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Changelogs
Version 1.41
Changes the field `poke` and `objects` to use `filter` instead of `data` (old way still works).
Fixes multiple values not working for the field `data`.
Fixes the field `exec` not working with global triggers (like time).
Fixes GameObject and ItemDrop types not working for field parameters.
Version 1.40
Adds support of vector and quaternion values to the type `change`.
Adds a new field `admin` to only trigger for admins or non-admins.
Adds wildcard support to the parameter `item` to match multiple items.
Adds shorthand format for data entries (automatically enables the field `injectData`).
Adds new parameter `<addlong>`, `<calclong>`, `<divlong>`, `<modlong>`, `<mullong>` and `<sublong>` for large integer values.
Adds new parameter `<amount>`, `<durability>` and `<quality>` to get item properties from a chest.
Changes the type `change` to return `<none>` instead of `none` for empty values (to match how data filtering works).
Changes the type `state` to return `<none>` instead of `none` for empty values (to match how data filtering works).
Fixes error when trying to spawn invalid prefab.
Fixes parameters with upper case letters not working for filters `keys`, `bannedKeys`, `globalKeys` and `bannedGlobalKeys`.
Version 1.39
Adds a new trigger type `change` to allow reacting to most data changes.
Adds numeric range and multiple value support to the field `type` parameter.
Fixes the parameter `<item_X_Y>` only working for first few inventory slots.
Fixes the field `cancel` not cancelling chat messages.
Improves compatiblity with Discord Control mod.
Version 1.38
Adds a new field `exec` for running parameters with side effects.
Adds new parameters `save++` and `save--` to increment and decrement values.
Fixes data storage keys being case sensitive (now properly lower cased).
Fixes weight not working on filters.
Fixes field default values not working on filters.
Fixes the field `spawn` copying persistency from the original object (affects whether the object is saved).
Expand World Prefabs
Allows creating rules to react to objects being spawned, destroyed and more.