Releases: NotThorny/MobWave
MobWave v1.3.3
MobWave v1.3.2
Support latest Grasscutter 1.7.1
As entity spawning has changed slightly to allow rotation, this version is updated to spawn mobs in 1.7.1-5f5e6c3 and newer.
If you are using Grasscutter release 1.7.1 or earlier please use MobWave 1.3.1.
- Updated Sept. 21: Removed more mobs which are missing affix data and thus not spawning
MobWave v1.3.1
Updated API version for Grasscutter 1.7.0 release
Grasscutter has reverted this API update, so the release has been updated to the original API.
MobWave v1.3.0
Support Grasscutter 1.6.0
- Updated to support Grasscutter 1.6.0+
- Various fixes for mob placement in common/elite
- Fixes #11
Only works on Grasscutter 1.6.0 and newer. If you are using an older version of Grasscutter than 1.6.0, please use the previous release (v1.2.2) instead.
If you are using 1.6.1 latest commit (not release) or newer please use "MobWave.jar" instead of MobWaveFor-1.6.0-Only.jar as there was another system change which makes them incompatible across that commit.
MobWave v1.2.2
Version Update
- Updates the compatible versions to 3.6, but should work on near-versions (3.4/3.5)
- Added modifier for multiplying mob hp
hx
(ex. hx10 for 10 times normal mob hp) - Removed some mobs causing issues
- Moved some boss mobs that were erroneously put in elite pool
MobWave v1.2.1
Feature Change
/mw create
modifiers changed and can now be put in any order with as many or as few as you'd like- Now use w(number of waves) x(mobs per wave) lv(level) t(wave type) s(seconds per wave) in any order
- Wave types: 1 (common), 2 (elite) 3 (boss)
- Added extended spawn modifiers (hp, maxhp, atk, def) for custom waves
/mw start common|elite|boss
uses names for wave types instead of numbers, and will spawn only monsters of the specified type
Technical
- Added setters to make command usage easier
- Create uses numbers instead of name for wave types to match setters
Updated 12/16: Code cleanup and better error info
MobWave v1.2.0
Feature Change
- Wave types can now be specified! Includes common, elite, and boss.
/mw start [wave type]
added- Previously removed bosses have been re-added
- Mobs have a specific chance to spawn instead of being fully random
- Waves now have set spawn ratios (3 common, 2 elite) except the very first wave which will be 4 common and 1 elite
- Every 5th wave will be a boss wave (1 boss, 2 elites, 2 commons) with a notification the round before that it is incoming
Currently, hilichurl-type enemies are the most common.
New 3.x bosses (Jadeplume Terrorshroom, Blightdrake) have increased chance to spawn
Technical
- Reworked logic to use .json instead of .txt
- Added chat information
Any new bugs or suggested adjustments are welcomed in issues or dm me on discord at Thoronium#7770
MobWave v1.1.5
Feature Change
- Added command to skip the current wave
/mw skip
Technical
- Added small check for if alive monsters list has been cleared
MobWave v1.1.4
3.1 Update
Please update to this as it fixes a small but important bug
- 3.1 mobs added in #3
- Fix bug where waves would pick up from previous set after using
/mw stop
MobWave v1.1.3
Feature Change
/mw start
now starts unlimited waves! Same settings as before: 5 monsters at level 90 per wave.- Use
/mw stop
to end the challenge. - Wave timer is adjusted to 5 minutes to account for multiple bosses/elites
Technical
- Added a few checks when making custom waves, uses
start
values when custom ones are outside of acceptable range - Further cleanup of code