ElementalCraft: Reactions 图标

ElementalCraft: Reactions

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本资源为搬运资源,原资源地址: https://modrinth.com/mod/elementalcraft-reactions
资源信息

Minecraft 版本: 1.20.1

平台: forge

标签: adventure game-mechanics mobs

资源介绍

ElementalCraft: Reactions Mod Introduction(中文描述在下方)

Welcome to ElementalCraft! This is a Minecraft mod centered around elemental combat, adding a new attribute system, elemental reactions, special enchantments, and stunning visual effects to vanilla survival and combat.

The following applies to the current version. Frost-related effects, reactions, and Iron's Spellbooks integration were added in V1.7.0. All content is based on actual source code.

? Core Elements

The game features 4 elemental types + None:

Element Identifier Color
Fire fire Red
Nature nature Green
Frost frost Blue
Thunder thunder Purple
None none White

Each element has attack enchantments, enhancement enchantments, and resistance enchantments.

⚔️ Enchantment System

The mod adds 12 exclusive enchantments to weapons and armor (3 per element):

Weapon Enchantments (Attack Attributes)

  • Fire Aspect / Nature Aspect / Frost Aspect / Thunder Aspect: Grants the weapon corresponding elemental attack, dealing additional elemental damage.
    • Can be enchanted on any weapon with attack damage (V1.7.0). (Previously limited to swords, axes, tridents, bows, crossbows)
    • Mutually exclusive with Flame, Fire Aspect, and Channeling.
    • Different elemental attack enchantments are mutually exclusive.

Armor Enchantments (Enhancement + Resistance)

  • Fire Enhancement / Nature Enhancement / Frost Enhancement / Thunder Enhancement: Increases damage bonus for corresponding elemental attacks (fixed percentage per level).
  • Fire Resistance / Nature Resistance / Frost Resistance / Thunder Resistance: Reduces damage taken from corresponding elemental attacks.
    • Can only be enchanted on armor (helmet, chestplate, leggings, boots).
    • Enhancement and resistance for the same element can coexist.
    • Different elemental enhancement enchantments are mutually exclusive, same with resistance enchantments.
    • Maximum enchantment level is dynamically calculated from configuration file (maxStatCap / points per level).

All enchantments can be obtained normally through enchanting tables, villager trades, loot chests, etc., or forcibly bound with commands.

? Elemental Weaknesses

Elements have weakness relationships (customizable in configuration):

  • Default Weakness Chain: ? Fire → ? Nature → ⚡ Thunder → ❄️ Frost → ? Fire
    • Example: Fire attack against Nature → 1.5× elemental damage; Fire attack against Frost → 0.5× elemental damage.
    • Elemental relationships (weak/strong/none) can be viewed on entities using Jade info panel.

? Status Effects

The mod introduces 6 new status effects:

Effect Description
Wetness Triggers elemental reactions when hit by elemental attacks. Slowly decreases when away from water, maintained/increased in rain or water. Increases exhaustion.
Flammable Spores Parasitized by spores, takes poison damage over time, equipment durability corroded. Fire and Static Shock detonate them, Frostbite suppresses them while active.
Static Shock Takes random damage periodically. At high stacks forms a Static Aura damaging entities within aura range, can detonate Spores and Creepers, and forces them to flee. Wetness causes electrification but can also break Freeze.
Paralysis Unable to take any action. Mob AI is disabled. In water, sinks slowly and takes continuous drowning damage.
Frostbite (V1.7.0) Encased in frost, takes ice damage periodically. Movement speed and attack speed reduced. At high stacks forms a Frostbite Aura, which applies frostbite to entities within aura range and forces them to flee. Contact with Wetness triggers Freeze!
Freeze (V1.7.0) Completely frozen! Unable to move or attack, takes periodic ice damage. Mob AI is disabled. Physical melee/projectile attacks blocked by ice shell, but elemental attacks pass through and deal elemental damage. Fire attacks with sufficient power immediately break Freeze and convert to Wetness.

Parameters like duration and damage can be adjusted in configuration files.

? Elemental Reactions

? Fire-Related Reactions

Reaction Name Trigger Condition Effect
Self-Drying Self has Wetness + Fire attack Reduces own Wetness layers. Deals reduced fire damage on this attack. If fire power ≥ low-heat threshold and not on cooldown, generates Low-Heat Steam cloud.
Scorching Fire attack (target not Wet, not in condensing steam cloud) Strong sustained fire damage (scorching), immune to normal fire, triggers "Heat Shock" when contacting water. At high fire power, applies Scorched Aura damaging nearby entities.
Scorched Aura (V1.7.0) Scorched entity with high fire power Periodically damages entities within aura range, applies temp scorched, clears Frostbite from them, ignites Creepers, forces them to flee.
Poison Enhancement (V1.7.0) Scorched target has Poison effect Poison is consumed to enhance Scorching: extends duration and increases damage multiplier.
High-Temperature Steam Cloud Fire attack + target Wet Generates high-heat steam cloud. Periodically scalds entities inside (fire damage, scales with level). Clears Wetness and melts Frostbite from entities inside. Applies Blindness. Clears mob aggro. Fire-immune entities take reduced damage.
Low-Heat Steam Cloud Generated by Self-Drying, Heat Shock, or Frozen→Steam Slowly causes Wetness (condensation) and Blindness to entities inside. Can be electrified by Static entities (→ deals damage and Paralysis) or frosted by Frostbite entities (→ Freezes entities inside). Electrified/frosted clouds prevent further condensation.

? Nature-Related Reactions

Reaction Name Trigger Condition Effect
Nature Parasitism Nature attack (chance based on Nature Enhancement points, Wetness bonus, stacking bonus) Applies Flammable Spores layers. Immune if Nature Resistance ≥ threshold. Frozen targets immune.
Nature Counter Nature-attribute entity enters Scorched state (victim's Nature Enhancement ≥ threshold) Knocks back nearby hostile enemies and applies spores to them. Optionally clears Scorched from victim.
Spore Contagion Spore count reaches threshold Periodically spreads to nearby entities. Wet targets have wetness converted to additional spores. Only spreads to hostile mobs, not players or tamed animals.
Toxic Blast Scorched target has Flammable Spores Low stacks (< threshold): Weak blast - applies reduced-damage Scorch only, no explosion. High stacks (≥ threshold): Full explosion - area explosion damage, radius scales with spore stacks, applies enhanced Scorching to all nearby entities. Can chain-detonate nearby targets with spores ≥ threshold.

⚡ Thunder-Related Reactions

Reaction Name Trigger Condition Effect
Static Application Thunder attack (chance based on Thunder Enhancement points, Wetness bonus, stacking bonus) Applies Static layers, higher chance against Wet targets. Immune if Thunder Resistance ≥ threshold.
Static Aura Static stacks ≥ aura threshold Damages entities within aura range periodically, can paralyze Wet targets, detonate Spores, break Freeze, ignite Creepers, and force them to flee.
Water Electrification Static entity enters/stands in water Electrifies water in range, dealing settlement damage and Paralysis to all entities in water. Clears Static and Wetness from source.
Static Spore Blast Entity with Static effect or within Static Aura range has Spores Chance-based spore detonation based on Static and Spore stacks.
Paralysis Static target gains Wetness (or Static Aura + Wet target) Clears Static and Wetness, converts to Paralysis (mob AI disabled, unable to act, drowns in water), settles remaining Static damage.
Thunder Counter Nature attack on Thunder entity with Spores Thunder entity counter-attacks with lightning, applies Paralysis (if Wet) or Static (if not Wet).
Static Steam Cloud Static entity enters condensing steam cloud Electrifies the cloud, dealing settlement damage and Paralysis to all entities inside.

❄️ Frost-Related Reactions (V1.7.0)

Reaction Name Trigger Condition Effect
Frostbite Frost attack (chance based on Frost Enhancement points, Wetness bonus, stacking bonus) Applies Frostbite layers, dealing periodic ice damage and slowing movement/attack speed. At high stacks → Frostbite Aura.
Frostbite Aura Frostbite stacks ≥ aura threshold Applies temp Frostbite to entities within aura range (slows them, causes periodic ice damage). Can trigger Freeze on Wet targets. If target is Scorched: clears Scorched and forces flee (no Frostbite applied).
Freeze Frostbite + Wetness on target Fully immobilizes target, blocks physical damage, elemental attacks pass through. Creates cold cloud on freeze.
Fire Freeze Melt Fire attack on Frozen target (fire power ≥ threshold) Breaks Freeze, clears Scorched, converts to Wetness (stacks = frozen stacks).
Frozen→Steam Frozen entity becomes Scorched (via aura or fire attack) Scorched condition melts freeze, produces Low-Heat Steam cloud.
Frostbite→Wetness Scorched + target has Frostbite Converts Frostbite stacks to Wetness stacks, clears both Scorched and Frostbite.
Frosted Steam Cloud Frostbite Aura entity enters condensing cloud Cloud becomes frosted, Freezes entities inside.
Frostbite Suppresses Spores Entity has both Frostbite and Spores Spore effects become inactive while Frostbite is active, and spore duration decays faster. When Frostbite wears off, Spores resume.
Scorched Frostbite Clear Scorched Aura entity has Frostbite or temp Frostbite targets within aura range Clears Frostbite from those targets, forces them to flee.
Condensation Standing in low-temperature steam cloud Slowly gains Wetness layers. Static/Frosted clouds prevent condensation.

Universal Reactions

Reaction Name Trigger Condition Effect
Heat Shock Scorched target contacts water Instantly settles remaining Scorching damage and clears Scorching. Generates Low-Heat Steam. Evaporates water at contact point.

All reaction parameters can be adjusted in configuration files.

? Biome Elemental Bias

Different biomes generate creatures with specific elemental tendencies:

  • ? Hot biomes (desert, badlands, nether, etc.) → Fire bias
  • ❄️ Cold biomes (snow plains, ice spikes, etc.) → Frost bias
  • ? Forest/jungle biomes → Nature bias
  • ⛈️ Thunderstorm weather (global) → Thunder bias

? Mob Attribute System

Mobs can randomly receive elemental attributes when spawning, based on biome bias and configuration:

Attribute Assignment (V1.7.0)

  • Hostile mobs (Monsters) have a configurable chance to receive elemental attributes on spawn.
  • Neutral mobs (NeutralMob, Piglins) have a separate, lower chance.
  • The assigned element is determined by biome elemental bias (e.g., Nether → Fire, End → Thunder).
  • Each mob can receive: an attack element (chance-based), enhancement points (distributed across 4 armor slots), and resistance points (distributed across 4 armor slots).
  • Resistance type may be the counter element to the attack type (configurable chance).

Equipment & Durability (V1.7.0)

  • Mobs with attack attributes receive an Iron Sword with the corresponding elemental attack enchantment (e.g., Fire Aspect) and Unbreaking III.
  • Armor pieces (iron armor) are automatically generated with enhancement and/or resistance enchantments + Unbreaking III.
  • All equipment drop chances are set to 0% by default (items are not dropped).

Enchanted Book Drops (V1.7.0)

  • When a mob with elemental attributes dies, it has a chance to drop an enchanted book (affected by Looting level).
  • The book can contain one of: the mob's attack enchantment, enhancement enchantment (random level based on enhancement points), or resistance enchantment (random level based on resistance points).
  • Book level is weighted toward the mob's actual attribute quality.

Dimension Defaults

  • Nether: All mobs default to Fire element (configurable).
  • End: All mobs default to Thunder element (configurable).

Mob Flee Behavior (V1.7.0)

  • Mobs near entities with active Scorched Aura, Frostbite Aura, or Static Aura will attempt to flee (pathfind away from the aura source).

?️ Command System (Admin/OP)

All commands start with /elementalcraft and support Tab completion.

Debug Mode

/elementalcraft debug  # Toggle debug mode, displays elemental damage calculations and reaction info

Reload Config

/elementalcraft reload  # Reload all configuration caches from disk

Biome Bias Management

/elementalcraft biome add <element> <probability>
/elementalcraft biome remove <element>
/elementalcraft biome list

Forced Entity Attributes

/elementalcraft entity add <attack element> [enhancement element] [enhancement points] [resistance element] [resistance points]
Example: /elementalcraft entity add fire fire 50 frost 20
Points support fixed values (e.g., 50) or ranges (e.g., 20-80)
All parameters after attack element are optional (default: none, 0, none, 0)
/elementalcraft entity remove              # Clear forced attributes on held spawn egg

Entity Attribute Blacklist

/elementalcraft entity blacklist add <element>      # Hold spawn egg, prevent entity from carrying specific element (or "all" for all)
/elementalcraft entity blacklist remove <element>
/elementalcraft entity blacklist list

Forced Item Attributes

  • Weapons:

    /elementalcraft item weapon add <element>       # Bind attack attribute (hold weapon)
    /elementalcraft item weapon remove              # Remove forced weapon attribute (hold weapon)
  • Armor:

    /elementalcraft item armor add <enhancement element> [enhancement points] [resistance element] [resistance points]
    # Bind enhancement+resistance attributes (hold armor piece)
    # Enhancement element is required; points, resist element, resist points are optional (default: 0, none, 0)
    /elementalcraft item armor remove               # Remove forced armor attributes (hold armor piece)

Effect Immunity Blacklist

# Command format (using Scorched as example):
/elementalcraft blacklist scorched add/remove/list
# All effects: scorched (灼烧), spore (孢子), static (静电), paralysis (麻痹), frostbite (霜冻), freeze (冻结), steam (蒸汽), wetness (潮湿)

Configuration File Operations

  • Changes made via commands are automatically saved and hot-loaded, no restart needed.
  • Directly edit TOML files in config/ElementalCraft/, mod automatically detects and refreshes every 100 ticks.

✨ Visual Effects (Graded by Enhancement Points)

When equipment enhancement points reach thresholds, visual effects are triggered (threshold = maxStatCap configuration value):

Melee Swing Effects

  • ? Fire: Flame arcs (higher levels add soul flames, lava, smoke)
  • ? Nature: Compost particles, spore flowers (higher levels add cherry blossoms, waxed particles)
  • ❄️ Frost: Ice rune particles, snowflake particles (higher levels add frost overlay, frozen ice layers, snow layer effects)
  • ⚡ Thunder: Glowing particle arcs (higher levels add reverse portal, lightning arcs)

Ranged Projectile Effects

  • ? Fire: Double spiral flame trail (outer flame, inner soul flame, lava particles at tail)
  • ? Nature: Cherry blossom spiral trail (tail with happy villager particles)
  • ❄️ Frost: Frost snowflake particle trail (higher levels add frostbite overlay, ice rune particles)
  • ⚡ Thunder: Lightning spark spiral trail (higher levels add ender candles, reverse portals, dragon breath)

Impact Explosion Effects

  • Bursts of corresponding elemental particles (flame/lava, cherry blossoms/spore flowers, ice runes/snowflakes, glowing/ender candles, etc.)
  • Effect intensity increases linearly with level, max level is extremely impressive. Can be adjusted in elementalcraft-visuals.toml.

Frost-Specific Visual Effects (V1.7.0)

  • Frostbite Overlay: Screen overlay when entity has Frostbite effect
  • Frostbite Snow Layer: Snow layer rendering on frozen entities
  • Frozen Ice Layer: Ice shell visual on Frozen entities

⚙️ Configuration Files (Server/Client)

Configuration files are located in config/ElementalCraft/:

File Purpose
elementalcraft-common.toml Elemental weaknesses, damage multipliers, biome biases, enchantment bonuses, forced entities/blacklists, dimension attributes, etc.
elementalcraft-forced-items.toml Forced item attribute configuration (can be added via commands).
elementalcraft-fire-nature-reactions.toml Fire and Nature reaction parameters (Scorched, Spores, Steam, Toxic Blast, etc.).
elementalcraft-thunder-frost-reactions.toml Thunder and Frost reaction parameters (Static, Paralysis, Frostbite, Freeze, Water Electrification, etc.). Frost parameters added in V1.7.0.
elementalcraft-visuals.toml Particle effect toggles, density, angles, speeds, etc.

Supports hot-loading: modifications are automatically refreshed after saving.

? Iron's Spellbooks Integration (V1.7.0, Unfinished, for reference only)

When Iron's Spellbooks is installed alongside ElementalCraft, additional integration features are enabled:

Thunder Spell Reactions

  • Lightning spells (Lightning Lance, Chain Lightning, Ball Lightning, Electrocute, Lightning Bolt, Shockwave, Thunderstorm, Ascension, Volt Strike) apply Static Shock stacks to targets based on caster's Thunder Enhancement points.
  • If the target has Wetness, lightning spells trigger Paralysis.
  • If the target is in water, lightning spells trigger Water Electrification (affects all entities in water in range).
  • If the target has Flammable Spores, lightning spells can trigger Spore Blast.

Nature Spell Reactions

  • Nature spells (Acid Orb, Poison Arrow, Earthquake, Firefly Swarm, Poison Spray, Stomp, etc.) trigger Nature Parasitism (spore application) based on caster's Nature Enhancement points.

Poison Cloud + Fire Reaction

  • When a fire-enchanted projectile (Fire Aspect, Flaming Arrows, or burning arrows) collides with an ISS Poison Cloud, it triggers a Toxic Blast explosion.
  • The explosion damage and radius scale with the attacker's Fire Enhancement points.
  • Scorched Aura entities near a Poison Cloud can also trigger this reaction.

ROOT Spell Integration

  • When the ROOT spell hits a target, it applies Flammable Spores stacks based on the caster's Nature Enhancement.
  • If a fire-attribute attack hits a ROOTed target and triggers Scorched, the ROOT is removed and Scorching duration/damage is enhanced (same as Poison Enhancement).

Mob Caster AI

  • Certain mobs automatically receive Thunder or Nature spell scrolls (enchanted with Thunder Aspect or Nature Aspect).
  • Thunder caster mobs: Target Wet entities for Paralysis. Throw Splash Water Bottles at targets to apply Wetness before casting.
  • Nature caster mobs: Cast nature damage spells and apply spores via ROOT spell.
  • Mobs enter aggressive mode (faster casting) when health drops below 50%.
  • Spell scrolls have a configurable drop chance (default: 100%).

Configuration

  • ISS integration is configured in the main config files and only loads when Iron's Spellbooks is installed.
  • Parameters include: thunder enhancement per static stack, nature enhancement per spore stack, mob casting cooldowns, scroll drop chance, etc.

属性锻造:元素反应 模组介绍

欢迎来到《属性锻造:元素反应》!这是一款围绕元素战斗打造的Minecraft模组,为原版生存与战斗玩法新增了全新的属性系统、元素反应机制、专属附魔以及炫酷的视觉特效。

以下内容适用于当前版本。冰霜属性相关效果、元素反应及Iron's Spellbooks法术联动于V1.7.0版本更新。所有内容根据代码实际内容编写。

? 核心元素

游戏内包含4种基础元素属性 + 无属性:

元素 标识符 颜色
赤焰 fire 红色
自然 nature 绿色
冰霜 frost 蓝色
雷霆 thunder 紫色
无属性 none 白色

每种元素均配有攻击附魔、强化附魔和抗性附魔。

⚔️ 附魔系统

模组为武器和防具新增了12种专属附魔(每种元素对应3种):

武器附魔(攻击属性)

  • 赤焰属性 / 自然属性 / 冰霜属性 / 雷霆属性:为武器赋予对应元素的攻击效果,对敌人造成额外的元素伤害。
    • 可附魔在所有有伤害的武器上 (V1.7.0)。(此前仅限剑、斧、三叉戟、弓和弩)
    • 与火焰附加、火矢、引雷附魔互斥。
    • 不同元素的攻击附魔之间也相互排斥。

防具附魔(强化 + 抗性)

  • 赤焰强化 / 自然强化 / 冰霜强化 / 雷霆强化:提升对应元素攻击的伤害加成(每级为固定百分比)。
  • 赤焰抗性 / 自然抗性 / 冰霜抗性 / 雷霆抗性:降低受到的对应元素攻击伤害。
    • 仅可附魔在防具(头盔、胸甲、护腿、靴子)上。
    • 同一种元素的强化附魔和抗性附魔可以共存。
    • 不同元素的强化附魔之间相互排斥,抗性附魔同理。
    • 附魔最高等级由配置文件动态计算(最大属性上限 / 每级所需点数)。

所有附魔均可通过附魔台、村民交易、战利品宝箱等常规方式获取,也可通过指令强制绑定。

? 元素克制关系

元素之间存在克制关系(可在配置文件中自定义):

  • 默认克制链:? 赤焰 → ? 自然 → ⚡ 雷霆 → ❄️ 冰霜 → ? 赤焰
    • 示例:赤焰攻击自然属性目标 → 1.5倍属性伤害;赤焰攻击冰霜属性目标 → 0.5倍属性伤害。
    • 可通过Jade信息面板查看实体的元素关系(克制/被克制/无关系)。

? 状态效果

模组新增了6种全新的状态效果:

效果 描述
潮湿 受到元素攻击时会触发元素反应。远离水源时缓慢消退,在雨中或水中会维持/提升层数。会增加饱食度消耗。
易燃孢子 被孢子寄生,持续受到毒伤,装备耐久会被腐蚀。赤焰和静电会引爆它们,霜冻期间会抑制它们。
静电 每隔一段时间受到随机伤害。层数足够时会形成静电光环伤害光环范围内实体,可引爆孢子和苦力怕,并迫使它们逃跑。潮湿时会导电,但也能破除冰冻。
麻痹 无法做出任何动作,生物AI被禁用。在水中会持续下沉并受到溺水伤害。
霜冻 (V1.7.0) 被冰霜侵蚀,每5秒受到一次冰冻伤害,移动速度和攻击速度降低。层数足够时形成霜冻光环,对光环范围内的实体施加霜冻并迫使它们逃跑。与潮湿效果接触时会被冻结!
冻结 (V1.7.0) 完全被冻住!无法移动和攻击,周期性受到冰冻伤害,生物AI被禁用。物理近战/投射物攻击被冰壳格挡,但元素攻击可以穿透并造成属性伤害。赤焰属性攻击(强度足够时)会立即解除冻结并转化为潮湿。

持续时间、伤害等参数均可在配置文件中调整。

? 元素反应

? 赤焰相关反应

反应名称 触发条件 效果
自我干燥 自身处于潮湿状态 + 赤焰攻击 降低自身潮湿层数,本次攻击的赤焰伤害降低。若赤焰强度 ≥ 低温蒸汽阈值且不在冷却中,则生成低温蒸汽云。
灼烧 赤焰攻击(目标无潮湿,不在低温蒸汽云中) 造成高强度持续火焰伤害(灼烧),免疫普通火焰伤害,接触水时触发"热冲击"。赤焰强度足够时施加灼烧光环,伤害光环范围内实体。
灼烧光环 (V1.7.0) 灼烧实体赤焰强度足够高 周期性伤害光环范围内实体,施加临时灼烧,清除附近实体的霜冻效果,引爆苦力怕,迫使附近生物逃跑。
中毒增幅 (V1.7.0) 灼烧目标有效果 中毒效果被消耗以增幅灼烧:延长持续时间并提高伤害倍率。
高温蒸汽云 赤焰攻击 + 目标处于潮湿状态 生成高温蒸汽云。周期性烫伤云内实体(火焰伤害,随等级提升)。清除云内实体的潮湿和霜冻。施加致盲。清除生物仇恨。火焰免疫实体受到减伤。
低温蒸汽云 由自我干燥、热冲击或冻结→蒸汽生成 缓慢对云内实体施加潮湿(冷凝)和致盲效果。可被静电实体感电化(→造成伤害和麻痹)或被霜冻实体霜寒化(→冻结云内实体)。感电/霜寒化的云阻止进一步冷凝。

? 自然相关反应

反应名称 触发条件 效果
自然寄生 自然属性攻击(概率随自然强化点数提升,潮湿加成,叠加加成) 附加易燃孢子层数。自然抗性 ≥ 阈值则免疫。冻结目标免疫。
自然反制 自然属性实体进入灼烧状态(受害者的自然强化 ≥ 阈值) 击退附近敌对敌人并对其施加孢子。根据配置可清除受害者的灼烧状态。
孢子传播 孢子层数达到阈值 定期向附近实体传播。潮湿目标的潮湿层数会转化为额外孢子层数。仅传播至敌对生物,不会传播给玩家或已驯服动物。
毒火爆燃 灼烧目标带有易燃孢子 低层数(< 阈值): 弱效爆燃——仅施加伤害降低的灼烧,无爆炸。高层数(≥ 阈值): 完整爆炸——造成范围爆炸伤害,范围随孢子层数增长,对附近所有实体施加增强灼烧。可连锁引爆附近孢子 ≥ 阈值的目标。

⚡ 雷霆相关反应

反应名称 触发条件 效果
静电附着 雷霆属性攻击(概率随雷霆强化点数提升,潮湿加成,叠加加成) 附加静电层数,对潮湿目标概率更高。雷霆抗性 ≥ 阈值则免疫。
静电光环 (V1.7.0) 静电层数 ≥ 光环阈值 周期性伤害光环范围内实体,可麻痹潮湿目标、引爆孢子、破除冰冻、引爆苦力怕,迫使附近生物逃跑。
感电水域 (V1.7.0) 静电实体进入/站在水中 使范围内的水域感电,对水中所有实体造成结算伤害和麻痹效果。清除源实体的静电和潮湿。
静电孢子引爆 带有静电效果或处于静电光环范围内的实体拥有孢子 基于静电和孢子层数的概率引爆孢子。
麻痹 静电目标获得潮湿状态(或静电光环 + 潮湿目标) 清除静电和潮湿状态,转化为麻痹效果,结算剩余静电伤害。
雷霆反制 自然攻击带有孢子的雷霆属性实体 雷霆实体用闪电反击攻击者,施加麻痹(若潮湿)或静电(若不潮湿)。
感电蒸汽云 (V1.7.0) 静电实体进入低温蒸汽云 使蒸汽云感电,对云中所有实体造成结算伤害和麻痹效果。

❄️ 冰霜相关反应 (V1.7.0)

反应名称 触发条件 效果
霜冻 冰霜攻击(概率随冰霜强化点数提升,潮湿加成,叠加加成) 施加霜冻层数,周期性造成冰冻伤害并减速移动/攻击速度。层数足够时 → 霜冻光环。
霜冻光环 霜冻层数 ≥ 光环阈值 对光环范围内的实体施加临时霜冻(减速并造成周期冰伤)。可冻结潮湿目标。若目标处于灼烧状态:清除灼烧并迫使其逃跑(不施加霜冻)。
冻结 霜冻 + 目标有潮湿效果 完全禁锢目标(生物AI禁用,周期性冰伤),物理攻击被冰壳格挡,元素攻击可穿透并造成属性伤害。赤焰属性攻击(强度足够时)可解除冻结并转化为潮湿。冻结时生成寒冷云雾。
赤焰融冰 赤焰攻击 + 目标被冻结(赤焰强度 ≥ 阈值) 立即解除冻结,清除灼烧,转化为潮湿状态(层数 = 冻结层数)。
冻结→蒸汽 被冻结的实体获得灼烧状态(通过光环或赤焰攻击) 灼烧效果融化冻结,生成低温蒸汽云。
霜冻→潮湿 灼烧 + 目标带有霜冻 霜冻层数转化为潮湿层数,同时清除灼烧和霜冻。
霜寒蒸汽云 霜冻光环实体进入低温蒸汽云 蒸汽云变为霜寒状态,冻结云中的实体。
霜冻抑制孢子 实体同时拥有霜冻和孢子效果 霜冻期间孢子效果失效,并加速孢子持续时间衰减。霜冻消失后,孢子恢复生效。
灼烧光环清除霜冻 灼烧光环范围内有霜冻/临时霜冻目标 清除目标的霜冻状态,迫使逃跑。
冷凝 处于低温蒸汽云中 缓慢叠加潮湿层数。感电/霜寒的蒸汽云阻止冷凝。

通用反应

反应名称 触发条件 效果
热冲击 处于灼烧状态的目标接触水 瞬间结算剩余灼烧伤害并清除灼烧状态。生成低温蒸汽云。蒸发接触点的水。

所有反应参数均可在配置文件中调整。

? 群系元素偏向

不同群系生成的生物会带有特定的元素倾向:

  • ? 炎热群系(沙漠、恶地、下界等)→ 赤焰偏向
  • ❄️ 寒冷群系(雪原、冰刺平原等)→ 冰霜偏向
  • ? 森林/丛林群系 → 自然偏向
  • ⛈️ 雷暴天气(全局)→ 雷霆偏向

? 生物属性系统

生物在生成时可以根据群系偏向和配置随机获得元素属性:

属性分配 (V1.7.0)

  • 敌对生物(Monster)有可配置的概率在生成时获得元素属性。
  • 中立生物(NeutralMob、猪灵)有独立的、较低的概率。
  • 分配的元素由群系元素偏向决定(如下界→赤焰,末地→雷霆)。
  • 每个生物可获得:攻击元素(概率触发)、强化点数(分配到4个防具槽位)、抗性点数(分配到4个防具槽位)。
  • 抗性类型可能是攻击元素的克制元素(可配置概率)。

装备与耐久 (V1.7.0)

  • 拥有攻击属性的生物会获得一把铁剑,附带对应的元素攻击附魔(如赤焰属性)和耐久III
  • 防具(铁甲)会自动生成,附带强化和/或抗性附魔 + 耐久III
  • 所有装备掉落概率默认设为0%(不掉落装备本身)。

附魔书掉落 (V1.7.0)

  • 拥有元素属性的生物死亡时,有概率掉落附魔书(受抢夺等级影响)。
  • 附魔书可包含:生物的攻击附魔强化附魔(随机等级,基于强化点数)、或抗性附魔(随机等级,基于抗性点数)。
  • 附魔书等级加权偏向生物的实际属性质量。

维度默认值

  • 下界:所有生物默认为赤焰属性(可配置)。
  • 末地:所有生物默认为雷霆属性(可配置)。

生物逃跑行为 (V1.7.0)

  • 靠近拥有灼烧光环霜冻光环静电光环效果的实体时,生物会尝试逃跑(远离光环来源寻路)。

?️ 指令系统(管理员/OP专用)

所有指令均以 /elementalcraft 开头,支持Tab补全。

调试模式

/elementalcraft debug  # 切换调试模式,显示元素伤害计算过程和反应相关信息

重载配置

/elementalcraft reload  # 从磁盘重新加载所有配置缓存

群系偏向管理

/elementalcraft biome add <元素> <概率>
/elementalcraft biome remove <元素>
/elementalcraft biome list

强制实体属性

/elementalcraft entity add <攻击元素> [强化元素] [强化点数] [抗性元素] [抗性点数]
示例:/elementalcraft entity add fire fire 50 frost 20
点数支持固定值(如50)或范围值(如20-80)
攻击元素之后的所有参数均为可选(默认:无、0、无、0)
/elementalcraft entity remove              # 清除手持刷怪蛋对应的实体强制属性

实体属性黑名单

/elementalcraft entity blacklist add <元素>      # 手持刷怪蛋,禁止该实体携带指定元素(或填写"all"表示所有元素)
/elementalcraft entity blacklist remove <元素>
/elementalcraft entity blacklist list

强制物品属性

  • 武器

    /elementalcraft item weapon add <元素>       # 绑定攻击属性(手持武器)
    /elementalcraft item weapon remove           # 移除强制武器属性(手持武器)
  • 防具

    /elementalcraft item armor add <强化元素> [强化点数] [抗性元素] [抗性点数]
    # 绑定强化+抗性属性(手持防具)
    # 强化元素为必填;点数、抗性元素、抗性点数为可选(默认:0、无、0)
    /elementalcraft item armor remove            # 移除强制防具属性(手持防具)

效果免疫黑名单

# 指令格式(以灼烧为例):
/elementalcraft blacklist scorched add/remove/list
# 全部效果:scorched(灼烧)、spore(孢子)、static(静电)、paralysis(麻痹)、frostbite(霜冻)、freeze(冻结)、steam(蒸汽)、wetness(潮湿)

配置文件操作

  • 通过指令做出的修改会自动保存并热加载,无需重启服务器。
  • 直接编辑 config/ElementalCraft/ 目录下的TOML文件,模组每100刻会自动检测并刷新配置。

✨ 视觉特效(按强化点数分级)

当装备的强化点数达到阈值时,会触发对应的视觉特效(阈值 = 配置文件中的maxStatCap值):

近战挥砍特效

  • ? 赤焰:火焰弧光(高等级追加灵魂火、熔岩、烟雾效果)
  • ? 自然:堆肥粒子、孢子花(高等级追加樱花、蜡质粒子效果)
  • ❄️ 冰霜:冰符文粒子、雪花粒子(高等级追加霜冻覆盖层、冻结冰层、积雪层效果)
  • ⚡ 雷霆:发光粒子弧光(高等级追加反向传送门、闪电弧光效果)

远程投射物特效

  • ? 赤焰:双螺旋火焰轨迹(外层火焰、内层灵魂火,尾部附带熔岩粒子)
  • ? 自然:樱花螺旋轨迹(尾部附带村民喜悦粒子)
  • ❄️ 冰霜:雪花粒子螺旋轨迹(高等级追加霜冻覆盖层、冰符文粒子)
  • ⚡ 雷霆:闪电火花螺旋轨迹(高等级追加末地蜡烛、反向传送门、龙息效果)

撞击爆炸特效

  • 对应元素粒子爆发(火焰/熔岩、樱花/孢子花、冰符文/雪花、发光粒子/末地蜡烛等)
  • 特效强度随等级线性提升,最高等级效果极具视觉冲击力。可在 elementalcraft-visuals.toml 中调整。

冰霜专属视觉效果 (V1.7.0)

  • 霜冻覆盖层:实体带有霜冻效果时的屏幕覆盖层
  • 霜冻积雪层:冻结实体上的积雪渲染
  • 冻结冰层:冻结实体的冰壳视觉效果

⚙️ 配置文件(服务端/客户端)

配置文件位于 config/ElementalCraft/ 目录下:

文件 用途
elementalcraft-common.toml 元素克制关系、伤害倍率、群系偏向、附魔加成、强制实体/黑名单、维度属性等。
elementalcraft-forced-items.toml 强制物品属性配置(可通过指令添加)。
elementalcraft-fire-nature-reactions.toml 赤焰与自然元素反应参数(灼烧、孢子、蒸汽、毒火爆燃等)。
elementalcraft-thunder-frost-reactions.toml 雷霆与冰霜元素反应参数(静电、麻痹、霜冻、冻结、感电水域等)。冰霜参数于V1.7.0版本添加。
elementalcraft-visuals.toml 粒子特效开关、密度、角度、速度等。

支持热加载:保存修改后配置会自动刷新。

? Iron's Spellbooks 联动 (V1.7.0,未完成,仅供参考)

Iron's Spellbooks(铁的法术书)与 ElementalCraft 同时安装时,将启用额外的联动功能:

雷霆法术反应

  • 闪电法术(闪电长矛、连锁闪电、球状闪电、电击、闪电束、冲击波、雷暴、升天、伏特打击)根据施法者的雷霆强化点数对目标施加静电层数。
  • 若目标有潮湿效果,闪电法术会触发麻痹
  • 若目标在水中,闪电法术会触发感电水域(影响范围内水中所有实体)。
  • 若目标带有易燃孢子,闪电法术可触发孢子引爆

自然法术反应

  • 自然法术(酸液球、毒箭、地震、萤火虫群、毒雾喷射、践踏等)根据施法者的自然强化点数触发自然寄生(施加孢子)。

毒雾云 + 赤焰反应

  • 当带有赤焰附魔的投射物(赤焰属性、火矢、或燃烧的箭矢)碰触ISS的毒雾云时,会触发毒火爆燃爆炸。
  • 爆炸伤害和范围随攻击者的赤焰强化点数提升。
  • 灼烧光环实体靠近毒雾云时也可触发此反应。

ROOT法术联动

  • ROOT法术命中目标时,根据施法者的自然强化点数施加易燃孢子层数。
  • 赤焰属性攻击命中被ROOT的目标并触发灼烧,则ROOT被移除,灼烧持续时间和伤害增强(与中毒增幅相同)。

生物施法AI

  • 特定生物自动获得雷霆或自然法术卷轴(附有雷霆属性或自然属性附魔)。
  • 雷霆施法生物:瞄准潮湿目标施法以触发麻痹。向目标投掷喷溅水瓶施加潮湿后再施法。
  • 自然施法生物:施放自然伤害法术并通过ROOT法术施加孢子。
  • 生物在生命值低于50%时进入激进模式(施法更频繁)。
  • 法术卷轴掉落概率可配置(默认:100%)。

配置

  • ISS联动配置在主配置文件中,仅在Iron's Spellbooks安装时加载。
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