SRP&Wizardry InsaneTweaks 图标

SRP&Wizardry InsaneTweaks

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

Minecraft 版本: 1.12.2

平台: forge

标签: adventure cursed equipment

资源介绍

⚠️ Correction — version 1.9.4 has been withdrawn

1.9.4 moved the Corail Tombstone integration out of this mod and into CTombstone-Tweaks, and said nothing about it anywhere. If Corail Tombstone is in your pack and you load a world without CTombstone-Tweaks installed, Forge reports the two custom perks as missing registry entries — and clicking through that screen deletes every level your players bought, permanently and with no refund.

1.9.5 replaces it. It stops you on the main menu before a world can be loaded, links to the download, and copies your old Tombstone settings out to config/insanetweaks-tombstone-old-settings.cfg so you can paste them straight into tombtweaks.cfg.

If you already installed 1.9.4 and have not loaded a world yet: install CTombstone-Tweaks first and nothing is lost. Sorry for the gap.


Insane Tweaks SRP&WIZ is a Minecraft Forge 1.12.2 bridge mod built around my fantasy of late-game battlemage that is actually capable of surviving in a hardcore modpack environment.

The mod mainly connects and extends systems from:

  • Electroblob's Wizardry
  • Ancient Spellcraft
  • Scape and Run: Parasites
  • Spartan Weaponry

It is designed as a modular addon. Most major systems can be enabled or disabled through config, and since 1.5.0 most of the numbers can be retuned too — see For modpack authors near the bottom.

This is one of four mods now. Insane Tweaks keeps the gameplay content and its modid, so you install this jar exactly like before and your world keeps working. Split out over time: the optional SRP compatibility patches into SRP&Wiz mixins, the pack-glue and worldgen tooling into SRP&Wiz Core, and everything Corail Tombstone related into CTombstone-Tweaks. None of them requires another.

⚠️ Updating from 1.8.0 or earlier and you used the Tombstone module? Install CTombstone-Tweaks at the same time as this update, not afterwards — otherwise the two custom perks lose their registry entries and your players' invested levels go with them. Details on that mod's page.


Core Features

Living and Sentient Equipment Evolution

The mod adds a full progression line of parasite-infused equipment that evolves through combat. The base pieces (Living armor, Living Aegis, Living Spellblade, Living Wand) are craftable, then grow stronger the more you use them:

  • Living and Sentient Mage Armor: Living Armor absorbs incoming damage and evolves into Sentient Armor after enough combat exposure. The set is built around battlemage play, with spell cost, cooldown, and charge-up benefits.
  • Hardcap survival mechanic: Wearing a full set grants an emergency survival effect on lethal damage, including a brief safety window and a Cleanse burst.
  • Living and Sentient Aegis: A runic shield that evolves through blocked damage and unlocks stronger defensive and retaliatory behavior.
  • Living and Sentient Spellblades: Parasite-themed battlemage weapons that evolve through kills and bridge into Spartan Weaponry properties.
  • Awakened forms: The strongest evolved gear pieces have further awakened endgame states.

The entire gear set is also protected from being destroyed by lava, fire, cacti, or explosions.

Advanced Properties and Property Books

Evolved gear carries named properties — flavour with teeth, listed in the item's tooltip:

  • Ashen Legacy — the item survives fire, lava, cactus and explosions, and lingers an hour on the ground instead of five minutes.
  • Fleshbound — grafted to your hand. It cannot be dropped, dragged out of your inventory or knocked out of your grip, including by Electroblob's Telekinesis and So Many Enchantments' Disarmament. Severed on death, with a regrow cooldown.
  • Arcane Sundering — earned by the Sentient Spellblade at 1900 kills. It partitions each hit instead of adding to it: by default 80% physical, 10% true and 10% magic. The true share ignores armour, Resistance and Protection alike; the magic share bypasses armour but is still reduced by Resistance and Protection. Your listed attack damage still means what it says against an unarmoured target.
  • Veil of Stasis and Grave Defiance on the armour line.

Property Books grant one property to one item on an anvil for 12 levels. Ashen Legacy can go on any gear, Fleshbound on any weapon — so a property you liked on one item is no longer stuck there. They have no recipe: they are handed out with /itweaks propertybook <id> [player], which makes them a natural quest reward.

Custom Wizardry Spells

Insane Tweaks adds a growing roster of custom Electroblob's Wizardry spells. Everything below is Master tier unless noted, and every one of them is deliberately expensive — the balance lever is cost, charge-up and cooldown, not weak effects.

Summons

  • Summon Feral Cow — melee meatshield; potency scales its attack damage.
  • Summon Primitive Yelloweye — flying ranged minion.
  • Summon Primitive Summoner — a stationary nest that keeps expelling Rupter minions.
  • Summon Light Bomber — a bloated flying bomber that circles above the fight, rams what it can reach and drops fused sacs of tainted flesh on anything standing still. Its behaviour is transcribed from the SRP mob itself, but the bombs are friend-or-foe filtered and never leave a toxic cloud.
  • Summon Wizard — a ranged wizard minion (random Wizard/Sage/Warlock/Battlemage kit) that heals itself.
  • Call of Demise — the most expensive spell in the mod (1800 mana, 3 s charge-up, 10 min cooldown). Summons exactly one assimilated Beckon as a stationary defence tower that constantly drags nearby enemies toward itself and shrugs off most attacks. Hard-locked to a single minion no matter what upgrades you stack.
  • Summon Thrall — spawns or recalls your permanent, immortal worker companion (see Companions).

Attack

  • Dispatcher Grasp (channelled) — hold right-click and a Dispatcher's claw is torn out of the arcane and pinned on whatever you are looking at. Caster and victim are rooted for as long as the grip holds, the claw grinds the trapped creature down, and once it drops low enough it is ripped apart outright — through the real damage pipeline, so parasites get their proper death. Players are too stubborn to die this way. Costs mana per second, not per cast.
  • Yelloweye Gland — launches a Primitive Yelloweye's explosive spineball. Every cast is the heavy explosive variant; the charge-up is what gates it.

Utility / support

  • Purifying Pulse — sears every nearby SRP parasite (not just Beckons) and reverts SRP infestation blocks back to crude vanilla forms. With the Hourglass of Restoration equipped it also restores COTH-infected villagers, animals and pets to their original form, making it a real cure spell rather than a narrow anti-Beckon tool.
  • Cleanse — strips negative and parasite-inflicted effects from a target (or yourself, if it misses). The underlying cleanse effect used by the armour hardcap and Zhonya's Hourglass was audited against the full SRP effect roster, including a few effects the parasite mods themselves mis-flag as beneficial. Deliberately does not strip parasite buffs like Repel or Rage.
  • Parasite Shroud — two hide tiers depending on potency (primitive-only vs. also hiding you from advanced strains), gains duration per worn wizard-armor piece, and breaks early if you attack while shrouded.
  • Immune Bond (Advanced tier) — wards one non-player creature against parasite infection, immediately stripping COTH and keeping it off. Only one bond at a time; recasting transfers it. Made for keeping a villager, a mount or a pet alive.

All of the mod's spells belong to a custom presentation identity called Abomination. Internally they still use Wizardry's magic/none element, but in gameplay and UI they're treated as their own distinct spell family (creating a genuinely new element in EBWizardry isn't possible — the element enum is hard-capped at 2^4 values).

Sanctuary Nexus

A late-game answer to "the hive has eaten my base". The Sanctuary Nexus is a craftable block that projects a protective dome, and it is the closest thing this mod has to a boss-fight-shaped goal.

  • Raise it through a ritual, not a recipe upgrade. Place the Nexus, then build a flat 5×5 square of SRP Evolution Lure blocks at its own Y level — all 24 ring cells around it. It tells you in chat exactly which lure strength it hungers for next, weakest first. A correct ring is channelled for two seconds, then consumed. Six offerings in total take it from Tier I to Tier IV, with radii of 16 / 32 / 48 / 64 blocks (upgrades push it further, hard-capped at 256).
  • Inside the dome, parasites stop being a base-defence problem: natural spawns are vetoed, block infestation is vetoed, parasite node/colony structures won't generate, parasites can't break your blocks, Purge Fire burns anything parasitic that walks in, node and colony hearts already inside are purged, infested blocks are steadily reverted, and the biome is reset to natural using SRP's own purification mappings. Parasites that die inside drop nothing and give no XP — the dome is protection, not an AFK farm.
  • Dead blood is handled too. SRP's dead blood was invisible to both purification layers, so a pool inside a dome stayed there forever. It is now drained cluster by cluster, and while inside a dome it is inert: no damage, no Corrosive or Viral, and no free healing for parasites standing in it. That matters because its damage bypasses armour, invulnerability frames and the usual damage events, so nothing else in a pack could mitigate it. A parasite that lingers two minutes inside a dome is executed outright.
  • It is not free. Every player standing inside an active Sanctuary pays a presence tax of 2.5 hearts of max health, and natural regeneration is suppressed in there (instant healing still works). The Nexus burns Wizardry crystals as fuel on a timer; when the tank runs dry it starts draining mana straight out of the wands of everyone inside, and when nobody has mana left it feeds on the owner's health. Four upgrade slots (Efficiency, Owner Relief, Reach, Ascension) walk that cost back down, and the full set cancels it entirely.
  • One Sanctuary per player by default, across all dimensions. There is also a Creative Sanctuary block — creative tab only, instantly Tier IV, with a slider for radius 16–256 — for testing and for pack authors.

Enchantments

All Insane Tweaks enchantments are quest-only by design. They never turn up in chest loot, librarian trades, the enchanting table, or on randomly enchanted mob gear — they are handed out deliberately and then applied normally on an anvil.

  • Sentient Codex — a native port of UniqueEnchantments' Grimoire, retuned. It dynamically raises the level of every other enchantment on the item as your XP level grows, so Sharpness can climb past its normal ceiling. Progression is roughly 70% slower than the original, and Fortune, Efficiency, Looting and Silk Touch are excluded. It comes with strings attached: the first player to hold a Codex item binds to it, anyone else holding it takes void damage every second, and the item can no longer be modified on an anvil.
  • Mmmm — a food-only enchantment, ported from UniqueEnchantments' Ambrosia. Eating enchanted food fills the hunger bar completely and grants Nourished, which keeps topping your saturation back up — in practice hunger stops draining for the duration, which scales with your XP level. An enchanted stack is also invisible to parasite food contamination, so a parasite hit passes over it and shrinks the next stack instead.
  • Swift Picking — shortens the Auto Lock Picker's channel by 15% per level, three levels.

Companions: Thrall, Sim Wizard, Assimilated Battlemage & Sentinel

  • Thrall: an immortal, non-aggressive worker companion with its own 27-slot backpack, summoned with the Summon Thrall spell and commanded by right-clicking it. Modes: Follow, Stay, Woodcutting, Mineshaft, Farming, Collecting (toss it 1–4 item types and it teleport-explores and vein-mines matching blocks in loops), Porter (sorts chest piles at its HOME depot), and Husbandry (tends an animal pen — feeding, breeding, shearing, and culling surplus adults; the one case where a thrall will ever kill something). HOME works as a pure supply depot: give the thrall a work site anywhere and it shuttles back only to restock or unload, remembering its 3 most recent work sites. One thrall per player by default — raise maxSlotsPerPlayer in the config if you want a crew.
  • Sim Wizard: not a summonable ally — it's what Scape and Run: Parasites' infection turns assimilated Wizardry wizard NPCs into. A dangerous pure spellcaster that kites at range, telegraphs its casts, answers close-range threats with a banish spell, and has no melee at all. Scales up with the world's SRP infection phase.
  • Assimilated Battlemage: what the infection makes of an Ancient Spellcraft wizard. It carries a Living Spellblade and a Living Aegis, blocks with the shield, and will close to melee — but only while above 70% health and only if you are already within six blocks. Otherwise it stays back and casts. It casts less often than a Sim Wizard because its damage is in the blade.
  • Sentinel: a full companion battlemage built on Ancient Spellcraft's battlemage framework. Fights at range and switches to melee-with-shield-block up close, with a Stance toggle (Aggressive/Defensive), configurable target priorities, an adjustable guard radius in 4-block steps, auto-loot and auto-deposit options, and a combined control/loot GUI. Currently only obtainable via spawn egg or /summon insanetweaks:sentinel — a proper acquisition method is still deliberately deferred, so treat it as an early-access feature.

If you run Ars Magica 2 alongside this mod: earlier versions had AM2's spell-veto system silently blocking most Sim Wizard and Sentinel casts (and occasionally deleting their summoned creatures). This is now fixed with a compatibility layer that still honors every legitimate veto (per-spell NPC restrictions, AM2 Silence, ASC's suppression charm, etc.) while overriding AM2's false-positive burnout check.

Zhonya's Hourglass and the Hourglass of Restoration

The classic SRP-restoration function lives in the Hourglass of Restoration — a Charm. While worn, Purifying Pulse restores infected entities inside its wave to their original form, complete with name, taming, trades and attributes, and gives them 30 seconds of immunity to re-infection. Right-click restores a single target directly on a long cooldown. It is craftable from a Magic Crystal / Healing Runestone / SRP Pearl / Clock / Assimilated Flesh recipe.

Zhonya's Hourglass itself is a panic-button artifact: right-click to drain your mana (100+ required) on a 3-hour cooldown for ~3 seconds of immortality, a full heal, the Cleanse effect, and being rooted in place with a gold tint — plus 5 seconds of aggro-clearing on nearby hostiles so you can reposition once it ends. Ships disabled by default (enableZhonya config, off).

Corrupted Seed Progression Loop

A new, riskier way to obtain Bauble Fruits without relying on drops alone. Wearing Enigmatic Legacy's Blessed Ring (or, with full parity, the plain Cursed Ring) and killing a high-tier SRP parasite has a chance to drop a Corrupted Seed Fragment. Four fragments craft into a Corrupted Seed — plant it on infested ground near active SRP infestation while you stay nearby, and over roughly 20 minutes of valid conditions it grows into a living, defendable Corrupted Fruit. It is an entity, not a crop, so the hive will come for it and you have to hold the line; its health pool scales with the world's evolution phase.

From there you can either purify it at the Wizardry Imbuement Altar (9 slot-specific recipes, JEI-integrated) for a proper typed Bauble Fruit, or eat it raw for an instant random unlock followed by a guaranteed, Totem-proof death that spawns an SRP Beckon Stage V at your corpse. The raw gamble only rolls among fruits it can actually grant, and refuses the bargain outright when you have eaten them all — it will not kill you for nothing.

Separately, killing Infernal Mobs' infernal-elite enemies drops 1–2 random-element Wizardry spectral dust.

Custom Skill Tree Traits

If Reskillable is installed, Insane Tweaks injects a custom trait tree directly into the Reskillable system. This module ships OFF by default — turn enableSkillsModule on if you want it.

20 custom unlockable traits. Highlights:

  • Wizardry specializations: Arcane Mastery, School of Alteration, School of Conjuration, School of Destruction, Archmage, Meditation
  • Stone Fists — with an empty main hand you break and harvest blocks as if you were holding the matching stone tool.
  • Coiled Spring — hold Sneak and Jump together on the ground to coil for up to a second and a half, then release Sneak to launch. A full charge clears roughly ten blocks and lands with no fall damage; partial charges get a proportional waiver.
  • Scarred Flesh — a total affliction budget against the hive. Every hostile parasite effect costs its displayed level, and the total may never exceed 15. An incoming affliction lands at whatever level still fits, or is refused outright when nothing does. Durations are never shortened, and beneficial parasite effects are not counted.
  • Utility and survival: Spider's Grace, Iron Stomach, Adapted Vegetation, Fast Learner, Assimilated Warfare, Astral Prospector, Supreme Enchanter, Bob the Builder, Angry Farmer, Double Hooks, Enchant Fishing
  • Two of Reskillable's own traits are rewritten as well — Golden Osmosis (golden gear self-repairs from your XP, plus armor/toughness/attack-speed bonuses) and Safe Port (ender pearls stop hurting you and fly 30% further)

Every trait can be individually switched off in the config since 1.5.0 — see below.

The mod also deploys an optimized Reskillable config for this custom tree and preserves custom Skill Locks through its own swap/backup system. A backup is created automatically, and the swap aborts rather than overwriting anything it cannot safely parse. Making your own backup first is still recommended. If Reskillable is not installed, the skills module safely disables itself.

Bauble Fruits

Bauble Fruits are one-time consumables that permanently improve your character's bauble setup. Nine typed fruits: Ring, Amulet, Body, Head, Charm, Belt, Elytra, Totem, Trinket — each visually distinct, each with its own tooltip.

  • BaublesEX integration: With BaublesEX 2.0.0+ installed, fruits grant true additional slot capacity.
  • Legacy fallback: With original Baubles 1.5.x, the system falls back to a safe permanent Luck bonus instead of breaking. If you later switch to BaublesEX, a new fruit of the same type will still give you the real slot.
  • An optional cap on how many fruits one player may ever eat, and a tooltip counter, for packs that want to ration them.

Fixes and Utility Features

  • Auto Lock Picker: with the Locks mod installed, an item that opens a lock by holding right-click instead of playing the pin minigame. The channel scales with the lock's pin count — six seconds for wood, twelve for diamond — and durability is only spent on a successful pick. It beats Complexity I and II and is stopped by Complexity III, the same bracket as Locks' own steel pick. Locks' Sturdy makes it cost more durability rather than breaking it; Shocking zaps you if you abort the channel.
  • Golden Book: a book with a very high enchantability, for when you want big swings on your enchants.
  • /itweaks command: claimfruit to collect a pending Arcane Adapted Fruit, and propertybook / grantbook to hand out properties and quest-gated enchantments as quest rewards.

For modpack authors

Version 1.5.0 exists mostly because of a request on the CurseForge page: make the mod adaptable enough to drop into a pack with its own balance.

Every default reproduces the mod's own behaviour exactly. If you do not touch the config, nothing changes.

  • A missing ingredient no longer crashes the game. If your Scape and Run: Parasites build does not have an item one of the recipes wants, that one recipe is skipped with a warning in the log instead of refusing to start.
  • The gear config category covers the whole Living/Sentient line: base attack damage per spellblade tier, the out-of-mana penalty, armour and toughness on both Aegis tiers, armour and toughness multipliers for all four armour sets, the per-piece spell-cost discount, and the wands' spell-power, duration, minion-health and magic-damage values. Numbers are absolute where they are flat per tier and multipliers where they grow with evolution, so a part-evolved item keeps its place on its curve.
  • Advanced properties can be switched off individually — Ashen Legacy, Grave Defiance, Veil of Stasis, Fleshbound, Arcane Sundering. A disabled property vanishes from tooltips and stops working from every source at once.
  • Individual pieces of gear can be switched off — each spellblade, each Aegis, each armour set, each wand. A disabled piece stays registered, so existing ones keep working and keep their NBT, but loses every recipe that produces it and is hidden from creative and JEI. Note that a Living item that reaches its threshold will still evolve into its Sentient form even if you disabled that form's recipe; blocking that would strand players with an item that can never advance.
  • Every Reskillable trait has an Enabled switch. A disabled trait is not registered, so it leaves the skill tree and stops working. ⚠️ Read this before using it: Reskillable silently drops an unlock it no longer recognises when it loads a player's save and then writes the shortened list back, so a player who already bought a trait you later disable loses that unlock permanently and is not refunded the skill points. Turning the trait back on does not restore it. Refund by hand if it matters to you.

Spell Identity: Abomination and Arcane Adaptation

One of the main balancing ideas behind the mod is semi-specialization.

Living and Sentient casting gear is designed to favor Insane Tweaks spells over normal Wizardry content. To support that, the mod uses a special gear property called Arcane Adaptation:

  • Non-Insane Tweaks spells become much more expensive to cast through that gear.
  • Insane Tweaks spells are treated as the native spell family for this casting style.
  • The Adaptation Upgrade item lets a normal wand channel Abomination spells, and stacks up to III to soften the penalty on everything else.

This is how the mod supports a stronger custom spell roster without adding a fully new fake Wizardry element or wand tier at the engine level.


How to Play

  1. Install the required base mods — Electroblob's Wizardry, Ancient Spellcraft, Spartan Weaponry, and Scape and Run: Parasites (or Scape and Spartan: Parasites) — then drop this mod in alongside them. You need MixinBooter, or run on Cleanroom.
  2. Check the config before a long-term world. Most subsystems are individually toggleable and several default OFF — the Reskillable trait tree and Zhonya's Hourglass in particular. Several toggles need a restart, so it's much less painful to do this pass now than 40 hours in.
  3. Craft your starting gear. The base Living armor pieces, Living Aegis, Living Spellblade, and Living Wand all have normal crafting recipes — check JEI/HEI if you're not sure what's needed.
  4. Fight in it. Living gear evolves passively: armor evolves from combat exposure, the Aegis from blocked damage, spellblades from kills. Keep wearing/using the gear and it grows into its Sentient form, then further into its Awakened state. Properties unlock along the way.
  5. Lean into the Abomination spell family. Once you're using evolved casting gear, Insane Tweaks spells are the cost-efficient choice thanks to Arcane Adaptation — normal Wizardry spells get expensive through that gear on purpose. Start with the cheap utility (Immune Bond, Yelloweye Gland, Parasite Shroud) and work up to Purifying Pulse and Call of Demise.
  6. Pick up companions as you go. A Thrall is a low-risk helper for chores (mining, farming, sorting, animal husbandry) — hand it tools/items and a mode. A Sentinel is a heavier combat companion, currently only reachable via spawn egg / /summon.
  7. Build a Sanctuary when the hive starts winning. Craft the Nexus, ring it with Evolution Lures in the order it asks for, and feed it Wizardry crystals. Read the cost section above first — the dome takes max health off everyone inside and will eat the owner's HP if you let the fuel run out. Plan the upgrade slots.
  8. If you want the Bauble Fruit loop, get Enigmatic Legacy for the Blessed Ring and start farming Corrupted Seed Fragments off high-tier parasites. Expect to defend a sapling for 20 minutes.
  9. Optional integrations worth grabbing: Reskillable for the trait tree, BaublesEX for real extra bauble slots, Enigmatic Legacy for the Corrupted Seed loop and Relief for the Damned, Locks for the Auto Lock Picker, Infernal Mobs for the spectral dust drops, PotionCore for the magic-damage scaling, SRPextra for full recipe coverage, and JEI/HEI for recipe visibility.

Installation and Dependencies

Minecraft version: 1.12.2
Recommended Forge: 14.23.5.2860+
Mixin support: MixinBooter, or Cleanroom

Main supported integrations

  • Electroblob's Wizardry
  • Ancient Spellcraft
  • Spartan Weaponry
  • Scape and Run: Parasites / Scape and Spartan: Parasites

⚠️ If you use SRPExtra: the current Scape and Run: Parasites build pairs with SRPExtra 1.10.8, not the newest SRPExtra release. A mismatch there produces crashes that look like they come from this mod but do not.

Optional integrations

These are not hard requirements, but they unlock major parts of the mod:

  • Reskillable — required for the custom trait tree
  • BaublesEX — required for true Bauble Fruit slot expansion
  • Enigmatic Legacy — the Corrupted Seed / Blessed Ring progression loop, and Relief for the Damned
  • Locks — required for the Auto Lock Picker
  • PotionCore — enables extra magic-damage scaling synergy
  • SRPextra — recommended for full recipe coverage depending on your SRP setup
  • So Many Enchantments — recommended for full utility/fix coverage
  • Infernal Mobs — infernal-elite kills drop spectral dust
  • Ars Magica 2 — supported, not required; see the Companions section above
  • JEI / HEI — recommended for recipe visibility
  • SRP&Wiz mixins — my separate mod with the optional SRParasites performance/correctness fixes
  • SRP&Wiz Core — my separate pack-glue mod: threading and worldgen crash guards, per-dimension worldgen control, and a spawn engine
  • CTombstone-Tweaks — my separate Corail Tombstone mod, which is where this one’s Tombstone module went

Credits and Acknowledgements

This project stands on the work of many excellent 1.12.2 modders:

  • Electroblob - Wizardry framework, mana systems, and core spell infrastructure
  • WinDanesz - Ancient Spellcraft battlemage foundations and related inspiration
  • oblivioussp - Spartan Weaponry properties and combat API
  • Dhanantry and the SRP team - Scape and Run: Parasites, along with most of the biological horror and evolution inspiration behind the mod
  • Aizistra and KELETU - mechanical inspiration from Enigmatic Legacy
  • CursedFlames and Tmtravlr - inspiration behind Spider's Grace
  • Asek3 / the UniqueEnchantments authors - the Grimoire and Ambrosia enchantments that Sentient Codex and Mmmm are ported from
  • CleanroomMC Team - keeping 1.12.2 alive with modern mixin support and newer Java compatibility
  • K2K / New Fantasy - texture contributions for Living and Sentient spellblades and related visuals

Additional note: some core item textures were created using modified assets derived from the Faithful 32x Resource Pack, distributed in accordance with its community license.


Developer / Showcase Commands

If you want to preview some of the strongest awakened gear states:

/give @p insanetweaks:sentient_spellblade 1 0 {SentientKills:2000}
/give @p insanetweaks:sentient_aegis 1 0 {AegisDamageBlocked:10000.0f}
/give @p insanetweaks:sentient_wand 1 0 {WandEvolutionPoints:10000}
/give @p insanetweaks:battle_mage_helmet 1 0 {ArmorDamageBlocked:5000.0f}

For other armor pieces, replace helmet with the matching slot name.

Source for all three mods: https://github.com/pegek/Insane-Tweaks-SRP-Wizardry

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