1.21
Documentation is currently located here
Respiration attribute has been removed (due to vanilla oxygen attribute)
- The spell level syntax has been unified (
spell_school and spell_type have been changed to spell/<namespace>/<path> and school/<namespace>/<path>
Enchantment Attributes
- Looting (
additional_attributes:looting)
- Respiration (
additional_attributes:respiration)
- Fishing Lure (
additional_attributes:fishing_lure)
- Fishing Luck (
additional_attributes:fishing_lure)
The base value for these is the enchantment value which gets checked
- Meaning there won't be any benefits using
multiply_base / multiply_total if you don't have the enchantment
addition will be affected by multiply_total
Harvest Attribute
Can be used to increase the amount of harvested items
- ID is
additional_attributes:harvest
addition of 1 means one additional crop (not seed)
- The base value is the initial harvested amount
Apotheosis
Apothic Crafting
An attribute that adds a chance to affix crafted items
Logic works as follows (using the baseline Apotheosis rarities):
- 0 to 1: Chance between nothing happening and
common rarity
- 1 to 2: Chance between
common and uncommon rarity
- 2 to 3: Chance between
uncommon and rare rarity
- 3 to 4: Chance between
rare and epic rarity
- 4 to 5: Chance between
epic and mythic rarity
- 5 to 6: Chance between
mythic and ancient rarity
- 6 to ? : Can only roll
ancient rarity
- (This is just an example - the attribute value corresponds to the ordinal of the rarity)
If the attribute value is exactly 0 nothing will happen
A value of 1.3 has a 30% chance to consider uncommon rarity - The luck attribute will still affect the actually picked rarity
Configurations:
- There is a server config that can limit the max. crafted rarity
- There is a blacklist item tag (
additional_attributes:apothic_crafting_blacklist)
- You can define min / max rarity clamps per items using a datapack (applies after the server config), see example of wooden tools:
- Directory:
additional_attributes/rarity_definitions
- Clamp entry:
items: A tag, single entry or a list of entries
min_rarity: Min. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)
max_rarity: Max. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)
Iron's Spells 'n Spellbooks
Increase or decrease spell levels
- General attribute (meaning all spells) (
additional_attributes:spell_general)
- Attribute for each school type (
additional_attributes:spell_school_<...>)
- Example:
additional_attributes:spell_school_fire
- Third-party schools have the syntax
additional_attributes:school/<namespace>/<path>
- Attribute for each spell type (
additional_attributes:spell_type_<...>)
- Example:
additional_attributes:spell_type_shockwave
- Third-party spells have the syntax
additional_attributes:spell/<namespace>/<path>
- Example:
additional_attributes:spell/traveloptics/orbital_void
How it works:
- The base value of these attributes is the level of the spell being used - meaning modifying the base has no effect
- Spells with a maximum level of
1 won't have their spell level increased, since there usually is no reason to do so (configurable)
- The three attribute types function as one - their modifiers are gathered together before calculation
- There is no rounding - meaning a spell level of
1.75 will result in 1
- If the spell level reaches 0 (due to negative modifiers) the spell cannot be cast
- These attributes are present for all entities not just the player
Add spells to the spell selection
These spells will be available independent of the current spellbook, weapon, etc.
- Attribute for each school type (
additional_attributes:innate_school/<namespace>/<path>)
- Example:
additional_attributes:innate_school/irons_spellbooks/fire
- Attribute for each spell type (
additional_attributes:innate_spell/<namespace>/<path>)
- Example:
additional_attributes:innate_spell/irons_spellbooks/cloud_of_regeneration
Other
Added an attribute to potentially not use up a scroll
- ID is
additional_attributes:keep_scroll
- Value between
0 (0% chance) and 1 (100% chance)
- Using
multiply_base will have no effect since the base value is 0
- Using
multiply_total without prior addition will also have no effect
References: