Additional Attributes

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Additional Attributes

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Adds additional attributes to the game

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Spells & Wands
Enchantments
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Minecraft

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Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
MIT License
Latest Version
Additional Attributes 1.20.1 - 1.3.6
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

1.21

Documentation is currently located here

  • Respiration attribute has been removed (due to vanilla oxygen attribute)
  • The spell level syntax has been unified (spell_school and spell_type have been changed to spell/<namespace>/<path> and school/<namespace>/<path>

Enchantment Attributes

  • Looting (additional_attributes:looting)
  • Respiration (additional_attributes:respiration)
  • Fishing Lure (additional_attributes:fishing_lure)
  • Fishing Luck (additional_attributes:fishing_lure)

The base value for these is the enchantment value which gets checked

  • Meaning there won't be any benefits using multiply_base / multiply_total if you don't have the enchantment
  • addition will be affected by multiply_total

Harvest Attribute

Can be used to increase the amount of harvested items

  • ID is additional_attributes:harvest
  • addition of 1 means one additional crop (not seed)
  • The base value is the initial harvested amount

Apotheosis

Apothic Crafting

An attribute that adds a chance to affix crafted items

Logic works as follows (using the baseline Apotheosis rarities):

  • 0 to 1: Chance between nothing happening and common rarity
  • 1 to 2: Chance between common and uncommon rarity
  • 2 to 3: Chance between uncommon and rare rarity
  • 3 to 4: Chance between rare and epic rarity
  • 4 to 5: Chance between epic and mythic rarity
  • 5 to 6: Chance between mythic and ancient rarity
  • 6 to ? : Can only roll ancient rarity
  • (This is just an example - the attribute value corresponds to the ordinal of the rarity)

If the attribute value is exactly 0 nothing will happen

A value of 1.3 has a 30% chance to consider uncommon rarity - The luck attribute will still affect the actually picked rarity

Configurations:

  • There is a server config that can limit the max. crafted rarity
  • There is a blacklist item tag (additional_attributes:apothic_crafting_blacklist)
  • You can define min / max rarity clamps per items using a datapack (applies after the server config), see example of wooden tools:
    • Directory: additional_attributes/rarity_definitions
    • Clamp entry:
    • items: A tag, single entry or a list of entries
    • min_rarity: Min. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)
    • max_rarity: Max. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)

Iron's Spells 'n Spellbooks

Increase or decrease spell levels

  • General attribute (meaning all spells) (additional_attributes:spell_general)
  • Attribute for each school type (additional_attributes:spell_school_<...>)
    • Example: additional_attributes:spell_school_fire
    • Third-party schools have the syntax additional_attributes:school/<namespace>/<path>
  • Attribute for each spell type (additional_attributes:spell_type_<...>)
    • Example: additional_attributes:spell_type_shockwave
    • Third-party spells have the syntax additional_attributes:spell/<namespace>/<path>
    • Example: additional_attributes:spell/traveloptics/orbital_void

How it works:

  • The base value of these attributes is the level of the spell being used - meaning modifying the base has no effect
  • Spells with a maximum level of 1 won't have their spell level increased, since there usually is no reason to do so (configurable)
  • The three attribute types function as one - their modifiers are gathered together before calculation
  • There is no rounding - meaning a spell level of 1.75 will result in 1
  • If the spell level reaches 0 (due to negative modifiers) the spell cannot be cast
  • These attributes are present for all entities not just the player

Add spells to the spell selection

These spells will be available independent of the current spellbook, weapon, etc.

  • Attribute for each school type (additional_attributes:innate_school/<namespace>/<path>)
    • Example: additional_attributes:innate_school/irons_spellbooks/fire
  • Attribute for each spell type (additional_attributes:innate_spell/<namespace>/<path>)
    • Example: additional_attributes:innate_spell/irons_spellbooks/cloud_of_regeneration

Other

Added an attribute to potentially not use up a scroll

  • ID is additional_attributes:keep_scroll
  • Value between 0 (0% chance) and 1 (100% chance)
  • Using multiply_base will have no effect since the base value is 0
  • Using multiply_total without prior addition will also have no effect

References:

1.21

Documentation is currently located here

  • Respiration attribute has been removed (due to vanilla oxygen attribute)
  • The spell level syntax has been unified (spell_school and spell_type have been changed to spell/<namespace>/<path> and school/<namespace>/<path>

Enchantment Attributes

  • Looting (additional_attributes:looting)
  • Respiration (additional_attributes:respiration)
  • Fishing Lure (additional_attributes:fishing_lure)
  • Fishing Luck (additional_attributes:fishing_lure)

The base value for these is the enchantment value which gets checked

  • Meaning there won't be any benefits using multiply_base / multiply_total if you don't have the enchantment
  • addition will be affected by multiply_total

Harvest Attribute

Can be used to increase the amount of harvested items

  • ID is additional_attributes:harvest
  • addition of 1 means one additional crop (not seed)
  • The base value is the initial harvested amount

Apotheosis

Apothic Crafting

An attribute that adds a chance to affix crafted items

Logic works as follows (using the baseline Apotheosis rarities):

  • 0 to 1: Chance between nothing happening and common rarity
  • 1 to 2: Chance between common and uncommon rarity
  • 2 to 3: Chance between uncommon and rare rarity
  • 3 to 4: Chance between rare and epic rarity
  • 4 to 5: Chance between epic and mythic rarity
  • 5 to 6: Chance between mythic and ancient rarity
  • 6 to ? : Can only roll ancient rarity
  • (This is just an example - the attribute value corresponds to the ordinal of the rarity)

If the attribute value is exactly 0 nothing will happen

A value of 1.3 has a 30% chance to consider uncommon rarity - The luck attribute will still affect the actually picked rarity

Configurations:

  • There is a server config that can limit the max. crafted rarity
  • There is a blacklist item tag (additional_attributes:apothic_crafting_blacklist)
  • You can define min / max rarity clamps per items using a datapack (applies after the server config), see example of wooden tools:
    • Directory: additional_attributes/rarity_definitions
    • Clamp entry:
      • items: A tag, single entry or a list of entries
      • min_rarity: Min. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)
      • max_rarity: Max. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)

Iron's Spells 'n Spellbooks

Increase or decrease spell levels

  • General attribute (meaning all spells) (additional_attributes:spell_general)
  • Attribute for each school type (additional_attributes:spell_school_<...>)
    • Example: additional_attributes:spell_school_fire
    • Third-party schools have the syntax additional_attributes:school/<namespace>/<path>
    • Attribute for each spell type (additional_attributes:spell_type_<...>)
      • Example: additional_attributes:spell_type_shockwave
      • Third-party spells have the syntax additional_attributes:spell/<namespace>/<path>
        • Example: additional_attributes:spell/traveloptics/orbital_void

How it works:

  • The base value of these attributes is the level of the spell being used - meaning modifying the base has no effect
  • Spells with a maximum level of 1 won't have their spell level increased, since there usually is no reason to do so (configurable)
  • The three attribute types function as one - their modifiers are gathered together before calculation
  • There is no rounding - meaning a spell level of 1.75 will result in 1
  • If the spell level reaches 0 (due to negative modifiers) the spell cannot be cast
  • These attributes are present for all entities not just the player

Add spells to the spell selection

These spells will be available independent of the current spellbook, weapon, etc.

  • Attribute for each school type (additional_attributes:innate_school/<namespace>/<path>)
    • Example: additional_attributes:innate_school/irons_spellbooks/fire
    • Attribute for each spell type (additional_attributes:innate_spell/<namespace>/<path>)
      • Example: additional_attributes:innate_spell/irons_spellbooks/cloud_of_regeneration

Other

Added an attribute to potentially not use up a scroll

  • ID is additional_attributes:keep_scroll
  • Value between 0 (0% chance) and 1 (100% chance)
  • Using multiply_base will have no effect since the base value is 0
  • Using multiply_total without prior addition will also have no effect

References:

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