Electroblob's Wizardry

The expandable RPG magic mod with over 180 unique spells!

File Details

Electroblob's Wizardry - 4.3.5 - MC 1.12.2

  • R
  • Feb 8, 2022
  • 10.39 MB
  • 85.5K
  • 1.12.2
  • Forge

File Name

ElectroblobsWizardry-4.3.5-MC1.12.2.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:electroblobs-wizardry-265642:3641408")
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Version 4.3.5 - A maintenance update with some tweaks and API updates for addons

 

This is the first update done by the community, big thanks to Electroblob empowering us with his magic

 

+ Added injectMobDrops setting to easily enable/disable mob loot for all entities if desired
+ Added tooltip for Spell Book and Scroll items, displaying the spell's source mod if it's from an addon. (for the default scroll and book only)
* Frostbite effect and entity burning now cancels each other
* Scrolls no longer have cooldown in Creative mode
* Added support for Forge's in-game mod version update-notifier
# Fixes wizards being stuck in a continuous, client-side only spellcasting loop of their continuous spells if their target dies
# Fixes Mark Sacrifice not doing damage with a potion amplifier of 0 (basically casting Mark Sacrifice with a non-healer wand)
# Fixed issue #752, a bug with wizard armours always providing protection even without mana
# Fixed issue #619, removing soulbinding curse effect if the potion is no longer active (persistent soulbinding)
# Fixed issue #735, a dispenser crash with the Slime spell
# Fixes issue #735, a dispenser crash with Conjure Block spell
# Fixed issue #469, player rubberbanding when touching the wall of a containment field on dedicated servers (by Rodrogamby)
# Fixed issue #547, where Curse of Undeath was breaking unbreakable helmets of other mods like Construct's Armory
# Attempted to might fix the lingering Frost effect from Frost Ray spell

 

Changes to support addon/spell pack development better

 

# Fixed an issue where having too many spell packs would cause a world crash on start. This was previously preventing having most of the addons installed at the same time
+ Added a new ImbuementActivateEvent to allow addons hooking into the imbuement process (e.g. for custom Imbuement Altar recipes)
+ Added a new ImbuementRemoval(ItemStack stack) method to Imbuement interface (note this "Imbuement" is about temporary enchantments like Imbue Weapon)
* Added a new isEnabled() public method to ItemArtefact