ShiningSoulRPG-1.5

Details

  • Filename
    ShiningSoulRPG(4).jar
  • Uploaded by
  • Uploaded
    Aug 25, 2026
  • Size
    240.73 KB
  • Downloads
    4
  • MD5
    1824a868084f448b551b6bbdec458896

Supported Bukkit Versions

  • 26.2
  • 26.1
  • 26.1.1
  • 26.1.2
  • 1.21.11
  • 1.21.10
  • 1.21.9
  • 1.21.8
  • 1.21.7
  • 1.21.6
  • 1.21.5
  • 1.21.1
  • 1.21.2
  • 1.21.3
  • 1.21.4
  • 1.21.5-Snapshot
  • 1.21
  • 1.20.6
  • 1.20.5
  • 1.20.5-Snapshot
  • 1.20.4
  • 1.20.3-Snapshot
  • 1.20.3
  • 1.20.2
  • 1.20.1
  • 1.20
  • 1.19.4
  • 1.19.3
  • 1.19.2
  • 1.19.1
  • 1.19
  • 1.18.2
  • 1.18.1
  • 1.18
  • 1.17
  • 1.16
  • 1.15
  • 1.14
  • 1.13
  • 1.12
  • 1.11
  • 1.10
  • 1.9
  • 1.8

Changelog

New ability: FAST_SHOOT field on named items, shown as its own line on the tooltip

Hooks EntityShootBowEvent and boosts the arrow to full velocity the instant it's released — no more losing power for a quick tap, true "no draw needed" behavior

Juju Short Bow now carries it

Same lore-is-the-source-of-truth idiom as everything else in this plugin: the visible ability line on the tooltip is what the listener checks for, nothing hidden or cached elsewhere

Edible items — in their own items_edible.yml as asked:

5 consumables (Wild Herb, Honey Candy, Mixed Berries, Phoenix Petal, Moon Candy), heal-hp/heal-sp each

Built on real food materials that have never been renamed across Minecraft versions, so eating one plays the normal animation/sound and the stack decrements itself — no reimplementing eating from scratch

Per-item cooldowns (reusing the existing cooldown map already on RpgPlayer rather than adding new state)

/edible list|info (everyone), give|reload (admin)

Wired into loot at a much higher rate than named items — Wild Herb and Honey Candy drop from any kill, not just Elite+, since these should feel like a steady supply, not rare finds