "block_beacon_activate"
volume: 2 # This is adjusting the pitch
pitch: 1
advancedEquip:
enabled: true
sound: "block_beacon_activate"
volume: 1
pitch: 1
unequip:
enabled: true
sound: "block_beacon_deactivate"
volume: 1
pitch: 1
Describe the bug
Custom Heads piece specific effects do not work (neither does lore)
To Reproduce
Steps to reproduce the behavior:
Expected behavior
It should give the piece specific effect
Screenshots
This Helmet should give +8 Strength +7 Toughness like its chestplate counterpart. But it does not
Server Information (please complete the following information):
If you look at the action bar you can see the chestplate increases my stats but the helmet does not
"advanced-lore-only" in config.yml does not work.
It's supposed to have the purpose that when the armor is on advanced, it will only show advanced lore, but when it's on, it shows both.
Server Information:
Maybe there is some effect so that I can put on the armor so that it cannot burn in fire and lava (like netherite armor and tools)
Hii,
Please could support for TheOnlyMobcoins be added? I know that eco already supports TMMobcoins, but for servers that use MythicMobs, TMM is not compatible. By allowing TOM to be supported it allows servers that use MM and Mobcoins to make the most out of the mobcoins related features of Eco.
https://www.spigotmc.org/resources/mobcoins-1-8-1-19-the-only-mobcoins-plugin-that-youll-ever-need.93470/ - the mobcoin plugin
Thank you.
Describe the bug
When trying to set a player head as a helmet the lore doesn't work, it does not have the correct attributes, and it can be infinitely given crystals, however upgrading it with a shard works correctly.
To Reproduce
Expected behavior
Server Information
I have custom armors giving my players extra health
Every time they switch from a server to another, They loose and regain the hearths intantly, so they're forced to eat everytime they teleport between servers to regain their health
Describe the bug
Lore shows %tier% sometimes
To Reproduce
Steps to reproduce the behavior:
%tier%
Expected behavior
I expect to the see the value of %tier% and not the actual text `%tier%
Server Information (please complete the following information):
Additional context
Click on/off item will usually fix it.
Describe the bug
The In_water and is_night condition both do not function as intended, only working if the set is equipped when the condition is met and not giving the effect if the condition is met whilst wearing
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Conditions should work as intended and update when the condition is met
Screenshots
https://user-images.githubusercontent.com/88732543/151160432-69733608-0eca-40b9-853a-37ce9fc6c8ce.mp4
Server Information (please complete the following information):
Version: This server is running Paper version git-Paper-140 (MC: 1.18.1) (Implementing API version 1.18.1-R0.1-SNAPSHOT) (Git: d9fb602)
You are 36 version(s) behind
Download the new version at: https://papermc.io/downloads
Previous version: git-Paper-133 (MC: 1.18.1)
Version of plugin and eco: Eco 6.20.4; EcoArmor: 7.22.3
Additional context
N/A
Describe the bug
When using a player head as a helmet, the item doesn't show lore and also cannot have shards applied to it.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
What should happen is the helmet should have lore like the rest of the armor and the shards should upgrade its tier like usual.
Server Information (please complete the following information):
Describe the bug
Lore and effects don't show/work on player heads as the armor item.
To Reproduce
Steps to reproduce the behavior:
Change any helmet to a player head
Expected behavior
The lore and effects would stay on the player head
Server Information (please complete the following information):
This server is running CraftBukkit version 3563-Spigot-2183145-1e3bf58 (MC: 1.19.1) (Implementing API version 1.19.1-R0.1-SNAPSHOT)
EcoArmor version 7.102.0
Describe the bug
If the armor itself has enchantments, they won't be displayed correctly, but after I try reload the plugin, the problem get solved.
To Reproduce
Expected behavior
The enchantments should be display without use reload the plugin.
Screenshots
First 4 armors was got before plugin reloaded, last 4 armors was got after plugin reloaded.
Server Information (please complete the following information):
Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
I have no idea how it happened
Expected behavior
for some reason or anther, when the helmet is a player head, it doesn't show any of it's description
Server Information (please complete the following information):
"This server is running Paper version git-Paper-317 (MC: 1.18.2) (Implementing API version 1.18.2-R0.1-SNAPSHOT) (Git: e5da93a)
You are running the latest version
Previous version: git-Paper-260 (MC: 1.18.2)"
Eco: 6.35.3
Ecoarmor: 7.54.0
Additional context
Add any other context about the problem here.
Player can take damage, then remove armor and re equip it to gain full health again and again and again
https://youtu.be/9eH9J16-7ww
https://youtu.be/nk5gJEdpUYQ
please fix as this this game breaking :)
Describe the bug
add_stat is improperly counted for pie-piece armor effects, seemingly based on stat values after bonuses, meaning the order in which armor is put on will completely change the final value
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The add_stat effect should be additive comparatively to the base stat values, and should take into account multiple armor pieces in the event that per-piece effects are used
Server Information (please complete the following information):
Hello , sorry for my english i'am french .
I have a bug with ecoarmor . When i put a enchant on my items , this enchant are not displayed after /ecoarmor reload and after restart serveur . I try with items adder items , and vanilla items
I don't have a error on consol after reload and restart .
Describe the bug
Migrating two reports: hunger_multiplier/food_multiplier not functioning, add or remove support.
Server Information (please complete the following information):
Additional context
Migrated two open reports of hunger_multiplier/food_multiplier not working, limited info
Describe the bug
When a player gets TP, TP or change world the armor sets that gives potion effect get cleared and th eplayer must unequip and re equip so the effect works again and its a pain to be honest
To Reproduce
Steps to reproduce the behavior:
Expected behavior
That the potion effect works all the time when wearing the eco armor
Describe the bug
The effect Bonus Health doesn't work properly
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Well, obviously get more hearts based on what's written in the configuration
Screenshots
N/A
Server Information (please complete the following information):
Additional context
N/A
Describe the bug
Putting custom items from itemsadder and oraxen into the crafting grid for a recipe won't work, but if you put it into the end result, it'll show up.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Custom items are expected to work in the crafting grid, but won't work.
Server Information (please complete the following information):
Hello, I thought it would be nice to be able to give enchantments to armor through commands, currently there is the command /ecoarmor give set: [piece] [advanced] [tier] [amount] that can give you an armor or piece of armor with tier and other things, I think it would be nice to have an [enchantment] slot to be able to generate the armor with enchantments using a command /ecoarmor give set: [piece] [advanced] [tier] [enchantments] [amount]
Describe the bug
The Upgrade Crystals use End Crystals as their Item ID - These Crystals can be placed and blown up like normal End Crystals. I have temporarily changed the item to prevent this issue but it would be nice to use End Crystals again.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
These Upgrade Crystals should not behave like normal End Crystals, they should not be placeable.
Screenshots
There is a video in the EcoArmour chat on the Discord. I also got normal players with no permissions to try twice, same issue.
Server Information (please complete the following information):
Version: Paper version git-Paper-12 (MC: 1.19) (Implementing API version 1.19-R0.1-SNAPSHOT) (Git: 3d37b42)
Version of plugin and eco: Eco-6.3.7.1/EcoArmour-7.83.0
Describe the bug
I recently implemented support for CustomItems from eco in WolfyUtilities (and CustomCrafting).
It simply uses the Items#getCustomItem(ItemStack)
method and then gets the key from it, to later match the items in the recipes.
However, it was reported to me that when using equipment from EcoArmor, it returns the advanced
key for non-advanced items.
I then tested it with the default configuration of EcoArmor.
For example, the angelic set (/ecoarmor give <player> set:angelic
) returns the following:
ecoarmor:set_angelic_boots_advanced
ecoarmor:set_angelic_leggings_advanced
ecoarmor:set_angelic_elytra
ecoarmor:set_angelic_chestplate
ecoarmor:set_angelic_helmet_advanced
As you can see, even though all of them are the default variant, some return advanced keys.
Weirdly enough, this is not consistent between sets.
In each set, there are a few items correctly identified:
To Reproduce
I made a very simple test plugin to rule out any possible conflicts.
That plugin simply returns the selected item when running /ecoarmortest
package com.wolfyscript.ecoarmortest;
import com.willfp.eco.core.items.Items;
import org.bukkit.Material;
import org.bukkit.command.Command;
import org.bukkit.command.CommandSender;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
import org.bukkit.plugin.java.JavaPlugin;
public final class Ecoarmortest extends JavaPlugin {
@Override
public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
if (label.equalsIgnoreCase("ecoarmortest")) {
if(sender instanceof Player player) {
ItemStack item = player.getEquipment().getItemInMainHand();
if (!item.getType().equals(Material.AIR)) {
if (Items.isCustomItem(item)) {
player.sendMessage("CustomItem: " + Items.getCustomItem(item).getKey().toString());
}
}
}
}
return true;
}
}
name: Ecoarmortest
version: '${project.version}'
main: com.wolfyscript.ecoarmortest.Ecoarmortest
api-version: 1.18
depend: [ eco, EcoArmor ]
commands:
ecoarmortest:
usage: "/ecoarmortest"
Steps to reproduce the behaviour:
/ecoarmor give <player> set:angelic
)/ecoarmortest
Expected behavior
The Items#getCustomItem(ItemStack)
method should return the advanced item only if the item is advanced.
Otherwise, it should return the non-advanced item.
Server Information:
This server is running CraftBukkit version 3453-Spigot-ffceeae-64db512 (MC: 1.18.2) (Implementing API version 1.18.2-R0.1-SNAPSHOT)
eco version 6.27.3
EcoArmor version 7.36.0
If you create an armor with some damage reduction triggered by "take damage",
damages from the mm mobs bypass that reduction.
So we used the less interresting potion effect and discovered the issue with potion effect loss with keepinv
When using skill_xp_multiplier while having aurelium skills installed as a skills plugin this error pops in the console:
24.02 14:24:40 [Server] WARN Invalid configuration for skill_xp_multiplier in context Armor Set farmer:
24.02 14:24:40 [Server] WARN (Cause) Argument 'id'
24.02 14:24:40 [Server] WARN (Reason) Invalid effect ID specified!
24.02 14:24:40 [Server] WARN Invalid configuration for skill_xp_multiplier in context Armor Set farmer (Advanced):
the discord told me that this should be part of the function of skills_xp_multiplier, if this is not an intended function and this is only supposed to work with ecoskills please disregard and I apologize for taking up your time.
Steps to reproduce the behavior:
Expected behavior
No error should appear and and the armor should have the intended effect based on the number following the id
Server Information (please complete the following information):
Describe the bug
If keepinventory is on and the player dies, after respawn the effects are not shown and so the player has to take off and put back on the armor.
To Reproduce
Steps to reproduce the behavior:
Server Information (please complete the following information):
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