InControl 1.20-9.2.5
- New 'hasstructure' boolean test to test if the current position has any structure
- New 'cave' test that tries to see if the position is in a cave
- The 'mod' test in item filters was not working at all
- Item filters have improved. It's now possible to not have to specify the item but instead match on tag or mod only
- New 'armorset', 'armormultiply', 'armoradd', 'followrangeset', 'followrangemultiply', and 'followrangeadd' actions to change the armor and follow range of mobs
- New 'attackspeedset', 'attackspeedmultiply', 'attackspeedadd', 'armortoughnessset', 'armortoughnessmultiply', and 'armortoughnessadd' actions to change the attack speed and armor toughness of mobs
- All actions that modify attributes will now work properly if spread out in multiple rules
InControl 1.19-7.1.14
- New 'armorset', 'armormultiply', 'armoradd', 'followrangeset', 'followrangemultiply', and 'followrangeadd' actions to change the armor and follow range of mobs
- New 'attackspeedset', 'attackspeedmultiply', 'attackspeedadd', 'armortoughnessset', 'armortoughnessmultiply', and 'armortoughnessadd' actions to change the attack speed and armor toughness of mobs
- All actions that modify attributes will now work properly if spread out in multiple rules
1.18-6.1.13:
- New 'armorset', 'armormultiply', 'armoradd', 'followrangeset', 'followrangemultiply', and 'followrangeadd' actions to change the armor and follow range of mobs
- New 'attackspeedset', 'attackspeedmultiply', 'attackspeedadd', 'armortoughnessset', 'armortoughnessmultiply', and 'armortoughnessadd' actions to change the attack speed and armor toughness of mobs
- All actions that modify attributes will now work properly if spread out in multiple rules
1.20-9.2.0:
- New named number system where you have variables with a name and an integer value:
- Two new commands: 'numbers' to show the current numbers and 'setnumber' to set a number
- New 'number' test that can be used in almost all rules to test if a number satisfies a given expression. Example expression: "number": { "name": "mycounter", "expression": "gt(10)" }
- This test also works for events and spawner rules. Basically everwhere that you can test for a phase you can now also test for a number
- New event action called 'number'. This will allow you to modify a number when an event happens. For example: { "name": "mycounter", "value": "+1" }
- New 'changenumber' action that can be used in many rules. Same syntax as the number event action: "changenumber": "mycounter=+1"
- Various fixes and improvements to the phase system:
- Manually set phases will now also be persisted when the world is reloaded
- New event action called 'phase'. This will allow you to set or clear a phase when an event happens. For example, you can now set a phase when a player kills a mob and then use that phase in a spawner rule to spawn mobs only when that phase is set
- The 'phase' test is now also supported for experience, loot, effect, harvest, left click, right click, place, and summon aid rules
- New custom event:
- New 'customevent' action that you can use from within many rules to fire a custom event
- New event trigger called 'custom'
- New 'result' called 'deny_with_actions' which will deny the event but still execute the actions. This can be used to deny the spawn of a mob but still send out an event