The MiniWarGear league, Underwater MWG, WarGear season 2022 and WarGear clash
wing images become Wings shapes, locked behind the placement that earns their
reward. Cosy campfire smoke becomes a buildable particle for Hells Bells
participants. Choice options can now carry a requirement: locked options show
it in the picker, are skipped when cycling and hide entries that use them.
Rewards whose look the basic designs can build now carry a touch the builder
cannot make: bursts on jumping, landing or sneaking, footprints, a line to
nearby players with the same reward, a December extra, aimed enchanting
glyphs, a heartbeat, a jump-beat wing or an orbiting shape. BodyMotion tracks
the jump, land and sneak events the touches react to.
All wings stand 5 degrees open when idle and open up to 15 degrees the
faster the player moves. The wings design gets a motion setting to flap
slowly, flap quickly or breathe; picking a motion redraws the wing every
2 ticks so it looks smooth, and going back to none restores every 20.
Body rotation tracking now also tracks speed, as BodyMotion.
Wing and Drawn wings become one Wings design whose shapes include the
images and the drawn bat, butterfly and fairy; for drawn shapes the points
per wing replace the amount. Body rotation is tracked per player the way
the client turns the body, and wings, the heart beat and body placement
follow it instead of the head. Leaves particles are for the server team
only, and typed hex colours show the closest dye.
Both wing designs can colour their points from the spine to the tips
instead of changing colour over time, and a sparkle setting shows only a
share of the points each tick, which also lowers their cost. The angel
and phoenix drawn shapes are removed.
A new Drawn wings design draws angel, bat, butterfly, fairy and phoenix
wings from lines and curves instead of images. The points per wing can be
set from 6 to 60, so sparse wings stay cheap enough to show often.
Slots hold up to 9 entries, so the slot editor is one entry row plus the
bottom bar, and the server team may spawn 90 particles per tick. The
water and lava rings for taking part in any event return as reward
designs, and locked slots can be deleted from their read-only view.
Clicking a step past the minimum or maximum, or setting an unchanged
value, now does nothing instead of showing the budget message, and
changes that lower a slot's particles are allowed even over budget.
Entries show their particles per tick in the slot editor list, and the
entry editor's paper shows the edited entry's share.
Explosion, sonic boom, sweep attack, gusts, campfire and large smoke,
dust pillar, block marker and shriek are a block or more in size or rise
for seconds and wall players in once a design spawns many of them. They
stay available to presets only.
Trail particles fly from where they spawn to a target offset over the
chosen number of ticks, in the entry's colour. The target follows the
body like other offsets when the entry is placed relative to it.
Entries get a World/Body setting. In body mode offsets, heights and wings
follow the body's facing and lie along the body while gliding or swimming,
so wings stay on the back. Rings circle the body but keep their world
angle, so they do not turn with the player. New wings default to body;
presets and rewards stay in world mode and look exactly as before.
Choices with up to five options cycle forward on left click and backward
on right click, listing all options in the lore. Two-option choices still
read as a toggle; longer choices keep their list.
Lists that fit on one page get one row per nine options plus the bottom
bar, so a condition with three options opens a two row menu. Longer lists
keep the paged 6 row menu.
Add the remaining particles, including colour, colour transition, block
and item particles, which take their colours or a new block setting from
the entry. Only particles that cover the screen, show only under water or
need a target stay out.
Unused bottom bar columns show a gray glass pane instead of a barrier,
and the slot editor drops its use button since the particle menu
toggles slots with a click.
Back, use, add, rename, icon, particle count and delete or reset now sit
in the same column of the last row in every particle menu, and columns a
menu does not use show a barrier.
A slot with entries is switched on or off with a click in the particle
menu and edited with a shift click; empty slots still open the editor.
The entry editor rows get distinct glowing header icons.
Every menu item now acts on a plain click: slots open their editor with a
use button, entries open their editor, and duplicating is gone. The entry
editor groups settings into labelled rows, numbers and colours get their
own screens instead of relying on right click or Q, and slot names show
the particles per tick used out of the maximum.
Count the real particle amount of reward designs, set slot budgets to
30 particles per tick (60 for the server team), let requirements test
only against an UnlockContext, and drop requirements and messages the
old particle menu used.
Replace the particle inventory with a main menu showing the 7 slots and
unlocked presets, a slot editor with a read-only view for locked slots,
and an entry editor with pickers for designs, choices, colours and icons.
Slots are limited to 10 entries and a particles-per-tick budget.
Team- and user-specific particles become presets built from entries,
tournament and egg hunt particles become fixed reward designs, and the
old particle enums, ParticleEnum and ParticleData are removed. The
particle menu temporarily lists only unlocked presets.
Introduce parameters, particle types, designs and entries that build the
existing particle elements, store each of the 7 particle slots in its own
UserConfig key, and let LobbyPlayer select a slot next to the old enum
particles. Slots 4-5 need a team, 6-7 the server team.
Tick particles from per-player cached always/move lists, drop the
per-instance listeners in Delayed and RandomParticle, and compute
particle viewers once per tick instead of once per spawned point.