Accessories

Accessories RPG - ring, necklace, belt slots with custom UI and stat modifiers.

File Details

FineCraft-Accessories-0.1.5.jar

  • R
  • May 7, 2026
  • 429.62 KB
  • 261
  • Early Access

File Name

FineCraft-Accessories-0.1.5.jar

Supported Versions

  • Early Access

[0.1.5] - 2026-05-07

Added

  • Player stats panel in CharacterSheetPageV2 (centre panel, below the hotbar):
    • Health / Stamina / Mana row: current and max values read from EntityStatMap (DefaultEntityStatTypes).
    • Resistance row: cumulative total of DamageResistance across all equipped accessories (e.g. Physical +2% res).
    • Damage Bonus row: cumulative total of DamageCauseEnhancement across all equipped accessories (e.g. Physical +5% dmg).
  • DamageCauseEnhancement: new AccessoryProperties modifier that increases outgoing damage based on the DamageCause of the attack.
    • Supports Additive (flat bonus) and Multiplicative (percentage bonus) modifiers.
    • Keys are DamageCause IDs (e.g. Physical, Slashing, Projectile). A key matches both its exact cause and all causes that inherit from it — configuring Physical also boosts Slashing and Bludgeoning attacks.
    • Displayed in the character sheet UI as Physical +5% dmg.
  • AccessoryDamageEnhancementSystem: ECS system that applies DamageCauseEnhancement modifiers to outgoing player damage, registered before DamageSystems.ApplyDamage.

Fixed

  • DamageResistance inheritance chain: resistance configured as Physical now correctly reduces Slashing and Bludgeoning damage (DamageCause inheritance was not walked at lookup time).
  • AccessoryDamageResistanceSystem and AccessoryDamageEnhancementSystem now declare Order.BEFORE DamageSystems.ApplyDamage via getDependencies(). Previously both systems ran after damage was applied, making setAmount() a no-op.