Crystal Leveling

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Crystal Leveling

By SherfyOwner

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Assigns every entity a random “difficulty level”, makes fighting more meaningful.

Adventure/Exploration
Mod Loaders
Forge
Minecraft

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Available Platforms

Compatibility

Supported Environments

Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
crystal_leveling-1.0-forge-1.20.1.jar

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CurseForge ID
Modrinth ID

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About

Description

When a entity spawns or joins the world, this mod dynamically assigns it a random “difficulty level” from 1 to 100 and then buffs its stats based on that level. The mob’s display name is then appended with a colored crystal icon that serves as a visual tier/rarity indicator of how tough it is.

So players will encounter mobs with increased:

  • Max health
  • Attack damage
  • Armor
  • Armor toughness

Scaled by that random difficulty level.
Their name gets a suffix icon with a color code representing how high the difficulty is (e.g., green for low, colorful for top tier), making it easy to spot stronger-than-normal mobs at a glance.

Example(from lowest to highest):

For devs

The mod defines a syncable difficulty_level attribute (0–100) and attaches it to all entities. Other mods can read that attribute and branch logic (e.g., custom drops, loot tiers, effects) based on its value.

@Mod.EventBusSubscriber
public class CustomDropOnDeathWithTiers {
    @SubscribeEvent
    public static void onLivingDeath(net.minecraftforge.event.entity.living.LivingDeathEvent event) {
        LivingEntity entity = event.getEntityLiving();
        if (entity == null)
            return;

        // Read difficulty level (default to 0 if missing)
        double difficulty = 0;
        if (entity.getAttributes().hasAttribute(CrystalLevelingModAttributes.DIFFICULTY_LEVEL.get())) {
            difficulty = entity.getAttribute(CrystalLevelingModAttributes.DIFFICULTY_LEVEL.get()).getBaseValue();
        }

        // Determine tier and give corresponding drop
        if (difficulty >= 81) {
            // Top tier (colorful): very rare reward
            entity.spawnAtLocation(new ItemStack(Items.NETHER_STAR), 0.0F);
        } else if (difficulty >= 65) {
            // Dark blue tier: rare reward
            entity.spawnAtLocation(new ItemStack(Items.DIAMOND), 0.0F);
        } else if (difficulty >= 49) {
            // Light purple tier: uncommon reward
            entity.spawnAtLocation(new ItemStack(Items.EMERALD), 0.0F);
        } else if (difficulty >= 33) {
            // Red tier: modest reward
            entity.spawnAtLocation(new ItemStack(Items.IRON_INGOT), 0.0F);
        } else if (difficulty >= 17) {
            // Yellow tier: common reward
            entity.spawnAtLocation(new ItemStack(Items.GOLD_INGOT), 0.0F);
        } else {
            // Green tier: baseline reward
            entity.spawnAtLocation(new ItemStack(Items.APPLE), 0.0F);
        }
    }
}

When a entity spawns or joins the world, this mod dynamically assigns it a random “difficulty level” from 1 to 100 and then buffs its stats based on that level. The mob’s display name is then appended with a colored crystal icon that serves as a visual tier/rarity indicator of how tough it is.

So players will encounter mobs with increased:

  • Max health
  • Attack damage
  • Armor
  • Armor toughness

Scaled by that random difficulty level.
Their name gets a suffix icon with a color code representing how high the difficulty is (e.g., green for low, colorful for top tier), making it easy to spot stronger-than-normal mobs at a glance.

Example(from lowest to highest):

 

For devs

The mod defines a syncable difficulty_level attribute (0–100) and attaches it to all entities. Other mods can read that attribute and branch logic (e.g., custom drops, loot tiers, effects) based on its value.

@Mod.EventBusSubscriber
public class CustomDropOnDeathWithTiers {
    @SubscribeEvent
    public static void onLivingDeath(net.minecraftforge.event.entity.living.LivingDeathEvent event) {
        LivingEntity entity = event.getEntityLiving();
        if (entity == null)
            return;

        // Read difficulty level (default to 0 if missing)
        double difficulty = 0;
        if (entity.getAttributes().hasAttribute(CrystalLevelingModAttributes.DIFFICULTY_LEVEL.get())) {
            difficulty = entity.getAttribute(CrystalLevelingModAttributes.DIFFICULTY_LEVEL.get()).getBaseValue();
        }

        // Determine tier and give corresponding drop
        if (difficulty >= 81) {
            // Top tier (colorful): very rare reward
            entity.spawnAtLocation(new ItemStack(Items.NETHER_STAR), 0.0F);
        } else if (difficulty >= 65) {
            // Dark blue tier: rare reward
            entity.spawnAtLocation(new ItemStack(Items.DIAMOND), 0.0F);
        } else if (difficulty >= 49) {
            // Light purple tier: uncommon reward
            entity.spawnAtLocation(new ItemStack(Items.EMERALD), 0.0F);
        } else if (difficulty >= 33) {
            // Red tier: modest reward
            entity.spawnAtLocation(new ItemStack(Items.IRON_INGOT), 0.0F);
        } else if (difficulty >= 17) {
            // Yellow tier: common reward
            entity.spawnAtLocation(new ItemStack(Items.GOLD_INGOT), 0.0F);
        } else {
            // Green tier: baseline reward
            entity.spawnAtLocation(new ItemStack(Items.APPLE), 0.0F);
        }
    }
}

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