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## GBG V1.25
**Updated to Minecraft 1.21.7/8**
- Datapack now works on the latest version of Minecraft
### **Major Gameplay Changes**
**Rewrote Ray Guns**
- The Ray Guns have been completely rewritten
- Instead of a different ray gun for each gun archetype, they are all the same item and are cycled through by double-tapping `[shift]`
- There is also a new Ray Gun color, yellow, which is based on the shotgun gun type
- Ray Guns are no longer ammoless and now must be reloaded, but they still don't require an ammo item
**Rewrote Throwable System**
- Now, throwables are thrown with two right clicks; the first primes the item, and the second throws it
- All throwables (except for the Molotov Cocktail) will no longer explode on impact
- All throwables can be held to "cook" them and have them explode sooner
- Be careful, though, as cooking a throwable for too long will result in it exploding in your hand
- The only way to cancel a throwable is to remove all of it from your hotbar
- Throwable code is now much less laggy and has far fewer exploits
- Custom throwables are now possible with a datapack
### **New Features**
**Added Smoke Grenade**
- A new throwable that spawns a cloud of smoke at the target area
- Doesn't deal any damage, but the cloud will inflict blindness and slowness for 6 seconds
**Added Distant Explosion Sounds + Particles**
- Explosions from Guns, C4s, and Grenades will play a distant explosion sound when heard from over 64 blocks away
- The distant explosion sound cannot be heard from more than 256 blocks away
- Explosions will now produce explosion particles from far away
**Added Resource Pack Verify Pop-up**
- All first-time players will be greeted with a popup to verify that they've correctly installed the resource pack
- The popup will show a picture of a Minigun and ask if the user can see the Minigun or not
- If the user can't see the Minigun, they'll be directed to the versions tab on Modrinth
**Added New Medkit Sound Effect**
- The Medkit now has a more unique sound instead of using a mix of GBG and vanilla MC sounds
### **Quality of Life & Minor Adjustments**
**Removed Interaction Range Item Modifiers from Guns**
- The interaction range modifiers removing the ability to interact with entities and blocks have been removed
- Players can now store guns in item frames and open chests while holding guns
**Added the Word "blocks" to Gun Descriptions**
- The `Range` stat of the gun's description now specifies the unit of measurement
**Made Crossbows Fully Unenchantable**
- The custom crossbow enchantment to detect gun shooting has been tagged as a curse and as incompatible with all other crossbow enchantments
**Made Expired Rockets Explode**
- When the rocket projectile type hits the end of its life, it will initiate the `block_hit` function
- This means that rockets will explode in the air when they have traveled their max distance
### **Developer Changes**
**Added Gun Shoot Types**
- Shoot Types are entire stat combinations stored on a single gun and can be cycled through by double-tapping `[shift]`
- Each shoot type can contain any of the normal GBG custom data components, but all components are optional
- If a new value for a given custom data component isn't specified, the value won't be changed at all
- This allows for guns to preserve attributes like `damage` or `max_ammo` between shoot types rather easily
- Additionally, if the `max_ammo` custom data component is specified, the `current_ammo` will be stored until next time that shoot type is cycled to
- *(This is the system that the new Ray Gun uses)*
- *(More in-depth information will be added to the Gun Core documentation and Gun Generator in the coming weeks)*
**Added `above_text` Custom Data Component**
- Guns can now specify custom text to display above the gun's stats, even across reloads and shooting
- This allows you to store custom lore for the gun, or information on its tier and category, even when the gun's lore is updated
- This new tool is especially handy for telling the different shoot types apart at a glance
**Switched from Red Dye to Music Discs for Guns**
- The old "Red Dye" guns have been replaced with "Music Disc" guns
- These guns function exactly the same as red dye guns, except that they cannot be deleted by accidentally right-clicking on sheep or signs
- Because of this, all interaction range attribute modifiers have been completely removed
**Changed `projectile_type` to `custom_raycast`**
- The name of the function tag used to add custom projectiles has been changed
**Added Custom Slowcast Support**
- A projectile will be determined to be a slowcast if the `projectile_speed` attribute is greater than or equal to `2`
- A slowcast entity will be automatically created that stores all relevant info on itself
- Custom slowcasts can be added by using the new `custom_slowcast` function tag
- *(Support for slowcasts will be added to the Projectile Generator soon)*
### **Bug Fixes, Misc Changes, & Removals**
**Added C4 Detonate Limit Config Option**
- Operators can now easily configure how many C4s explode at once when a remote is used
- The default value is 150, but this can be increased up to 300, or to as low as 10
- Value can be changed in the GBG config menu `/function config:gbg`
**Removed Gun Description Style Types**
- This feature allowed players to change the colors of the gun's desc via a trigger command
- Removed in order to decrease code complexity
- May be introduced as a custom gun feature at a later date
**Made 2-Tick Fire Rate Crossbow Guns Function as Expected**
- The old crossbow 1-tick fire rates are actually 2-tick fire rates
- Now, the proper rate of fire can be displayed in the gun's lore
- To see a true, 1-tick fire rate you can set that value for a `music_disc` gun
**Removed Ammoless Guns**
- Ammoless Guns, guns that don't use ammo and have bottomless mags, have been removed
- There were many special cases made only for ammoless guns, and these complicated the code a fair amount
- In their place, it is recommended to switch to using Air Reload Type `(7)` guns, which fulfill a similar role to ammoless guns
**Rewrote C4 Remote**
- The C4 Remote is no longer running on old code and using outdated methods
- This should result in fewer conflicts with other datapacks and a smoother experience
- The name color of the C4, C4 Remote, and Land Mine have been changed to indicate this
- The C4 also now has a durability of 10 instead of 5
**Rewrote Medical Item Code**
- Medical items code has been optimized
- Custom medical supplies are now possible with a datapack
**Fixed Gun Reload Indicator Refreshing When Gun was Shot**
- The reload progress bar would fill halfway if right click was held at the moment of the reload being over
**Fixed Air Reload Type Not Working Sometimes**
- Occasionally, the gun would display "OUT OF AMMO" even if the reload type was set to air