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Датапаки/Plate Havoc
Plate Havoc

Plate Havoc

Roguelike random-events game where a small mistake ensues an overwhelming downfall.

137
1

Rogue Test 2.5: 75% Recode

release2 апреля 2026 г.

Additions

  • Several new upgrades, curses, deeper curses and events.
  • Reworked and changed cards and events.
  • plate_havoc.t.view_leaderboard can be triggered to view the leaderboard for the current gametype.
  • In rogue 12.5% of the current intensity will be added on when the cycle ends.
  • Custom attributes now have update (Compound) which contains score that will have both the score holder and objective.
  • Groups of attributes can be modified at once by running the function: plate_havoc:game/misc/attributes/custom/add_modifier_grouped which requires the input of plate_havoc:temp group_attribute

Seeds

  • A seed is generated when the game starts or be manually set by the player which will determine the outcomes of most RNG-based elements.

Extra Jumps

  • A system for handling extra jumps is now built-in, allowing for better handling with multiple datapacks.
    • An extra jump entry which has to be a string can be added to the plate_havoc:data extra_jumps storage.

Charging

  • Players can hold the [Sprint] key whilst not moving to charge.
    • The more that charge is accumulated, the more powerful both Movement Speed and Jump Strength become. Scaling with the player's additional attribute modifiers.
      • Having a full charge will emit electric sparks and play constant dinging.
    • Players can use perform either a Charged Sprint, Charged Jump or stop depending on the action.
      • Moving will perform a Charged Sprint, with a gradually decreasing speed boost.
        • In this state. The player can sneak to double their charge loss.
      • Jumping will perform a Charged Jump, at the expense of all the charge getting used up.
      • Letting go of sprint will prevent the charge from being used or further increased.

Greater Extension Support

  • Extensions can use the following game events:
    • plate_havoc:cache
    • plate_havoc:game.start
    • plate_havoc:on.action
    • plate_havoc:game.loop
    • Any other custom game events by extensions.
  • Extensions now need to add their data to the storage plate_havoc:data extensions.data to be recognised.
    • id | String.
    • function | String. Function to run when active.
    • meta | Compound. Contains data used for visuals inside of the Extensions Manager. Optional.
      • name | String. Replaced by id if omitted.
      • version | String. What version the extension is on.
      • authors | String. Credits.
      • links | List of URLs.
        • text | String.
        • url | String that points to an URL.
      • dependencies | List. Contains strings of IDs.
      • license | String. What license the extension is under.
      • description | String. Overall text about extension.
  • Extensions can be toggled with ease reload the need of /reload via the manager through the Quick Actions key.
    • All extensions are displayed inside of the manager menu.
    • Extensions can only be toggled when the game is not actively being played.
    • Everyone can view but need the plate_havoc.has_console_access tag to toggle extensions.
    • Added extensions are enabled by default.
      • Statuses will persist across reloads.
  • Leaderboard entries show a list of all active extensions for that run.

Event Messages

  • Event Messages now use a new format with the legacy format being supported.
    • message | Compound. Contains SNBT text components. Required.
    • count | Compound. Contains value and display Optional.
      • value | Integer. Stores repetitions of the same event. Automatically filled.
      • display | Boolean. If the count should be displayed. True by default.
  • If the number of event message entries surpasses the event timer, the oldest event messages will get removed until the entries is equal to the event timer.

Technical

  • Added a general and ranged PRNG function:
    • plate_havoc:game/misc/prng
      • #Modulo plate_havoc.temp
    • plate_havoc:game/misc/prng_ranged
      • #Modulo plate_havoc.temp (+) and #Modulo2 plate_havoc.temp (-)

Changes

  • General optimizations.
  • Card Types now have hover-text.
  • Event Time is no longer RNG based.
  • Intensity Gain is no longer RNG based.
  • Card selection is now seed based.
  • Card voting requirement is rounded up.
  • Changed how the void looks.
  • Additional void damage now stacks with the normal void damage.
  • Early-game time is massively reduced.
  • Time left is now more influenced by the cycle.
    • Cycle 0 - 4: ⁨40 + (5 * Cycle) + (3 * (Players - 1))
    • Cycle 5 - 9: ⁨50 + (6 * Cycle) + (4 * (Players - 1))
    • Cycle 10 - 14: ⁨65 + (7 * Cycle) + (6 * (Players - 1))
    • Cycle 15 - 19: ⁨80 + (8 * Cycle) + (7 * (Players - 1))
    • Cycle 20 - 24: ⁨90 + (9 * Cycle) + (8 * (Players - 1))
    • Cycle 25+: ⁨100 + (10 * Cycle) + (10 * (Players - 1))
  • Reopening the card selection is now done by pressing the [Sprint] key and looking down.
    • An indicator will appear when the player is moving, showing the key to reopen the menu.
    • Moving will make card selection not forcefully appear when other players vote.
      • Reopening the selection will reverse this.
  • Player count requirements of gametypes now changed to be min and max which are optional.
    • Assumes the gametype is playable for both singleplayer and multiplayer.
  • Intensity has a maximum of 1024.
  • Changed data about the world to be more organised inside of plate_havoc:data world
    • biome -> world.biome
    • world_time -> world.time
    • weather -> world.weather
    • world_border -> world.border
  • Void data is stored in plate_havoc:data world
    • void.height -> world.void.height
    • void.damage -> world.void.damage
  • Clocks now move up if in a block.
  • Card Types can fine tune reroll scaling.

Spawning

  • When the cycle starts. A player may be teleported for a second time or more if the block under them is considered not safe.
    • Blocks considered not safe are:
      • Dripleaf
      • Powdered Snow
      • Iron and Copper Bars
      • Signs
    • Can be repeated 32 times before stopping.

Event System Recode

  • Several pools now merged into a main pool data inside of plate_havoc:events
    • pool.available | Can be chosen to run on action.
    • pool.unavailable | Locked.
    • pool.temp | Internal.
    • pool.sort | Internal. Checks if unavailable events can become available.
  • Events now support intensity.max which makes them unavailable if reached.
  • Running events multiple times at once no longer runs unnecessary commands which were performed once at the start.
  • Event functions that will be run is now in plate_havoc:events running | list of only strings.
  • intensity.min of a event is optional.
  • Multiple of the same function is merged.
  • Running Events require count
  • Event Messages bar displayed by default.
    • Messages no longer sent to chat.
    • Speed depends on number of queued messages.
  • Events happen based on seed.
  • Events run more smoothly when done in large numbers. (x25)
  • Event Messages wont show count if under 2.

Card System Partial Recode

  • How SNBT is handled has been changed.
    • Name and Description SNBT now stored.
    • Body is mix of Name and Description.
    • Action is filled in automatically.
  • Card Data has been changed.
    • text.body is now description which is SNBT Text Components.
    • text.action is now obsolete since it is filled automatically.
  • Card now displays their stack besides the name upon selection.
  • Card Stack stands out more.
  • Cyclathron Difference is now shorter and placed differently.
  • Force added cards now have a indicator of being force added.
  • Card name inside of body now becomes yellow coloured when selected.
  • The latest entry in the Card List no longer has the separator.
  • Functions now have the freedom to decide if to include/exclude the following:
    • Name
    • Stack
    • Cyclathron Difference
    • Description
    • Voters
    • Console Indicator (Force-adding only.)
  • Functions can also add in additional SNBT by adding to plate_havoc:cards snbt.temp
  • Votes wont display if the requirement is 1 or less.
  • How Vote SNBT is handled has been redone.
  • How Cyclathrons SNBT is handled has been redone.
  • Cost and Reward are now merged into one internally.
    • Cyclathron SNBT is based on this.
  • Voting and Cyclathron SNBT gets hidden from the action buttons when finishing votes.
  • Voters get hidden on singelplayer.
  • Cards wont show their count if under 2.

Leaderboard Recode

  • Changes to how data is handled.
    • include_stats is now data_functions. Functions now have to be used to process their own data.
    • plate_havoc:ui leaderboard merged inside the data functions. Allowing for SNBT freedom.
      • SNBT has to be added to the storage: plate_havoc:leaderboard temp.data.visual
  • Clean ups and optimisations.
    • A entry is created only if it meets the minimum leaderboard conditions.
    • Cut macro use.
  • Changes to existing SNBT.
    • Player Credit now has separator and is string instead of selector.
    • Cards is now shown through hover_event
    • Intensity no longer shows "f" at the end.

Custom Attributes

  • Made processing custom attribute modifiers take a shortcut if there are no modifiers.
  • Appending custom attribute modifiers now check if modifiers exists as a list.
  • Processing custom attributes now skips those that do not have {refresh:true} to not do unnecessary work.
    • Only for updating globally. Inputting will ignore the refresh status.

Fixes

  • Numbers sometimes became very long.
  • Fragility of the Void can damage the player multiple times at once.
  • Force adding cards via console don't have their description.
  • Body of the selected Card changes but action stays the same.
  • Voting requirements not being accurate on connects/disconnects.
  • Relogged players not being reset when joining during intermission.

Removed

  • #EventNotify.Display_Count plate_havoc.num
  • plate_havoc.t.event_notifier_mode
  • plate_havoc.mob.setup

Rogue Test 2.5: 75% Recode

release2 апреля 2026 г.

Additions

  • Several new upgrades, curses, deeper curses and events.
  • Reworked and changed cards and events.
  • plate_havoc.t.view_leaderboard can be triggered to view the leaderboard for the current gametype.
  • In rogue 12.5% of the current intensity will be added on when the cycle ends.
  • Custom attributes now have update (Compound) which contains score that will have both the score holder and objective.
  • Groups of attributes can be modified at once by running the function: plate_havoc:game/misc/attributes/custom/add_modifier_grouped which requires the input of plate_havoc:temp group_attribute

Seeds

  • A seed is generated when the game starts or be manually set by the player which will determine the outcomes of most RNG-based elements.

Extra Jumps

  • A system for handling extra jumps is now built-in, allowing for better handling with multiple datapacks.
    • An extra jump entry which has to be a string can be added to the plate_havoc:data extra_jumps storage.

Charging

  • Players can hold the [Sprint] key whilst not moving to charge.
    • The more that charge is accumulated, the more powerful both Movement Speed and Jump Strength become. Scaling with the player's additional attribute modifiers.
      • Having a full charge will emit electric sparks and play constant dinging.
    • Players can use perform either a Charged Sprint, Charged Jump or stop depending on the action.
      • Moving will perform a Charged Sprint, with a gradually decreasing speed boost.
        • In this state. The player can sneak to double their charge loss.
      • Jumping will perform a Charged Jump, at the expense of all the charge getting used up.
      • Letting go of sprint will prevent the charge from being used or further increased.

Greater Extension Support

  • Extensions can use the following game events:
    • plate_havoc:cache
    • plate_havoc:game.start
    • plate_havoc:on.action
    • plate_havoc:game.loop
    • Any other custom game events by extensions.
  • Extensions now need to add their data to the storage plate_havoc:data extensions.data to be recognised.
    • id | String.
    • function | String. Function to run when active.
    • meta | Compound. Contains data used for visuals inside of the Extensions Manager. Optional.
      • name | String. Replaced by id if omitted.
      • version | String. What version the extension is on.
      • authors | String. Credits.
      • links | List of URLs.
        • text | String.
        • url | String that points to an URL.
      • dependencies | List. Contains strings of IDs.
      • license | String. What license the extension is under.
      • description | String. Overall text about extension.
  • Extensions can be toggled with ease reload the need of /reload via the manager through the Quick Actions key.
    • All extensions are displayed inside of the manager menu.
    • Extensions can only be toggled when the game is not actively being played.
    • Everyone can view but need the plate_havoc.has_console_access tag to toggle extensions.
    • Added extensions are enabled by default.
      • Statuses will persist across reloads.
  • Leaderboard entries show a list of all active extensions for that run.

Event Messages

  • Event Messages now use a new format with the legacy format being supported.
    • message | Compound. Contains SNBT text components. Required.
    • count | Compound. Contains value and display Optional.
      • value | Integer. Stores repetitions of the same event. Automatically filled.
      • display | Boolean. If the count should be displayed. True by default.
  • If the number of event message entries surpasses the event timer, the oldest event messages will get removed until the entries is equal to the event timer.

Technical

  • Added a general and ranged PRNG function:
    • plate_havoc:game/misc/prng
      • #Modulo plate_havoc.temp
    • plate_havoc:game/misc/prng_ranged
      • #Modulo plate_havoc.temp (+) and #Modulo2 plate_havoc.temp (-)

Changes

  • General optimizations.
  • Card Types now have hover-text.
  • Event Time is no longer RNG based.
  • Intensity Gain is no longer RNG based.
  • Card selection is now seed based.
  • Card voting requirement is rounded up.
  • Changed how the void looks.
  • Additional void damage now stacks with the normal void damage.
  • Early-game time is massively reduced.
  • Time left is now more influenced by the cycle.
    • Cycle 0 - 4: ⁨40 + (5 * Cycle) + (3 * (Players - 1))
    • Cycle 5 - 9: ⁨50 + (6 * Cycle) + (4 * (Players - 1))
    • Cycle 10 - 14: ⁨65 + (7 * Cycle) + (6 * (Players - 1))
    • Cycle 15 - 19: ⁨80 + (8 * Cycle) + (7 * (Players - 1))
    • Cycle 20 - 24: ⁨90 + (9 * Cycle) + (8 * (Players - 1))
    • Cycle 25+: ⁨100 + (10 * Cycle) + (10 * (Players - 1))
  • Reopening the card selection is now done by pressing the [Sprint] key and looking down.
    • An indicator will appear when the player is moving, showing the key to reopen the menu.
    • Moving will make card selection not forcefully appear when other players vote.
      • Reopening the selection will reverse this.
  • Player count requirements of gametypes now changed to be min and max which are optional.
    • Assumes the gametype is playable for both singleplayer and multiplayer.
  • Intensity has a maximum of 1024.
  • Changed data about the world to be more organised inside of plate_havoc:data world
    • biome -> world.biome
    • world_time -> world.time
    • weather -> world.weather
    • world_border -> world.border
  • Void data is stored in plate_havoc:data world
    • void.height -> world.void.height
    • void.damage -> world.void.damage
  • Clocks now move up if in a block.
  • Card Types can fine tune reroll scaling.

Spawning

  • When the cycle starts. A player may be teleported for a second time or more if the block under them is considered not safe.
    • Blocks considered not safe are:
      • Dripleaf
      • Powdered Snow
      • Iron and Copper Bars
      • Signs
    • Can be repeated 32 times before stopping.

Event System Recode

  • Several pools now merged into a main pool data inside of plate_havoc:events
    • pool.available | Can be chosen to run on action.
    • pool.unavailable | Locked.
    • pool.temp | Internal.
    • pool.sort | Internal. Checks if unavailable events can become available.
  • Events now support intensity.max which makes them unavailable if reached.
  • Running events multiple times at once no longer runs unnecessary commands which were performed once at the start.
  • Event functions that will be run is now in plate_havoc:events running | list of only strings.
  • intensity.min of a event is optional.
  • Multiple of the same function is merged.
  • Running Events require count
  • Event Messages bar displayed by default.
    • Messages no longer sent to chat.
    • Speed depends on number of queued messages.
  • Events happen based on seed.
  • Events run more smoothly when done in large numbers. (x25)
  • Event Messages wont show count if under 2.

Card System Partial Recode

  • How SNBT is handled has been changed.
    • Name and Description SNBT now stored.
    • Body is mix of Name and Description.
    • Action is filled in automatically.
  • Card Data has been changed.
    • text.body is now description which is SNBT Text Components.
    • text.action is now obsolete since it is filled automatically.
  • Card now displays their stack besides the name upon selection.
  • Card Stack stands out more.
  • Cyclathron Difference is now shorter and placed differently.
  • Force added cards now have a indicator of being force added.
  • Card name inside of body now becomes yellow coloured when selected.
  • The latest entry in the Card List no longer has the separator.
  • Functions now have the freedom to decide if to include/exclude the following:
    • Name
    • Stack
    • Cyclathron Difference
    • Description
    • Voters
    • Console Indicator (Force-adding only.)
  • Functions can also add in additional SNBT by adding to plate_havoc:cards snbt.temp
  • Votes wont display if the requirement is 1 or less.
  • How Vote SNBT is handled has been redone.
  • How Cyclathrons SNBT is handled has been redone.
  • Cost and Reward are now merged into one internally.
    • Cyclathron SNBT is based on this.
  • Voting and Cyclathron SNBT gets hidden from the action buttons when finishing votes.
  • Voters get hidden on singelplayer.
  • Cards wont show their count if under 2.

Leaderboard Recode

  • Changes to how data is handled.
    • include_stats is now data_functions. Functions now have to be used to process their own data.
    • plate_havoc:ui leaderboard merged inside the data functions. Allowing for SNBT freedom.
      • SNBT has to be added to the storage: plate_havoc:leaderboard temp.data.visual
  • Clean ups and optimisations.
    • A entry is created only if it meets the minimum leaderboard conditions.
    • Cut macro use.
  • Changes to existing SNBT.
    • Player Credit now has separator and is string instead of selector.
    • Cards is now shown through hover_event
    • Intensity no longer shows "f" at the end.

Custom Attributes

  • Made processing custom attribute modifiers take a shortcut if there are no modifiers.
  • Appending custom attribute modifiers now check if modifiers exists as a list.
  • Processing custom attributes now skips those that do not have {refresh:true} to not do unnecessary work.
    • Only for updating globally. Inputting will ignore the refresh status.

Fixes

  • Numbers sometimes became very long.
  • Fragility of the Void can damage the player multiple times at once.
  • Force adding cards via console don't have their description.
  • Body of the selected Card changes but action stays the same.
  • Voting requirements not being accurate on connects/disconnects.
  • Relogged players not being reset when joining during intermission.

Removed

  • #EventNotify.Display_Count plate_havoc.num
  • plate_havoc.t.event_notifier_mode
  • plate_havoc.mob.setup

0.2.4

release12 декабря 2025 г.

Additions

  • Added several new upgrades and curses.

Deeper Curses

  • Deeper Curses every fifth cycle that will drastically change difficulty.

Rerolling

  • Players can choose to reroll the current card choices for the initial cost of 15 and 30 Cyclathrons. The price doubles and persists.

Changes

  • Reworded the tutorial to be clearer and shorter while keeping the same info.
  • All damage types except for physical attacks no longer deal knockback and impact.
  • Time Elapsed is now in real-time instead of game-time. Time will still tick even when the game is paused.
  • An additional player now adds 6 seconds instead of 4 to the timer.

Events

  • Herobrine no longer blinds
  • Acid Rain does not damage for the first 2.5 seconds that the player is exposed to. Does not reset if not exposed.

LAST ONE STANDING

  • Last player has all hearts healed.

Deeper Void

Deeper Void starts on Cycle 15.

  • The Void changes in appearance. The sky turns black and fog heavily obscures the view.
  • Overpowered upgrades are unlocked but also drastically dangerous curses.

Cards

  • Cost of upgrades now scale with player count. An additional player increases the scale by +10%.
    • 1 Player: 20 Cyclathrons, 10 Players: 40 Cyclathrons, 5 Players: 30 Cyclathrons
    • Scaling = Base Price + (0.5*(Players - 1))
  • Changed Card Selection to be escapable
    • This is so players can use the chat to make a decision.
  • Cards will no longer display their cost/reward if 0 or less during selection.
  • Cranked is now a Deeper Curse and
    • limited maximum time to 60 seconds (1200t)
    • Clocks give 10s to the collector and 7.5s to everyone else.
    • Minimum time limit now 25s but extra time given per cycle is now 25t
  • Iron Clock buffed to increase Cyclathron Yield by 0.65
  • RF Strike Pack now has halved ammo and is slightly slower on delay.
  • Slow Passing now multiplies the time by 1.33x but multiplies the current Cyclathron amount by 1.25x on cycle end.
  • Buffed Healing Infused Clock to give Instant Healing II
  • God's Hand now doubles the block breaking speed but now costs 145 Cyclathrons instead of 130.
  • Piranha Season now deals 2.75 increased damage instead of 1.5
  • Fixed Cube of Decay not punishing if left alone.
  • Cube of Decay can now be seen from the inside out.
  • Time till an event is refreshed when a cycle starts.
    • Any cards that affect this now apply immediately instead of applying on the next event.
  • Slightly saved performance on clock hitbox.
  • Merged bar_visuals and bar_visuals_queue into bar for plate_havoc:ui storage
    • bar_visuals -> bar.visual
    • bar_visuals_queue -> bar.queue
  • Bar can now save colour for applying later on with bar.colour
    • element_spawnpoint_status -> game.spawnpoint.status
    • game_end_visuals -> game.end.visual
    • game_end_visual_queue -> game.end.queue
    • leaderboard_ui -> leaderboard.visual
    • leaderboard_visual_queue -> leaderboard.queue
    • intermission -> intermission.status
    • pre_init -> intermission.awaiting_player
  • During card selection in rogue, the bar will be coloured blue instead of red. Once the cycle starts, the bar will be coloured red or the value saved in bar.colour Card Type format introduced.
  • id | String
  • multiple_of | List of numbers
  • colour | SNBT
  • name | SNBT
  • sound_function | String
  • attributes | Compound
    • allow_multiple_selection is moved into attributes as selection
      • selection | Compound.
        • max_selections | Integer. How many cards can be chosen before being forced to continue. Defaults to 0 but can be set to -1 for infinite selections.
      • replace_cards | Boolean. If chosen cards should be replaced with an available card. True by default.
      • skippable | Compound.
        • status | Boolean. If the "Continue" button should appear. False by default but will appear if choices cannot be made.
        • minimum_selections | Integer. How many cards must be chosen before the ability to skip becomes available. Optional by default.
  • Added functionality for rerolls.
    • Found inside of attributes as rerollable
      • rerollable is a compound type.
      • Rerolling will be disabled by default if not found.
    • rerollable contains the following data:
      • status | Boolean, if the current type has the ability to reroll. Rerolling is disabled if there is no value.
      • cost | Compound. Required else rerolling is disabled.
        • base | Double, the base cost of Cyclathrons. Fallbacks to 15 if there is no base cost.
        • scale | Boolean, if rerolling should double the reroll cost. False by default.
        • retain_cost Boolean, if the cost value should be kept across multiple cycles. False by default.
        • current_price Double, internal price (not meant to be set) Tracked for retain_cost
      • remove_cards Boolean, if rerolling should remove the current options from the pool. False by default.
  • player_scaling Boolean, if costs should be scaled based on player count.
    • Applies to cards that have a cost.
    • Defaults to true.
  • Active slots which are non-cards can use a command.
    • Required if the slot has a special function. Not required.
  • voting | Compound
    • mode | String. What system will be used. votes is the default if nothing is present.
      • mode:votes | Standard voting requirements.
      • mode:timed | Legacy system before voting changes. The card with the most votes get selected. (random if multiple cards have the highest votes.)
  • behaviour | Compound.
    • behaviour.votes | Compound.
      • requirement_percentage | Integer. Ranges from 0% to 100% Defaults to 50%
      • rounding | String. If voting requirement should be rounded up, down or not be rounded
        • rounding:up | Rounds up the voting requirement.
        • rounding:down | Rounds down the voting requirement.
        • rounding:nothing | Does not round the voting requirement.
    • functions | Compound. Contains functions that the mode can use.
    • behaviour.timed | Compound.
      • time | Integer. Number of seconds that players will have to vote. Requires the mode to be timed
      • functions | Compound. Contains functions that the mode can use.
  • function inputs for voting.
    • voting_start
    • on_vote
    • loop -Can be ran with /function plate_havoc:game/misc/cards/vote/player/attributes/voting/run {input:<input>}
      • slots | Compound.
    • base | Integer. Amount of card slots. Defaults to 3.
    • modifiable | Boolean. Can the number of card slots be modified? Defaults to true
  • Internal cost text structure of cards has been improved.
  • Added sound_function for Card Types
    • String. Runs specified function dedicated to sounds. Optional
    • Sound is called when a card is selected.
      • Upgrades, Curses and Deeper Curses now have selection sounds.
  • after_pause | Integer. Number of ticks it takes after the final selection to continue. Defaults to 50 ticks (2.5s)
  • body and action text data is now stored in text for cards.
  • Internal vote text structure of cards has been improved.
  • Scoreboard: #Card.HideRequiredVotes plate_havoc.num | Hides requirements.
  • Storage: plate_havoc:cards voting.snbt is used for the vote counter of cards
    • Defaults to ["(",{part:count,text:"0"},"/",{part:requirement,text:"-1"},")"]
    • requirement is now a list instead of compound.
    • multi_condition has been removed.
  • Improved Biome Handling
    • plate_havoc:custom biomes | List, holds all biomes.
      • Example: [{id:"plate_havoc:void",biome:"plate_havoc:void",priority:0}]
    • Data:
      • id | String. Identifier of entry.
      • biome | String. Biome namespace.
      • priority | Integer. Priority value of entry.
    • Priority will choose the biome with the highest priority.
      • If the highest priority is tied, the most recent entry will be applied.
    • Functions:
      • plate_havoc:game/misc/world/biome/run | Apply the highest priority biome. This should always be ran.
      • plate_havoc:game/misc/world/biome/apply | Apply biome. requires macro input.
  • Non card actions now have ids and no longer require a slot.
    • Slot 256 -> plate_havoc:continue
    • Slot 257 -> plate_havoc:reroll
      • Slots can also be retained if chosen: scoreboard players set #Card.RetainSlot plate_havoc.num 0/1
  • Card select elements now merged into active plate_havoc:cards
    • These are now included inside of visual
      • visual.body
      • visual.action
  • #Card.Can_Vote plate_havoc.num | If players can vote. Defaults to 1.
  • Card UI ignores processing an action's votes if there is no vote data found.
  • Custom Attributes
    • The format of modifiers is the same as Minecraft attributes.
    • To get the output of a attribute is the following:
      • function plate_havoc:game/misc/attributes/custom/input {id:"example"}
      • The output is in plate_havoc:custom attribute.output
    • To insert a attribute is the following:
      • data modify storage plate_havoc:custom attributes append value {id:"example",base:1,modifiers:[]}
    • Modifiers can be inserted inside of an attribute with a compound entry.
      • id | String
      • value | Double.
      • operation | String. Can be one of the following values:
        • add_value
        • add_multiplied_base
        • add_multiplied_total
  • Players are now listed inside of leaderboard entries.
    • How players are given credit is based on the storage data:
      • plate_havoc:data leaderboard_credit_loop | "plate_havoc:game/misc/leaderboard/credit/type/time_elasped/loop" by default.
      • plate_havoc:data leaderboard_credit_start | "plate_havoc:game/misc/leaderboard/credit/type/time_elasped/start" by default.
    • Gametypes now have credit inside of leaderboard with loop and start which are string data types that point to a function.

Fixes

  • Fixed issue where the Card UI Selection has extra spacing at the bottom during upgrades by selecting the last card when there are no other available cards to replace.
  • Fix all players dying in single tick when glacier player was in the run, not running any functions.
  • Fixed spectators being able to influence the card votes
  • Clock spawn timer now gets reset when a cycle starts.
  • Players will always spawn facing the spawnpoint when a cycle starts.

Removed

Cards

  • Faulty Spacebar
  • Pumpkin Vision
  • Pitch Black
  • No Evidence
  • Glitched Timer
  • Unreliable Notifier
  • Hidden Funds

General

  • Bedrock Compatibility Mode

0.2.3.2

alpha6 ноября 2025 г.
  • Void Pull buffed, pulling effects are stronger.
  • God's Hand now doubles the block breaking speed but now costs 145 Cyclathrons instead of 130.
  • Gravity Coil buffed, effect kicks in earlier and is stronger.
  • Fixed Double Clock's description.
  • Cranked buffed, placed a limit on the maximum time that a player can have is now 60 seconds (1200 in ticks) Collecting clocks now give 10 seconds to the collector and 7.5 seconds to everyone else.
  • All damage types no longer deal knockback and impact.
  • Fixed Yourself card not appearing.
  • Piranha Season now deals 2.75 increased damage instead of 1.5
  • Fixed Cube of Decay not punishing if left alone.
  • Cube of Decay can now be seen from the inside out.
  • Fragility of the Void implemented.

0.2.3.1

alpha5 ноября 2025 г.

Plate Havoc | Roguelike Test 3-1 WIP

Additions

  • Deeper Curses | More dangerous curses.
  • New Cards

Changes

  • Revamped Tutorial
  • Loads of technical improvements

Removed

  • Removed several events and cards which were unfun

Совместимость

Minecraft: Java Edition

25w37a26.1.x1.21.x

Платформы

Поддерживаемые окружения

Клиент и сервер

Детали

Лицензия:GPL-3.0-or-later
Опубликован:1 год назад
Обновлён:2 недели назад
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