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Additional Enchantments - 墨喵 Minecraft 资源
Additional Enchantments 图标

Additional Enchantments

作者:rebot | 分类:模组

价格:0 墨喵币 下载量:0 点赞:0 版本 2.0.2
本资源为搬运资源,原资源地址: https://modrinth.com/mod/additional-enchantments
资源信息

Minecraft 版本: 1.21 1.21.1

平台: neoforge

标签: game-mechanics

资源介绍

FAQ

  • 1.19.2 documentation can be found here
  • 1.20.1 documentation can be found here

Further enchantments are planned

  • Hunter
  • Confusion (maybe)
  • Voiding (maybe)
  • Straight Shot (maybe)
  • ...?
General Technical Definitions New trigger point for enchantment effects - `equipment_change_trigger`: When changing any equipped item - Most enchantments in this mod apply data attachments to the target entity, which handle the logic - Meaning it is unlikely that they work well with other trigger points for enchantments New loot item conditions - `entity_type` - `match_item_entity` Entity Type Allows broader checks for entities EntityType (LootItemCondition) ```js { "type": Type, // [Mandatory] || "entity": EntityTarget // [Mandatory] || Which entity of the loot context is checked } ``` Type - `living_entity`: Entities that extend the `LivingEntity` class (i.e., no `Minecarts`, `Items` etc.) - `enemy`: Entities that implement the `Enemy` interface or are of the mob category `MONSTER` - `tamed`: Entities that extend the `TamableAnimal` class and are tamed - `animal`: Entities that extend the `Animal` class - `item`: Entities that extend the `ItemEntity` class - `experience_orb`: Entities that extend the `ExperienceOrb` class EntityTarget - `this` - `attacker` - `direct_attacker` - `attacking_player` Match Item Entity Allows using `ItemPredicates` to check the item of the `Item Entity` ```js { "predicate": ItemPredicate, // [Optional] || To match the item of the item entity, all are valid if left empty "target": EntityTarget // [Optional] || Which entity of the loot context is checked (Default: 'this') } ``` Additional explanations - ItemPredicate: Check the `predicate` definition of [match_tool](https://minecraft.wiki/w/Predicate) EntityTarget - `this` - `attacker` - `direct_attacker` - `attacking_player`

Enchantments

Fluid Vision

  • Improves visibility through fluids from above
  • Improves visibility while within the fluids

Water example

Lava example

Default Effects Level 1: - Improves visibility in water Level 2: - Improves visibility in lava - Improves visibility in `create` fluids (`#additional_enchantments:create` fluid type tag) - Improves visibility in `the_bumblezone` fluids (`#additional_enchantments:bumblezone` fluid type tag) - Better visibility Level 3: - Fluids from `Level 1` and `Level 2` - Better visibility Level 4: - Fluids from `Level 1` and `Level 2` - Better visibility Technical Definition ```js { "vision": { // [Mandatory] || "values": [ // [Mandatory] || { "level_range": { // [Mandatory] || Defines at which enchantment levels this effect will apply "min": integer, // [Optional] || "max": integer // [Optional] || }, "value": [ // [Mandatory] || { "id": ResourceLocation, // [Mandatory] || Unique identifier for the effect "fluid_types": HolderSet, // [Mandatory] || Defines to which fluids this effect will apply to "percentage": LevelBasedValue // [Mandatory] || Defines how see-through the fluid will be and by how much the viewing distance within the fluid will be improved } ] } ] } } ``` Additional explanations - [ResourceLocation](https://minecraft.wiki/w/Identifier) - [HolderSet](https://developers.wiki.resourcefulbees.com/miscellaneous-data) - [LevelBasedValue](https://minecraft.wiki/w/Enchantment_definition#Level-based_value)

Homing

  • Causes the projectile to home in on targets
  • Entities closest to the camera focus are prioritized (i.e., the entity you look at)
  • Friendly entities (your tamed animals, allies or their tamed animals, players if pvp is disabled) are ignored
  • The target definition with the highest priority is checked first
Default Effects All Levels: - Living entities (priority 0) - Except `minecraft:villager`, `minecraft:iron_golem` and `minecraft:enderman` - Animals (priority 1) - Enemies (priority 2) - Except `minecraft:enderman` - Bosses (priority 3) - `#c:bosses` and `minecraft:warden` Level 2 - Improved search range, velocity and turn angle per tick Level 3: - Improved search range, velocity and turn angle per tick Technical Definition ```js { "homing": { // [Mandatory] || "values": [ // [Mandatory] || { "level_range": { // [Mandatory] || Defines at which enchantment levels this effect will apply "min": integer, // [Optional] || "max": integer // [Optional] || }, "value": [ // [Mandatory] || { "id": ResourceLocation, // [Mandatory] || Unique identifier for the effect "projectiles": HolderSet, // [Optional] || Projectiles this effect applies to (none specified = all) "target_condition": LootItemCondition, // [Mandatory] || Determines which entities are targeted "search_range": { // [Mandatory] || Specifies the search range used to pick targets "front": LevelBasedValue, // [Optional] || (Default: 0) "back": LevelBasedValue, // [Optional] || (Default: 0) "left": LevelBasedValue, // [Optional] || (Default: 0) "right": LevelBasedValue, // [Optional] || (Default: 0) "up": LevelBasedValue, // [Optional] || (Default: 0) "down": LevelBasedValue // [Optional] || (Default: 0) }, "velocity_multiplier": LevelBasedValue, // [Mandatory] || A multiplier that is applied per tick to the projectiles velocity "max_turn_per_tick": LevelBasedValue, // [Optional] || The maximum amount of degrees the projectile can turn per tick (Default: 180, meaning it will snap directly to the target) "priority": integer // [Optional] || The priority of this effect (Default: 0) } ] } ] } } ``` Additional explanations - [ResourceLocation](https://minecraft.wiki/w/Identifier) - [HolderSet](https://developers.wiki.resourcefulbees.com/miscellaneous-data) - [LootItemCondition](https://docs.neoforged.net/docs/1.21.1/resources/server/loottables/lootconditions) - `this` entity relates to the targeted entity - `origin` relates to the position of the targeted entity - `attacking_entity` relates to the owner of the projectile - `direct_attacking_entity` relates to the actual projectile - [LevelBasedValue](https://minecraft.wiki/w/Enchantment_definition#Level-based_value)

Perception

  • Displays entities as glowing using custom colors, see below to which entities are affected by default

Perception example

Default Effects Level 1: - Highlights valuable items (`#additional_enchantments:valuables` item tag) - Highlights enchanted items - Highlights enemies - Highlights animals Level 2: - Highlights valuable items (`#additional_enchantments:valuables` item tag) - Highlights enchanted items - Highlights enemies - Highlights animals - Highlights bosses Level 3: - Highlights valuable items in a limited form (`#additional_enchantments:limited_valuables` item tag) - Highlights enchanted books containing useful enchantments (e.g., `Unbreaking II` or `Mending`) - Highlights enemies - Highlights animals - Highlights bosses Technical Definition ```js { "perception": { // [Mandatory] || "values": [ // [Mandatory] || { "level_range": { // [Mandatory] || Defines at which enchantment levels this effect will apply "min": integer, // [Optional] || "max": integer // [Optional] || }, "value": [ // [Mandatory] || { "key": ResourceLocation, // [Mandatory] || Unique identifier for the effect "condition": LootItemCondition, // [Mandatory] || Checks which entities this effect will apply to "range": LevelBasedValue, // [Mandatory] || Defines up to which distance the entities will be affected at "color": ShiftingColor // [Mandatory] || The colors of the effect } ] } ] } } ``` ShiftingColor ```js { "colors": [ // [Mandatory] || The colors defined in here will be smoothly cycled through based on the specified shift rate { "color": TextColor, // [Mandatory] || "alpha": float // [Optional] || The alpha value of the color (0..1) (Default: 1) } ], "color_shift_rate": double, // [Optional] || At which speed the colors will be cycled through (Default: 1.0) "priority": integer // [Optional] || Which color to be picked - the entry with the highest priority will be picked (Default: 0) } ``` Additional explanations - TextColor: Either a named minecraft color or Hex codes - [ResourceLocation](https://minecraft.wiki/w/Identifier) - [LootItemCondition](https://docs.neoforged.net/docs/1.21.1/resources/server/loottables/lootconditions) - `this` entity context relates to the targeted entity that would receive the glow effect - `origin` relates to the position of the targeted entity - [LevelBasedValue](https://minecraft.wiki/w/Enchantment_definition#Level-based_value)

Treasure Finder

  • Will highlight blocks using different ways, see below for more information

Treasure Finder example

(Compression combined with a still image makes this look worse than it actually is)

Default Effects All levels: - `treasures`, using the `particles` display type Level 1: - (Uses `simple_shader` for all ores) - Copper ore - Iron ore - Zinc ore - Silver ore Level 2: - (Uses `simple_shader` for all ores) - Iron ore - Zinc ore - Silver ore - Lapis ore - Gold ore Level 3: - (Uses `simple_shader` for all ores) - Lapis ore - Gold ore - Emerald ore - Diamond ore Level 4: - (Uses `outline` for all ores) - Emerald ore - Diamond ore - Netherite ore Technical Definition ```js { "vision": { // [Mandatory] || "values": [ // [Mandatory] || { "level_range": { // [Mandatory] || Defines at which enchantment levels this effect will apply "min": integer, // [Optional] || "max": integer // [Optional] || }, "value": [ // [Mandatory] || { "id": ResourceLocation, // [Mandatory] || Unique identifier for the effect "blocks": BlockDefinition, // [Mandatory] || Defines to which blocks this effect will apply to "range": LevelBasedValue, // [Mandatory] || Defines up to which distance the blocks will be affected at "display_type": DisplayType, // [Mandatory] || Defines how the effect will be displayed "particle_rate": integer, // [Optional] || The rate at which particles will be spawned (only applicable to 'particles' display type) (Default: 0) "color": ShiftingColor // [Mandatory] || The colors of the effect } ] } ] } } ``` ShiftingColor ```js { "colors": [ // [Mandatory] || The colors defined in here will be smoothly cycled through based on the specified shift rate { "color": TextColor, // [Mandatory] || "alpha": float // [Optional] || The alpha value of the color (0..1) (Default: 1) } ], "color_shift_rate": double, // [Optional] || At which speed the colors will be cycled through (Default: 1.0) "priority": integer // [Optional] || Which color to be picked - the entry with the highest priority will be picked (Default: 0) } ``` Additional explanations - BlockDefinition allows either one of these two - `treasures`: Unopened loot containers (included in `additional_enchantment:treasures` block tag) - HolderSet of type `Block` - DisplayType - `outline`: Outline around the block, visible through walls - `particles`: Spawns particles at the block position - `simple_shader`: A glow effect around the block - TextColor: Either a named minecraft color or Hex codes - [ResourceLocation](https://minecraft.wiki/w/Identifier) - [HolderSet](https://developers.wiki.resourcefulbees.com/miscellaneous-data) - [LevelBasedValue](https://minecraft.wiki/w/Enchantment_definition#Level-based_value)

Climbing

  • Allows climbing on most blocks, no ladder required
  • At further levels also disables the automatic sliding down and even allows climbing on ceilings
Default Effects Level 1: - Allows climbing if the block matches: - Is not air - Is solid - Is not a fluid - Is not `#additional_enchantments:slippery` (ice / glass) Level 2: - Enables sticking to walls Level 3: - Enables ceiling climbing Technical Definition ```js { "climbable": { // [Mandatory] || "values": [ // [Mandatory] || { "level_range": { // [Mandatory] || Defines at which enchantment levels this effect will apply "min": integer, // [Optional] || "max": integer // [Optional] || }, "value": [ // [Mandatory] || { "key": ResourceLocation, // [Mandatory] || Unique identifier for the effect "blocks": BlockPredicate, // [Mandatory] || Defines which blocks are climbable "can_stick_to_walls": boolean, // [Optional] || If enabled the entity will not automatically slide down the wall (press SHIFT to be able to climb downwards) "can_climb_ceilings": boolean // [Optional] || If enabled the entity will be able to climb along the ceiling } ] } ] } } ``` Additional explanations - [ResourceLocation](https://minecraft.wiki/w/Identifier) - [BlockPredicate](https://minecraft.wiki/w/Block_predicate)

Green Foot

  • Applies a bonemeal effect on the blocks you walk on and around you
  • For saplings and crops the effect will also damage the enchanted item per application
Default Effects Level 1: - Any block: Constant 1% chance - `#minecraft:saplings`: 10% chance, + 7.5% chance per level - `#minecraft:crops`: 30% chance, + 10% chance per level Level 2: - Increased range - Increased probability Level 3: - Increased range - Increased probability Technical Definition ```js { "growth_entries": [ // [Mandatory] || { "predicate": BlockPredicate, // [Mandatory] || Checks which block to apply this effect to "probability": LevelBasedValue, // [Mandatory] || The chance for this effect to be applied, checked separately before each attempt for every position "priority": integer, // [Optional] || Which effect to pick if multiple predicates match - the highest priority is selected (Default: 0) "damage": integer // [Mandatory] || The amount the enchanted item will be damaged from each successful effect attempt } ], "extra_range": LevelBasedValue // [Mandatory] || The extra range (radius) around the player this effect will apply to, in addition to the origin position } ``` Additional explanations - [BlockPredicate](https://minecraft.wiki/w/Block_predicate) - [LevelBasedValue](https://minecraft.wiki/w/Enchantment_definition#Level-based_value)
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