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This mod adds a few new items, Apoli integration with various mods, and multiple patches to other mods for use on the private Origin SMP.
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Must be installed on both the client and the server.
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About
Description
This mod adds a collection of different things to assist the private Origin SMP hosted by SlightlyShorter.
Additions
Items
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Shattered Orb of Origin |
originscontent:shattered_orb_of_originAn item that can be consumed to randomise your Origin. Has no functionality without the datapack not included in this mod.
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Obscurer |
originscontent:obscurerAn item that can be used to hide (randomise) the icon next to your name that represents your Origin. Has no functionality without the datapack.
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Enchanted Book Bundle |
originscontent:enchanted_book_bundleAn item that can be used to get a random overleveled enchanted book. Has no functionality without the datapack.
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Perkeo |
originscontent:perkeoA joke item that can be crafted by throwing a netherite block into the void. Floats in item form and produces cool particles! Also does insane knockback, and you can enchant it with knockback for even more knockback. Say that 5 times fast.
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Placeholder Item 1 thru 9 |
originscontent:placeholder_item_*A collection of placeholders used in the datapack. 6 thru 9 are equippable in the helmet, chestplate, leggings, and boots slots respectively.
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Achievement Item & Achievement Item Use |
originscontent:achievement_item&originscontent:achievement_item_useTwo items used for Origin Achievements. Neither have any functionality without the datapack.
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Blueprint |
originscontent:blueprintAn item used in an Origin based off ARC Raiders.
Commands
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/wikiA command that returns a link to the SMP wiki, with info about the origins.
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/mapA command that returns a link to the SMP map, powered by Bluemap. Both are configurable in the config.
Other Changes
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Multiple patches to Arsenal, hopefully preventing 99% of back slot dupes, and adding an outline to the slot to better convey its use.
The outline cycles between multiple weapons.
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The temporary cobweb block in Origins lasts 30 seconds instead of 3.
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Wind charges from Faithful Mace now work in dispensers, as well as some other miscellaneous bugs being patched.
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Any item can have any of the following NBT tags:
BarResource(identifier) An Origins-powered resource that will specify the fill of the item bar.BarStepOverride(int from 0 to 13) Will override the bar fill entirely, also is uncapped so you can overflow it if you want.BarColor(hex code as string) Will override the item bar color, can also be set to"rainbow"to make the bar color RGB. Here's an example using some of the above:
Would give you a diamond sword where the item bar displays your current value for/give @s minecraft:diamond_sword{BarResource:"namespace:my_custom_resource",BarColor:"#ff39bc"}namespace:my_custom_resourceand the color is set to #ff39bc.
Tags
Blocks
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Allowed Back Slot Interactions |
originscontent:allowed_back_slot_interactionsBlocks where right click events won't be cancelled while the back weapon is held.
Items
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Back Slot Allowed |
originscontent:back_slot_allowedItems that can be put in the back slot.
Origins / Apoli Integration
See the Origins wiki for more info.
Power Types
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Cancel Totems |
originscontent:cancel_totemsCancels totems from activating on death. The user just dies.
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Disable Offhand |
originscontent:disable_offhandDisables the user's offhand, stopping them from placing any items there, and giving any items in the slot when the power is gained back to them. (If the user's inventory is full, it is dropped as an item only they can pick up.) Replaces the default shield outline texture with a cross while active.
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Cancel Inventory Actions |
originscontent:cancel_inventory_actionsCancels different inventory actions. Options:
change_hotbar_slot(boolean) Cancels changing selected slot.move_item_in_gui(boolean) Prevents clicking on items in any GUI with an inventory.drop_items(boolean) Stops the power holder from dropping items.pickup_items(boolean) Stops the power holder from picking up items.pick_block(boolean) Stops the power holder from using their Pick Block key.
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Parry |
originscontent:parryAllows the holder to parry. Many options:
parry_window(int) Ticks that you will parry after pressing the key. Required.key(key) The key that will trigger the parry window. Required.reflect(object) Damage reflection options: Required.should_reflect(boolean) Whether damage should be reflected at all. If false, nothing else in this object is required. Required.damage_condition(damage condition) The condition the damage has to meet for the damage to be reflected. Optional.damage_modifier(modifier) The modifier applied to the damage reflected. Optional.damage_type(damage type identifier) The type that the reflected damage will be. Optional. If unspecified will use theminecraft:player_attackdamage type.
damage_condition(damage condition) The condition the damage has to meet for the parry to succeed. Optional.immune(boolean) Whether the power holder will be protected from the damage. Optional, default true.cooldown(int) Ticks that the cooldown will last for. Required.hud_render(hud render) How to render the cooldown. Optional, default no render.
cooldown_on_whiff(boolean) Whether to trigger the cooldown if no damage is taken in the parry window. Optional, default true.action_on_parry(bientity action) The action to be executed on a successful parry. The actor is the power holder. Optional.action_on_whiff(entity action) The action to be executed if no damage is taken in the parry window. Optional.
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Reflect Damage |
originscontent:reflect_dmgBasically the parry power type, but the window is always active, so it's entirely based on conditions.
reflect(object) Same as above, exceptshould_reflectis alwaystrue. (and shouldn't be specified)damage_condition(damage condition) The condition the damage has to meet for the damage to be reflected.immune(boolean) Whether the power holder will be protected from the damage. Optional, default true.action_on_parry(bientity action) The action to be executed when damage is reflected. The actor is the power holder. Optional.
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Override Hotbar |
originscontent:override_hotbarA power type to override the hotbar that appears on the HUD. At no point are you actually holding / in possession of these items. I would not recommend giving this power to non-players. Also, only one of these can be effective at a time for some reason. I could make it work but I'm too lazy so no.
hotbar_1throughhotbar_9, andoffhand(object) The items that will be used.variants(list of objects)stack(item stack) This variant's item stack.condition(entity condition) The condition the power holder must meet for this variant to be displayed. The list is worked through from top to bottom, so if multiple conditions are met the highest one will display.
- This power type supports a condition, seperate from above for the overall power.
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Ticking Entity |
originscontent:ticking_entityMakes the power holder a ticking entity. I'm not exactly sure what inspired me to make this.
Actions
Entity Actions
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Open Steam Game |
originscontent:open_steam_gameI'm not kidding. Takes one argument:
id(int) The Steam game ID that you want to open. No, this will not open games you don't own or don't have installed. Also only works if you have Steam installed. I probably should've accounted for that but nothing will go wrong, right?
Conditions
Entity Conditions
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In Black Rain |
originscontent:in_black_rainChecks if: a. Black rain is active & b. Entity can see sky
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