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ElementalCraft: Reactions

ElementalCraft: Reactions adds unique elemental reactions (fire, frost, thunder, nature) to Minecraft combat, inspired by Divinity: Original Sin 2 and Baldur's Gate 3.

File Details

elementalcraft-1.5.1.jar

  • R
  • Mar 6, 2026
  • 525.19 KB
  • 22
  • 1.20.1
  • Forge

File Name

elementalcraft-1.5.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:elementalcraft-reactions-1404433:7719691")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Elemental Craft V1.5.1 Changelog

 

Content Adjustments

 
  • Optimized Scorched Status
     
    • The countdown will not be refreshed if a mob already afflicted with Scorched Status receives the effect again.
     
  • Optimized Trigger Conditions for Wildfire Ejection
     
    • Only Nature-element mobs in Scorched Status can trigger the Wildfire Ejection counterattack.
     
  • Optimized Trigger Conditions for Toxic Blast
     
    • If a target in Scorched Status is afflicted with the Flammable Spores effect, the Toxic Blast reaction will be triggered based on the number of spore stacks.
     
  • Optimized Flammable Spores
     
    • The countdown will not be refreshed if Flammable Spores reach the maximum stack limit and the effect is applied again.
    • Adjusted the Flammable Spores damage interval from once per second to once every 5 seconds (configurable).
    • Flammable Spores will convert the acquired Wetness effect into an increase in its own stack count.
     
  • New Configuration Option for Wildfire Ejection
     
    • Added a new option in the configuration file to determine whether to clear the mob's own Burning and Scorched effects when the Wildfire Ejection counterattack is triggered.
     
 

Other Fixes

 
  • Fixed the issue where Fire Resistance Potion incorrectly granted immunity to Scorched damage.
 

Static Shock Effect Introduction (Preview, Completed)

 
  • Static Shock is a unique effect exclusive to the Thunder element. When a Thunder-element mob attacks, there is a certain probability to apply Static Shock stacks to the target — the higher the stack count, the stronger the effect.
     
  • Enhancement Threshold: Thunder Attribute Enhancement Points must meet the configured requirement (20 points by default) for Static Shock to be triggered on attacks.
     
  • Probability Growth: The trigger chance increases with Thunder Points. For every certain number of additional points (20 points by default), the trigger chance is increased by an extra percentage (5% by default).
     
  • Maximum Stack Limit: At most 1 stack of Static Shock can be added per attack (configurable), and each stack increases the number of electric shock damage instances (configurable). The target can stack up to 5 layers of Static Shock (configurable), and no more stacks can be added once the limit is reached.
     
  • Refreshing Duration: Each stack of Static Shock lasts for 5 seconds (configurable). When a new stack is added, the remaining duration of all stacks is uniformly refreshed to "current total stacks × duration per stack".
     
  • Trigger Interval: During the active period of Static Shock, random damage is dealt to the target every 5 seconds (configurable).
     
  • Damage Range: Each damage instance randomly fluctuates between 1 and 5 points (configurable), and the damage ignores normal armor.
     
  • Dry Environment: The remaining duration of Static Shock will only naturally decrease in a dry environment (not in water, not in rain) — this serves as groundwork for the subsequent Paralysis effect.
     
  • Immunity Threshold: If the target's Thunder Resistance Points meet the configured requirement (80 points by default), they will be completely immune to Static Shock.
     
  • Sound Effect: An electric shock sound effect plays each time Static Shock damage is triggered.
     
  • Particle Effect: At the moment of damage, white electric spark particles burst around the target to simulate an electric discharge impact.

    属性锻造 V1.5.1 更新日志

     

    内容调整

     
    • 灼烧状态优化
      • 已经处于灼烧状态的生物如果再次被赋予效果不会刷新倒计时。
       
    • 野火喷射触发条件优化
      • 只有处于灼烧状态的自然属性生物才会触发野火喷射反击。
       
    • 毒火爆燃触发条件优化
      • 目标处于灼烧状态时,如果被赋予易燃孢子效果会根据层数触发毒火爆燃反应。
       
    • 易燃孢子优化
      • 易燃孢子达到最大层数后,如果再次被赋予效果不会刷新倒计时。
      • 易燃孢子伤害间隔从每秒 1 次修改为 5 秒(可修改)一次。
      • 易燃孢子会将获得潮湿效果转化增加自身的层数。
       
    • 野火喷射新增配置选项
      • 配置文件新增决定野火喷射反击时是否清除自身的燃烧和灼烧效果。
       
    • 其他修复
      • 修复了抗火药水错误免疫灼烧伤害的问题。
       
     

    静电效果介绍(预览,已完成)

     
    • 静电效果是雷霆属性的特有效果。当雷霆属性生物攻击时,有一定概率为目标附加静电层数,层数越高,效果越强。
    • 强化门槛:雷霆属性强化点数必须达到配置要求(默认 20 点),攻击才有可能触发静电。
    • 概率成长:触发概率随雷霆点数提升。每增加一定点数(默认 20 点),额外增加概率(默认 5%)。
    • 最大层数上限:每次攻击最多添加 1 层静电(可配置),每层静电效果增加一次(可配置)电击伤害。目标最多可叠加 5 层静电(可配置),达到上限后无法继续叠加。
    • 刷新式持续时间:每层静电持续 5 秒(可配置)。叠加新层数时,所有层数的剩余时间统一刷新为「当前总层数 × 每层时长」。
    • 触发间隔:静电生效期间,每 5 秒(可配置)对目标造成一次随机伤害。
    • 伤害范围:每次伤害在 1~5 点(可配置)之间随机浮动,伤害无视普通护甲。
    • 干燥环境:只有在干燥环境(不在水中、不在雨中,为后续麻痹效果做底座)中,静电的剩余时间才会自然减少。
    • 免疫阈值:如果目标的雷霆抗性点数达到配置要求(默认 80 点),则完全免疫静电。
    • 音效:每次静电伤害触发时,会播放电击音效。
    • 粒子效果:伤害瞬间,目标周围会迸发出白色电火花粒子,模拟放电冲击。