Additional Attributes
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Adds additional attributes to the game
Does not follow a specific thematic focus apart from vanilla Minecraft.
Used for mods with little to no gameplay elements.
Includes magical spells, wands, and other casting tools.
Introduces new enchantments and/or changes the vanilla enchantment system.
Adds extra features or content to an existing mod.
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Must be installed on both the client and the server.
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Description
1.21
Documentation is currently located here
Respirationattribute has been removed (due to vanilla oxygen attribute)- The spell level syntax has been unified (
spell_schoolandspell_typehave been changed tospell/<namespace>/<path>andschool/<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_totalif you don't have the enchantment additionwill be affected bymultiply_total
Harvest Attribute
Can be used to increase the amount of harvested items
- ID is
additional_attributes:harvest additionof1means 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
commonrarity - 1 to 2: Chance between
commonanduncommonrarity - 2 to 3: Chance between
uncommonandrarerarity - 3 to 4: Chance between
rareandepicrarity - 4 to 5: Chance between
epicandmythicrarity - 5 to 6: Chance between
mythicandancientrarity - 6 to ? : Can only roll
ancientrarity - (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 entriesmin_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)
- Directory:
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>
- Example:
- 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
- Example:
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
1won'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
1.75will result in1 - 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
- Example:
- Attribute for each spell type (
additional_attributes:innate_spell/<namespace>/<path>)- Example:
additional_attributes:innate_spell/irons_spellbooks/cloud_of_regeneration
- Example:
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_basewill have no effect since the base value is0 - Using
multiply_totalwithout prioradditionwill also have no effect
References:
- School Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SchoolRegistry.java
- Spell Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SpellRegistry.java
1.21
Documentation is currently located here
Respirationattribute has been removed (due to vanilla oxygen attribute)- The spell level syntax has been unified (
spell_schoolandspell_typehave been changed tospell/<namespace>/<path>andschool/<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_totalif you don't have the enchantment additionwill be affected bymultiply_total
Harvest Attribute
Can be used to increase the amount of harvested items
- ID is
additional_attributes:harvest additionof1means 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
commonrarity - 1 to 2: Chance between
commonanduncommonrarity - 2 to 3: Chance between
uncommonandrarerarity - 3 to 4: Chance between
rareandepicrarity - 4 to 5: Chance between
epicandmythicrarity - 5 to 6: Chance between
mythicandancientrarity - 6 to ? : Can only roll
ancientrarity - (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 entriesmin_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)
- Directory:
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
- Example:
- Example:
- Example:
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
1won'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
1.75will result in1 - 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
- Example:
- Example:
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_basewill have no effect since the base value is0 - Using
multiply_totalwithout prioradditionwill also have no effect
References:
- School Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SchoolRegistry.java
- Spell Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SpellRegistry.java
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