DragonMine Z: Auras+

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DragonMine Z: Auras+

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This addon allows you to add custom auras to DragonMine Z

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Where It Runs
Client and Server

Must be installed on both the client and the server.

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Type
Mod
License
All Rights Reserved
Latest Version
dmzaurasplus-1.1.9.jar

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Modrinth ID

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About

Description


This mod lets you add custom auras to the different forms in DragonMine Z using resource packs.


IMPORTANT: If you don’t have the resource pack with the textures and models enabled, YOU WILL NOT NOTICE ANY CHANGES IN THE AURA.


TUTORIAL

When you start the game with the addon installed, a new value will appear in the DragonMine Z config forms: "dmzaurasplus$auraType". This value defaults to "classic" (which corresponds to the original textures and models of the DragonMine Z mod), but you can set any value there.

The mod works as follows: it takes the value you set in "auraType" and looks in your resource pack for files with the prefix corresponding to that auraType. For example, if you set "divine", the prefix will be "divine_", so you must add that at the beginning of all files related to that aura.

Resource Pack Structure:

The resource pack should be structured like this:

  • A main folder called assets.
  • Inside assets, another folder called dragonminez.
  • Inside dragonminez, two folders: geo and textures.

Models (geo folder):

  • Inside geo, create a folder entity and inside it another folder race.
  • Place all the aura models you want to create inside race.

Textures (textures folder):

  • Inside textures, create a folder entity and inside it a folder ki.
  • Place all the aura textures inside the ki folder.

Models:

The aura model consists of two models: kiaura and kiaura2.

  • kiaura is the aura model itself that surrounds the player.
  • kiaura2 is the “expanding wave” that appears under the player periodically.

To create a custom aura, it’s not necessary to create both files for each aura. If one or both are missing, the mod will use the base mod’s model for the missing files. Both models must be Geckolib Animated Models exported in .geo.json format. As mentioned before, they must have the corresponding prefix; for the example above, the files should be named "divine_kiaura.geo.json" and "divine_kiaura2.geo.json".

Textures:

The aura texture consists of four files, which together create an animation: aura_ki_0, aura_ki_1, aura_ki_2, and aura_ki_3.

  • If any of these files are missing for your custom aura, none of the other textures will be displayed, and all will be replaced by the base mod’s textures. Therefore, all four files must be included (they can be the same image renamed, though this will make the aura appear static).
  • These files must include the prefix (in the example: "divine_aura_ki_0", "divine_aura_ki_1", "divine_aura_ki_2", "divine_aura_ki_3").
  • Textures must be drawn in specific areas to avoid errors when texturing the model. Additionally, to avoid coloring issues depending on the aura color of the form, textures should be in grayscale.


On the DragonMine Z Discord, in the forums channel, there is an example resource pack available for download containing models and textures.


Kaioken:
The addon also allows the Kaioken aura to stack with the aura of another form, rather than replacing its color. This aura can also have a custom auraType, but it has a unique value specifically for it: "stack_aura_adapt".

  • This makes the aura copy the auraType of the form it stacks with.
  • If this value is not used, the aura will have a different texture than the stacked form’s aura, but the model will remain the same (to prevent the Kaioken aura from appearing beneath the form’s aura).

To use the Kaioken mechanic included in the base mod, set the value enableKaiokenExtraAura to false in the config file dmzaurasplus-client.toml.


If you enjoy the project and would like to support me, you can do so on Ko-fi. That said, there’s absolutely no obligation, since this is a non-profit project.

Logo

This mod lets you add custom auras to the different forms in DragonMine Z using resource packs.

IMPORTANT: If you don’t have the resource pack with the textures and models enabled, YOU WILL NOT NOTICE ANY CHANGES IN THE AURA.

TUTORIAL

When you start the game with the addon installed, a new value will appear in the DragonMine Z config forms: "dmzaurasplus$auraType". This value defaults to "classic" (which corresponds to the original textures and models of the DragonMine Z mod), but you can set any value there.

The mod works as follows: it takes the value you set in "auraType" and looks in your resource pack for files with the prefix corresponding to that auraType. For example, if you set "divine", the prefix will be "divine_", so you must add that at the beginning of all files related to that aura.

Resource Pack Structure:

The resource pack should be structured like this:

  • A main folder called assets.
  • Inside assets, another folder called dragonminez.
  • Inside dragonminez, two folders: geo and textures.
  • Models (geo folder):

Inside geo, create a folder entity and inside it another folder race.

  • Place all the aura models you want to create inside race.
  • Textures (textures folder):

Inside textures, create a folder entity and inside it a folder ki.

  • Place all the aura textures inside the ki folder.

Models:

The aura model consists of two models: kiaura and kiaura2.

kiaura is the aura model itself that surrounds the player. kiaura2 is the “expanding wave” that appears under the player periodically. To create a custom aura, it’s not necessary to create both files for each aura. If one or both are missing, the mod will use the base mod’s model for the missing files. Both models must be Geckolib Animated Models exported in .geo.json format. As mentioned before, they must have the corresponding prefix; for the example above, the files should be named "divine_kiaura.geo.json" and "divine_kiaura2.geo.json".

Textures:

The aura texture consists of four files, which together create an animation: aura_ki_0, aura_ki_1, aura_ki_2, and aura_ki_3.

If any of these files are missing for your custom aura, none of the other textures will be displayed, and all will be replaced by the base mod’s textures. Therefore, all four files must be included (they can be the same image renamed, though this will make the aura appear static). These files must include the prefix (in the example: "divine_aura_ki_0", "divine_aura_ki_1", "divine_aura_ki_2", "divine_aura_ki_3"). Textures must be drawn in specific areas to avoid errors when texturing the model. Additionally, to avoid coloring issues depending on the aura color of the form, textures should be in grayscale.

On the DragonMine Z Discord, in the forums channel, there is an example resource pack available for download containing models and textures.

Kaioken: The addon also allows the Kaioken aura to stack with the aura of another form, rather than replacing its color. This aura can also have a custom auraType, but it has a unique value specifically for it: "stack_aura_adapt".

This makes the aura copy the auraType of the form it stacks with. If this value is not used, the aura will have a different texture than the stacked form’s aura, but the model will remain the same (to prevent the Kaioken aura from appearing beneath the form’s aura). To use the Kaioken mechanic included in the base mod, set the value enableKaiokenExtraAura to false in the config file dmzaurasplus-client.toml.

If you enjoy the project and would like to support me, you can do so on Ko-fi. That said, there’s absolutely no obligation, since this is a non-profit project.

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~21,000
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