Releases: DarkCurseBreaker/Toolbox
Releases · DarkCurseBreaker/Toolbox
v0.0.12
Changes from v0.0.12:
- On screen countdown for respawning defenders
- Removed
hammer:post_game/gamerulereset
fromhammer:in_game/start
- Corrected respawn timer to 17 seconds
v0.0.11
Changes from v0.0.10:
- Updated structure files to use new organized function namespaces after reset
- Jingle actually works now
v0.0.10
Changes from v0.0.10:
- Fixed commands in command blocks
v0.0.9
Changes from v0.0.8:
- Added the victory fanfare from the original Nail map (Originally from Final Fantasy VII)
- Organized functions in the data-pack
- Data-pack is now named Omnitool
v0.0.8
Changes from v0.0.7:
- Cosmetic Changes
- Loot
- Traps
- Easter Eggs!
v0.0.7
Changes from v0.0.6:
- The castle has stronger foundations now to dissuade tunnellers
- Defender spawn door now function based to avoid nearby explosions locking them in
- Implemented ability to blow the 2nd gate bridge from the original Nail map
- Entities killed on map reset to avoid build up of entities
v0.0.6
Changes from v0.0.5:
- Defender respawn works on scoreboard based timer rather than running down a long corridor
- Shield generator now function based
- Kill counter visible on "Tab" key press
- Health visible under player tags
v0.0.5
Changes from v0.0.4:
- Properly applied speed to respawning defenders
- Filled empty space in the drop zone structure
hammer:reset
now clears player inventories- Defenders locked in by hammer:defready setblock-ing blue_concrete instead of piston action
- Dropper based item timer at drop zone mirrored
v0.0.4
Changes from v0.0.3:
- Changed logic for ready and unready functions to set team regardless of randomizer used or not
hammer:gamerulereset
resets keepInventory, friendlyFire and doDaylightCycle- Reset map from chat message after match end through tellraw with click event
v0.0.3
Changes from v0.0.2:
- Added ability to reset map (
/function hammer:reset
) for repeated matches without repeated unarchiving of the map archive files between matches