icy_lib

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icy_lib

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A core library mod for Minecraft Forge (1.20.1) providing utilities and attributes for icy series mods.

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icy_lib-1.0.0.jar
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Description

Added Content –

1. Damage Types (Unified management of various damages from the original game, with additional compatibility for the Iron's Spells 'n Spellbooks mod and TACZ. Other mods' damages, if not specifically compatible, are categorized under a generic elemental damage type.)

  • PHYSICAL("Physical Damage") – Physical category; TACZ standard bullet types.

  • ICE("Ice Damage") – Elemental category.

  • FIRE("Fire Damage") – Elemental category; covers fire and explosions, as well as Iron's Spells' dragon breath and fire domains.

  • LIGHT("Light Damage") – Elemental category; covers lightning, divine, and thunder spells.

  • SHADOW("Shadow Damage") – Elemental category; covers withering, crimson, and eldritch magic.

  • MAGIC("Magic Damage") – Elemental category; covers ender and evoker magic.

  • POISON("Poison Damage") – Elemental category; covers nature, poison magic, and blood_cauldron.

  • VOID("Void Damage") – Special category; covers void TACZ damage types.

  • ELEMENTAL_GENERIC("Generic Elemental Damage") – For other unclassified damages.

  • PUNISHING("Punishing Damage") – Special category; covers the Heart-Stopping Technique.

2. Attribute Types

  • Critical Hit: The player has a "Critical Hit Value" % chance to deal 1.5× the normal damage on an attack. (Theoretically compatible with and able to affect all damages; the author has only briefly tested this with TACZ and Iron's Spells 'n Spellbooks.)

  • Critical Hit Damage Attributes:

    • CRITICAL_STRIKE_MULTIPLIER_ADD – Additive critical damage bonus.

    • CRITICAL_STRIKE_MULTIPLIER_MULTIPLY – Multiplicative critical damage bonus.
      Final Critical Damage Bonus Calculation: (1.5 + Additive Value) × Multiplicative Value

  • Defense: Actual damage taken by the player = Raw Damage – Player's Defense Value. If the calculated damage is ≤ 0, the damage taken is set to 0, but the hit animation still plays (default). You can modify the config file to disable hit animations when damage ≤ 0. (Not tested against higher-tier damage types, but it certainly does not prevent direct health modification.)

  • Critical Hit Defense: The actual probability of the player triggering a critical hit is: (Critical Hit Value – Critical Hit Defense Value)

  • Physical Resistance: For Physical Damage:
    Actual Damage = Raw Damage ÷ Physical Resistance ÷ Universal Resistance – Defense

  • Elemental Resistances (includes Ice Resistance, Fire Resistance, Light Resistance, Shadow Resistance, Magic Resistance, Poison Resistance): For Elemental Damage:
    Actual Damage = Raw Damage ÷ (Corresponding Elemental Resistance × Universal Elemental Resistance) ÷ Universal Resistance – Defense

  • Void Resistance:
    Actual Damage = Raw Damage ÷ Void Resistance ÷ Universal Resistance – Defense

  • Universal Resistance: Reduces all damage taken (except Punishing Damage).

Additional Notes:

  • Punishing Damage is not affected by any of the above resistances.

  • Non-player monster entities have a default Defense value equal to 1/10 of their max health, and a Critical Hit Defense value equal to 1/10 of their armor value. (This ratio can be modified in the config file and can be set to zero.)

3. Buff Types

  • Super Armor: Grants immunity to knockback and removes negative effects every second.

  • Hyper Space: Entities around the player have -90% movement speed and attack speed. (This may cause issues where affected entities, after being hit, are not subject to normal damage for a short period—e.g., arrows being deflected for an extended time after a hit. Regarding whether this will be changed to something similar to Sweet Dreams/Time Stop/Time Slow, these have relatively more bugs. The author is also not entirely satisfied with the current implementation, so only a vague answer can be given—perhaps a future mod integration with "Extreme Dodge".)

  • RageEffect (Positive Buff): Increases bonus damage from normal attacks by 20%.

  • ScorchingEffect (Negative Buff): Reduces Fire Resistance by 15%.

  • ElectrocutionEffect (Negative Buff): Reduces Light Resistance by 15%.

  • Bleed (Stab Wound)

  • Corrosion

  • Catherine's Shield: Provides a 1000-point shield and a Physical Damage bonus.

4. Item Tooltip Left-Side Portrait Rendering
(Note: The portrait is positioned and fixed to the left of the mouse cursor area and rendered there.)

5. Accessory Level / Tier System

  • Accessory Attributes: Attributes provided by accessories are defined by mods that depend on icy_lib through getAttributeGrowthFunctions.

  • Tiers: Divided into Tier 1, Tier 2, Tier 3, … Tier n.

  • Levels: Each tier has a default level cap of 5 + 5 × Tier. Leveling up consumes vanilla Minecraft experience by default. (The consumption amount and growth formula can be customized by mods that depend on icy_lib.)

  • Tier Advancement: Upon reaching the max level of a tier, materials are consumed to break through to the next tier. (The type and quantity of materials are determined by the mods that depend on icy_lib.)

6. Accessory Upgrade UI
(How to open it is left to the mods that depend on icy_lib to call.) For the UI textures, icy_lib only provides a default solid black background.

7. Shield System for Damage Mitigation

 
 

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