Boosters ⭕ EULA-Friendly Global Buffs ✅ Jobs/Skills/Sell Multipliers ✨ Create your own

MC Plugin Boosters ⭕ EULA-Friendly Global Buffs ✅ Jobs/Skills/Sell Multipliers ✨ Create your own 2026.27
Add server-wide boosters to generate revenue without pay-to-win.

- Added support for chain arguments

These allow you to pass parameters to your chains, which makes effect chains far, far more useful and more reusable - your logic can get a lot more complex with this!

In any chain effect (run_chain, run_chain_inline), there is now an extra option you can put under args:

chain_args:
<name>: <value>
<name 2>: <value 2>

You can add as many arguments as you like. You use these values in chains just like other placeholders, with %<name>%, for example if you had an argument called strength, you would reference it with %strength% in your chain. Chain arguments support placeholders, too - just like anything else.

This is huge, and if you want to make something extremely powerful with effects, this will make it even easier and quicker with less repetition!
- Added placeholder_contains condition
- Added set_velocity effect
- Fixed any_of condition showing the wrong parameter name when provided with an invalid config
- Fixed riding_entity condition not using entity lookup strings and optimized the isMet function via CompileData
- Added not_ as a prefix for filters to invert them, and added the documentation for inverse filters; using ! as a prefix will still work, however this isn't recommended as yaml treats ! as a special character
- Switched loading to use eco.yml
- Fixed within_radius_of condition not working with placeholder math
- Fixed potential loading issues with TMMobcoins due to case sensitivity
- Fixed chance and every not working with placeholder math
- Optimized trigger activation by moving trigger list check up the priorities
- Added mob_coins_multiplier effect (Requires TMMobcoins)
- Fixed any_of condition not being registered
- Various internal changes related to chains / chain components
- API: Added id field to Holder to be used in events to distinguish them
- API: Added EffectPreActivateEvent, moved EffectActivateEvent to be after costs have been applied (eg currency, mana cost). Also added EffectPreInvoke event before any checks are applied, lies between TriggerProcessEvent and EffectPreActivateEvent
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