ZiggfreedCommon-2.4.0.jar
What's new
CommonLib 2.4.0 is out now! It brings dungeons you go into with your party, a party you can start on any server, and a Claims tab where your rewards wait until you take them. Built for Update 7, like 2.3.0.
INTO THE DUNGEON
Any mod or pack can add a dungeon, behind a block you use, a character you press F on or a line in a conversation. Go in and you land in an area set up fresh for your party, and everyone in your party who follows you in lands there too. Another party gets an area of its own.
Do what the dungeon asks, whether that's beating its boss, finishing a task inside or simply lasting long enough, and the results screen shows your time, how your party did and your completion reward, ready to claim. Every run you start, clear or fail counts on the new Dungeons tab in Records.
Bring a friend (or four)
Type /zigparty to start a party, invite up to four players who are online, and take on a dungeon together. It works on any server running CommonLib, with no other mod needed.
Your loot can wait
Rewards you earn now wait on the new Claims tab in your menu until you take them, so a full bag never costs you a thing, and nothing on the tab ever runs out.
A boss you beat leaves a chest where it fell. Open it to take your share of the rewards: only yours shows, and whatever you leave in it waits on the Claims tab.
Work comes to you
A character can hand out a board's jobs right on their own quest page: take one, hand it in and collect your pay without walking over to the board. The bounty boards open on that same page, with their wallets at the top, a countdown to the next contracts and Reroll on any contract you haven't taken.
Your quest lists show what kind each quest is at a glance, with the main quests first.
Who beat it first?
Records has a new Bosses tab. See who has the most boss wins, deathless wins, killing blows and damage, or pick one boss to see its fastest win and who beat it first. A run through the game's own Deepworks counts on the Dungeons tab too.
We'll see you in Orbis!
The full changelog
Dungeons
- Added dungeons, which a mod or pack opens behind a block you use, a character you press F on or a line in a conversation. Going in takes you to an area set up fresh for your party, and each member who goes in after you joins you there. Another party gets an area of its own, unless the dungeon lets parties share.
- You can go into a dungeon on your own too. A party member who is offline doesn't go in or take up a place.
- If you die in a dungeon, you get back up in your own area. When you leave, you're back where you stood when you went in.
- You can't place, break or gather blocks in a dungeon, so every party finds it as it was built. A player in creative mode can still break them.
- A dungeon can open only during a seasonal event. Outside the event, its way in tells you which event it opens for.
- Added an entry price a dungeon can ask for, such as a candle. Whoever opens the dungeon for your party pays on a confirm screen that shows what it takes and how many you have; everyone who follows you in walks in free, and closing the screen costs nothing. A dungeon can also take a key instead, which lets you in and stays in your bag.
- Added intro cameras for dungeons: a pack can play a short camera sweep for each player as they arrive, then hand the view back to you.
- A moment after you arrive (after the intro camera, if the dungeon has one), a notice says what the run needs, such as the boss to beat or how long to hold out, and its rules, such as a time limit or failing when everyone falls at once.
- Each visit is a run. A run clears when your party does what the dungeon asks, such as beating its boss, finishing a task inside or lasting a set time, and it clears for everyone in your area at that moment.
- A run fails when its time runs out, when everyone in it leaves, or, in a dungeon that says so, when the whole party is down at once. When time runs out or the party falls, everyone still inside is told why.
- Added a results screen for a cleared run, with your time, what you and your party did, the bosses you beat and your completion reward, which you claim right there. Whatever doesn't fit in your bags waits on the Claims tab, and so does the reward of anyone who was dead or offline when the run cleared.
- A dungeon can pay less for a repeat clear on the same day or in the same week.
- Quests, board contracts and achievements can count the dungeon runs you start, clear or fail, in one dungeon or in any.
- They can also count the minigame rounds you lose, such as a Kweebec Nightmare round, beside the rounds you play and win.
When a dungeon can't take you
- A dungeon's way in tells you why it can't take you: it's switched off, it opens only during a seasonal event (and which one), your party's area is full, you're already in a dungeon or on your way into one, or it closed just as you got there.
- A dungeon that's set up wrong never sends you somewhere broken: its way in says it "cannot be entered right now", and the server log tells the server's owner what to fix.
Locks
- A door, lever or entrance a mod locks behind something, such as a quest you haven't finished, stays shut for you, and a notice names the first thing you still need, in the same words a locked shop ware uses.
- A spot you walk into can act only for players who meet what it asks. It stays quiet for everyone else, since you might only be passing by.
Parties
- Added parties on every server running CommonLib. Type
/zigpartyto open your party, see who's in it and invite players who are online, or use/zigparty invite --player=<name>,/zigparty acceptand/zigparty leavefrom chat. A party holds up to five players, anyone in it can invite, and an invite lasts a minute. - The party screen, Kweebec Nightmare's included, now updates on its own when someone joins, leaves or is removed, an invite arrives or runs out, or the party is disbanded.
- Fixed the party screen's member count reading "{0}/{1}" in Kweebec Nightmare.
Claims
- Added the Claims tab to your menu, after Reputation. Rewards you've earned but not taken wait there, and the tab shows whenever one does. Pick a reward to see what it holds, then press Claim, or Claim All to take everything. Items need room in your bags, and whatever doesn't fit stays on the tab for later. Nothing on it runs out.
- A notice names the reward that arrives on the Claims tab, and rewards you earn together share one notice. A reward the results screen already offers stays off it. When you log in with rewards waiting, a notice says how many.
Boss rewards
- Added a chest a boss leaves where it falls. Open it to claim your share: anything that isn't an item comes first, on a page where you claim it, then the chest opens with your items. Only yours shows, and anything you leave waits on the Claims tab.
- Some dungeons put your completion reward in the boss's chest: a banner says the run is cleared, and the reward waits in the chest with the rest of your share.
- Boss rewards no longer land in your bags. When a boss that a mod or pack pays rewards for falls, everyone who took part gets their share in its chest and on the Claims tab, and how much you get depends on your part in the fight.
- A boss now pays its rewards for your first win each day, unless its own reward says otherwise. A win whose roll lands nothing doesn't use up your day. The day turns over at midnight UTC.
- Added boss feats: a mod can reward beating a boss a particular way, such as hitting it with only one kind of weapon, and everyone in the fight earns it together.
Records
- Added a Bosses tab to Records in place of the Boss Fights page. All bosses ranks everyone's boss wins, deathless wins, killing blows and damage. Pick a group such as Seasonal or the Deepworks, or pick one boss from the list to see its wins, fastest win, deathless wins and who beat it first.
- A boss you fight in a party shows each party size on its own, from Solo up, or every size together.
- The first win on a boss reads as "Today" or "3 days ago", and the server's first players to beat it rank on top.
- Added a Dungeons tab to Records, ranking the runs you've started, cleared and failed across every dungeon on the server. Pick one dungeon to see its own runs and its fastest clear.
- Added run records for the Deepworks: going in starts a run, and beating the Gobliterator in either mode clears it.
Boards and quest pages
- Added board jobs on a character's quest page. A character can hand out a board's jobs on their own page, where you take them, hand them in and collect your pay, each tagged with its board's word, such as Bounty, and its grade. The page shows the board's wallets too.
- Bounty boards now open on the same quest page as the people who give out work, with the board's wallets, a countdown to new contracts, and Reroll on each contract you haven't taken. Here lists the board's contracts, and Mine everything you carry.
- A contract you can't take yet sits under Locked and lists everything it still needs.
- Your quest book shows a contract's board tag, its grade in the board's own colour and where it hands in, on any server.
- A wallet that says what it's for shows that under its name when you hover it, and the first time you earn it, a notice tells you.
Quests
- Quest lists show what kind each quest is: main quests wear a gold star and a gold bar and list first, side quests a scroll, and dailies and board jobs a clock.
- Each quest's status (Available, In progress, Collect) sits on its own coloured pill, and the line under a quest's name wraps instead of being cut off.
- Added quest items: a quest can ask for an item that drops only for you, and only while you're on that step, from the creature or boss it names. A quest item from a creature goes into your bag, and if your bag is full it waits for you under Claims in your menu. A quest item a boss drops for you waits in the chest it leaves where it fell, with the rest of your share.
- Your quest tracker now moves down out of the way of the portal panel while you're in a portal world like the Deepworks.
Reputation
- Gear that raises a reputation now speeds up what you earn there by a percent, where it added standing of its own while you wore it. Taking it off never lowers what you earned.
- Your Reputation page says by how much: pick a reputation, and the last line under How to earn tells you what your gear adds there.
Gear and creatures
- Added damage resistance stats for every damage type: gear that lists Fire Resistance (or Ice, Void and the rest) cuts the damage you take of that type, up to 80%.
- A gear set's bonus coming on now plays a soft chime, where it played a loud discovery sound that dipped the music.
- Fixed creatures with raised health sometimes showing an empty health bar and standing frozen while still alive.
Rewards
- Items you get straight from rewards and bonus finds now land like anything you pick up: where your pickup settings send them, with the game's own pickup notice and sound, and whatever doesn't fit drops at your feet. With no menu open, the corner no longer repeats those items. A reward that waited while you were away lands the same way when you're back in the world.
- Shops and Collect buttons now count your backpack when checking whether your rewards fit.
- A reward that pays a loot table now shows the table's own name where it read Loot Bundle, and hovering it lists what the table pays and the chance of each extra. A table can keep its rarest finds a surprise.
- Reward notices group the items each loot bundle rolled under that bundle's name.
Notices, titles, shops and achievements
- A notice that arrives while a bigger one is showing no longer vanishes: it waits its turn and shows after it.
- Taking a quest in a conversation now shows the Quest accepted notice on every server, where it needed a mod that added its own.
- A title a quest gives is now granted to anyone who already completed and collected that quest, the next time they join, the same way achievement titles already were.
- Shops read whole: the stock filter's list opens below its box, a ware's name gets a third line and shows in full on hover, and a locked ware's requirements wrap onto more lines, where they ended in "...".
- Fixed the shop's Buy button staying grey after you picked something you can afford.
- Fixed achievements with several steps showing each step as "Unnamed step". Each step shows its own words, and the achievements search finds them.
- Fixed conversation answers and the buttons on the party, play and results screens showing "{0}" where a number or a name belongs.
Languages
- Everything new in this version, from the Claims tab and the chest a boss leaves to dungeons and the Bosses tab, reads in all nine languages: English, German, Spanish, French, Hungarian, Italian, Brazilian Portuguese, Russian and Turkish.
For server owners
mods/ziggfreedcommon/dungeons.jsonchanges any setting of any dungeon on your server, such as switching one off or letting more players into an area, without touching the mod that ships it./zigdungeon listshows each dungeon and how it's set up, and/zigdungeon statusthe copies open right now./zigdungeon close <copy>closes a copy and sends everyone inside back where they came in, and/zigdungeon enter <dungeon>takes you into an empty area yourself./zigclaims give --player=<name> --lootable=<loot table>rolls a loot table and puts what it lands in a player's Claims, online or not.- Every time the server starts, the log names each walk-in spot in a pack whose requirement can't be read, with the pack and the file, since the game would let everyone through it.
- A damaged Claims file is never overwritten: the server leaves it as it is, so what players earned is still there once it's repaired. Until then, Claims earned that session last only until the server restarts.
- A damaged pending rewards file is no longer overwritten on the next reward, so nothing waiting in it is lost.
/zigtitle grant --player=<name>now finds the offline player you typed, never an online player whose name only starts with it./zigquest statusnow spells a quest's cooldown in your language, such as "2h 5m", "2d 1h" or "under a minute", where it read "49h 0m".
For mod and pack authors
- A dungeon is one file in your mod's asset pack,
Server/ZiggfreedCommon/Dungeons/<Id>.json. Name its area's prefab, what clears a run (Complete: bosses, an objective written like a quest step, or a time to survive) and what a clear pays (Rewards). Put the way in on a block's interaction chain (ZigEnterDungeon), a character's press F or a conversation line ("Open": {"Type": "Dungeon", "Dungeon": "<Id>"}). - A boss's script pays a Claim through the game's own reward files: a
GrantRewardnaming a reward of"Type": "ZigClaim", with its loot table and what a repeat win pays. ZigRequireschecks a player's requirements in an interaction chain, such as before a door opens or a dungeon lets them in, and as a trigger volume's condition.- A conversation checks the same requirements with the
Requirescondition,{"Type": "Requires", "Requires": { ... }}: a line or a beat shows only while they pass, and the server log names a block that asks for something nothing on the server registered. AGatecondition with aRequirementsblock, as some mods let you write it, loads too and reads the same, and the log names each line that still uses it. - The
HasActiveBountiescondition passes while a bounty board in your world has contracts up, so a character can offer its board only when there is work. - Any mod can pay a player a Claim, open the Claims tab with
"Open": "Claims", and hear when one arrives. - A board can name the characters who host it in
Hostsand its tag word inText.PillKey, "Bounty" unless you set one. Each host's quest page lists the board's current contracts beside its own quests. - Gear raises a reputation by a percent through a stat, in whole percent points: ship a
ReputationGain_<reputation id>stat for one reputation, or raise the library'sReputationGainfor every one. A reputation file'sGearleaf is gone: a file that still writes it loads with a warning, and its gear adds nothing. - A Records tab a mod splits into choices can rank weeks, months and seasons by what a player gained in that period, with a number such as their level shown beside their name.
- A boss fight can name the group it ranks under on Records' Bosses tab, and a pack can add groups of its own beside Seasonal, the Deepworks, Dungeon, World and Minigame.
- Every boss fight that pays a Claim leaves a chest unless it switches the chest off, and a fight can dress its chest as any chest block.
- Packs can pick how a quest item reaches you: in the boss's chest, in your bag with the Claims tab behind it, in your bag alone, or on the ground where the creature fell.
- A quest or achievement can count wearing enough of a gear set for one of its bonuses.
- Added a way for an Almanac page to show a creature's portrait, not only items.
- Added a way for a boss fight to count damage you deal to the creatures it raises toward your share of its reward. A fight opts in, so every other fight pays as before.
Migration notes
- Every loot table now names itself on the rewards that pay it, by its own name or its id made readable. A table that should keep reading as a plain Loot Bundle has to say so in its file.
- A reputation file that still raises its standing from gear through its own gear section no longer counts that gear: the file loads with a warning, and the gear adds nothing. Put a reputation gain stat on the gear instead, as the reputation gain line under For mod and pack authors describes. It speeds what a player earns there by a percent, where the old section added standing.
- Nearly everything built against 2.3.x links unchanged. A mod that handed the library a queue for boss rewards owed to offline players, or paid a boss's shares through the library itself, rebuilds against 2.4.0, since every boss reward is a Claim now, and so does one that built the old board page itself or called another piece the developer notes list as removed.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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