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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.
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ElementalCraft-Reactions-1.7.0.jar

File nameElementalCraft-Reactions-1.7.0.jar
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AccideyAccidey
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Jul 22, 2026
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Forge
File ID
8485735
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Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:elementalcraft-reactions-1404433:8485735")

Learn more about Curse Maven

What's new

## ElementalCraft: Reactions V1.7.0 Update Log

### I. NEW: Frost Element Reaction Chain
**Frostbite Mechanic**
*   Frost attacks now apply Frostbite stacks to targets. Frostbite deals ice damage every 5 seconds and reduces movement speed and attack speed based on stack count.
*   Frostbite application respects entity immunity and blacklists — immune targets are completely unaffected.
*   Frostbite stack layers gradually increase with each frost attack, up to a configurable maximum.

**Freeze System**
*   When a target with Frostbite is affected by Wetness, they become Frozen — completely immobilized, unable to move, attack, or use any AI. The ice shell increases elemental damage taken but blocks physical damage.
*   Fire attacks can melt the Frozen state, converting it directly to Wetness. Enhancement threshold determines whether the melt succeeds.
*   Static Shock can also break Freeze with a configurable chance and stack threshold.

**Frost Counter & Ice Burst**
*   Entities damaged by Static Shock while having sufficient Frost Enhancement may trigger an expanding Frost Burst. The burst radius grows over time and damages all entities in range.
*   Frost Burst starts at base layers and accumulates additional layers over time (1 layer per 3 seconds, max 10).

**Frostbite Aura**
*   Entities with high Frostbite stacks emit a damaging frost aura around themselves, affecting nearby creatures.

### II. Fire Attribute - Major Enhancements
**Scorch System Expansion**
*   Scorch can no longer be applied to entities inside condensing steam clouds or frozen targets — more tactical interplay with other reactions.
*   Scorch duration now dynamically adjusts based on the target's elemental alignment (Nature extends duration, Frost shortens it).
*   The original attacker who applied Scorch is now tracked, enabling more precise damage attribution.
*   Added Temporary Scorch system: entities within a Scorch Aura range are considered Scorched only while inside the aura — the effect disappears instantly upon leaving.

**Creeper Ignition**
*   Scorched Creepers are immediately ignited. If the Creeper is also Poisoned when ignited, it gains a power boost — its explosion radius doubles and the fuse time is greatly accelerated.
*   Poison-enhanced Creeper explosions deal additional poison area damage to all affected entities.

**Scorch Interaction Updates**
*   Entities affected by both Scorch and Flammable Spores now trigger a Toxic Blast reaction each tick, consuming spores to deal area poison damage.
*   Scorch is now properly blocked if the target is in a condensing steam cloud or frozen — no more applying fire effects through interference.

### III. Thunder Attribute - Major Enhancements
**Static Shock Expansion**
*   Static Shock can now be blocked if the target is already Paralyzed — paralyzed entities are immune to new static buildup.
*   Added stacking bonus chance: targets already carrying Static Shock have an increased chance to gain additional stacks.
*   Thunderstorm weather now provides a significant trigger chance bonus for Static Shock, but only if the target can see the sky.
*   Static Shock now properly checks for in-water state and triggers water electrification reactions.
*   When Static Shock is successfully applied, wetness conflicts on the target are now resolved immediately.

**New: Water Electrification**
*   When Static Shock is applied to a target in water, an electrified zone is created around them. The zone expands over time and damages all entities within.
*   Water Electrification has a configurable range, duration, and settlement damage. It also applies Paralysis stacks to affected entities.
*   The electrification has a built-in cooldown per dimension to prevent repeated triggers.

**New: Thunder Storm System**
*   Entities can trigger an expanding Thunder Storm centered on themselves. The storm cloud expands outward and periodically strikes entities within its radius with lightning.
*   Thunder Storm configurable parameters: max radius, expansion speed, strike interval, and dwell time.

**Static Break Freeze**
*   Static Shock can now break Frozen targets, converting the freeze to Wetness with a configurable chance and static stack threshold.

**Static Spore Blast**
*   Targets carrying both Static Shock and Flammable Spores may trigger an extra spore explosion each time static is applied or static damage is taken. Explosion probability scales with both static and spore stack counts.

### IV. Steam System - Major Expansion
**New: Steam Cloud Condensation**
*   Low-heat steam clouds now act as condensation zones. Entities inside a condensing steam cloud gradually gain Wetness stacks over time.
*   The condensing effect pauses wetness decay entirely — entities can maintain wetness indefinitely while inside the cloud.

**New: Steam Cloud Freezing**
*   Frost-enhanced attacks and projectiles can freeze steam clouds, creating Frosted Steam Clouds. These clouds have different properties and affect entities differently.

**New: Steam Cloud Electrification**
*   Thunder-enhanced attacks and projectiles can electrify steam clouds, creating Static Steam Clouds that deal shock damage to entities inside.

**New: Steam Scalding Tick Damage**
*   Entities inside steam clouds now take periodic scalding damage. The damage scales with cloud level and is mitigated by Fire Protection and regular Protection enchantments.
*   Scalding damage has a floor percentage for Frost and Nature targets, preventing over-mitigation by high enchantments.

**Steam Blindness & Mob Behavior**
*   Entities inside non-high-heat steam clouds receive Blindness. The effect is removed instantly upon leaving the cloud.
*   Mobs inside steam clouds attempt to flee outward. High-heat clouds cause more aggressive fleeing with smarter pathfinding.

**Spore Growth in Steam**
*   Entities carrying Flammable Spores inside low-heat condensation clouds have their spore stacks gradually grow over time (configurable rate).

**Defense Calculation Enhancements**
*   Steam damage reduction from all sources (Fire Protection, Protection) now has a strict global cap, preventing complete immunity.
*   Enchantment-based reduction now uses a configurable denominator for more predictable mitigation.

### V. Wetness System - Interaction Expansion
**Reaction Conflict Resolution**
*   Added proper resolution for concurrent wetness application from multiple sources. When Wetness is applied while a conflicting reaction is active, the system now correctly prioritizes and resolves the conflict.

**New Interactions**
*   **Frostbite → Wetness Conversion**: When Frostbite and Scorch coexist, the frostbite can be converted to wetness and the scorch cleared.
*   **Wetness + Frostbite → Freeze**: Entities with both Wetness and high Frostbite stacks can spontaneously convert to Frozen state.
*   **Wetness + Static → Static Consumes Wetness**: When Static Shock is applied to a wet target, the static consumes wetness layers.

**Steam Cloud Wetness**
*   Entities in condensing steam clouds gain wetness over time. The wetness persists as long as the entity remains in the cloud.

**Exhaustion System Enhancement**
*   Exhaustion from wetness is now configurable per level, with separate base and scaling exhaustion values.

### VI. Spores & Nature - Environmental & Counter Systems
**Environmental Spore Triggers**
*   Flammable Spores now react to environmental conditions:
    *   **Nether**: Spore carriers in the Nether dimension are automatically Scorched.
    *   **Lava nearby**: Spore carriers near lava sources (2-block radius) are automatically Scorched.
    *   **Magma Block**: Standing on magma blocks without nearby water triggers Scorch.
    *   **On Fire**: First time an entity catches fire while carrying spores, Scorch is applied.
*   These environmental triggers apply Scorch automatically without needing an attacker.

**Paralysis + Spores Interaction**
*   Entities under both Paralysis and Flammable Spores effects automatically trigger a Static Spore Blast every few ticks.

**Counter Recovery Auto-Removal**
*   Counter cooldowns (Fire Counter, Thunder Counter, Frost Counter) are now automatically removed when the entity's health recovers above a configurable threshold — no more stuck cooldowns after healing.

**Nature Parasite Enhancements**
*   Targets already carrying Flammable Spores have an increased chance to receive additional spore stacks from Nature attacks (stacking bonus).
*   Nature Parasite now properly checks for frozen targets and blocks application if the target is frozen.

**Iron's Spells Magic Damage Bypass**
*   Magic damage from Iron's Spells 'n Spellbooks (`*_magic` damage type) no longer triggers elemental reactions, preventing double-dipping when spell effects already carry element logic.

### VII. NEW: Iron's Spells 'n Spellbooks Integration
*   Added full integration with the Iron's Spells 'n Spellbooks (ISS) magic system:
    *   Fire spells from ISS can now trigger Scorch and related fire reactions.
    *   Frost spells from ISS can now trigger Frostbite and freeze reactions.
    *   Nature spells from ISS can now trigger Flammable Spores and spore reactions.
    *   Thunder spells from ISS can now trigger Static Shock and thunder reactions.
    *   Poison Cloud spells from ISS interact with the Flammable Spores system.
*   ISS spell particles are now used in elemental reactions where applicable, ensuring visual consistency.

### VIII. Combat System Updates
**Fire Counter Invulnerability**
*   Entities marked with Fire Counter invulnerability now take only 10% of incoming damage, providing meaningful protection during the counter window.

**Ranged Weapon Handling**
*   Bows and crossbows no longer trigger elemental reactions on attack, preventing unintended interactions with ranged weaponry.

**Spore Physical Damage Reduction Removed**
*   The physical damage reduction from Flammable Spores stacks has been completely removed. Spores now focus on their explosive and poison identity.

**Frozen Melt Damage Multiplier**
*   Fire attacks against Frozen targets now deal increased damage (configurable multiplier) and can melt the freeze when Enhancement threshold is met.

### IX. NEW: Item & UI Features
**Auto-Force Elemental Attributes**
*   Crafted or picked-up weapons and armor now automatically receive elemental attribute assignments based on the player's biome and equipment type. The system ensures that gear always has relevant elemental properties.

**Elemental Tooltips**
*   Items now display their Enhancement and Resistance values in tooltips, with element-specific icons for easy identification.

**Spell Book Drops**
*   Mobs can now drop elemental spell books. Drop chance is configurable per entity type.

**Update Checker**
*   The mod now checks for updates on Modrinth and CurseForge on startup, notifying players when a new version is available.

### X. Backend & Data Improvements
**NBT Data Migration**
*   Legacy NBT keys from older versions are automatically cleaned up and migrated to the new format, ensuring save data compatibility.

**Player State Tracking**
*   Player join/leave events are tracked for improved state management across sessions.

**Mob Attribute Logic Expansion**
*   Mob attribute generation now considers biome-based bias — creatures in different biomes receive different elemental affinity distributions.
*   Specific entity types can have forced element attributes via configuration.
*   Dimension-based defaults: Nether mobs favor Fire, End mobs favor Thunder.
*   Caster mobs (spellcasters) receive separate casting element attributes distinct from their melee attributes.
*   Mobs can now spawn with elemental armor equipment, providing both Enhancement and Resistance.

### XI. Debug Logging Overhaul
*   All elemental reactions now produce structured debug logs with clear success, failure (with reason), and breakdown information:
    *   **Scorch**: Duration breakdown, element multipliers, damage calculation details.
    *   **Static Shock**: Threshold failure reasons, chance breakdown, paralysis state info.
    *   **Frostbite**: Stack application, freeze conversion, frost burst parameters.
    *   **Steam**: Cloud generation parameters, scalding damage breakdown, level multipliers.
    *   **Wetness**: State transition details, conflict resolution outcomes.
*   Reaction failures now include specific reasons (blacklisted, immune, already active, cooldown, threshold not met, frozen, in steam cloud, etc.).
*   Cooldown remaining time is displayed in both ticks and seconds.

---

---

## 属性锻造:元素反应 V1.7.0 更新日志

### 一、全新冰霜元素反应链
**霜冻机制**
*   冰霜攻击现在会对目标施加霜冻层数,每 5 秒造成冰冻伤害,并根据层数降低目标的移动速度和攻击速度。
*   霜冻施加会检查实体免疫和黑名单——免疫目标完全不受影响。
*   霜冻层数随冰霜攻击逐步叠加,可达到配置的上限值。

**冻结系统**
*   带有霜冻的目标受到潮湿影响时,会进入**冻结**状态——完全无法移动、攻击或使用任何 AI。冰壳会增加元素伤害但格挡物理伤害。
*   赤焰攻击可以融化冻结状态,直接转化为潮湿。强化值达到阈值时才能成功融化。
*   静电也有概率破除冻结(可配置概率和静电层数阈值)。

**冰霜反制与冰暴**
*   拥有足够冰霜强化的实体受到静电伤害时,可能触发向外扩展的**冰暴**。冰暴半径随时间增长,伤害范围内的所有实体。
*   冰暴初始具有基础层数,随时间累积额外层数(每 3 秒 +1 层,上限 10 层)。

**霜冻光环**
*   霜冻层数高的实体在自身周围释放霜冻光环,影响附近生物。

### 二、赤焰属性 - 重大增强
**灼烧系统扩展**
*   处于冷凝蒸汽云中或被冰冻的实体不再能被施加灼烧——与其他反应形成更多战术互动。
*   灼烧持续时间现在根据目标的元素属性动态调整(自然属性延长、冰霜属性缩短)。
*   系统现在追踪施加灼烧的原始攻击者,实现更精确的伤害归属。
*   新增**临时灼烧系统**:处于灼烧光环范围内的实体被视为灼烧,离开光环范围后效果立即消失。

**苦力怕点火**
*   被灼烧的苦力怕会立即点燃。如果苦力怕在点燃时同时处于中毒状态,将获得力量提升——爆炸半径翻倍,引信时间大幅缩短。
*   中毒增强的苦力怕爆炸对所有受影响的实体造成额外毒区域伤害。

**灼烧交互更新**
*   同时处于灼烧和易燃孢子状态的实体每 tick 触发毒火爆燃反应,消耗孢子造成范围毒伤害。
*   目标在冷凝蒸汽云中或被冰冻时,灼烧施加被正确阻挡——不再穿过干扰施加火焰效果。

### 三、雷霆属性 - 重大增强
**静电系统扩展**
*   处于麻痹状态的目标不再能被施加静电层数——麻痹免疫静电累积。
*   新增叠层加成概率:已携带静电的目标获得额外层数的概率提高。
*   雷暴天气下静电触发概率显著提升,但目标必须能看见天空。
*   静电现在会正确检查目标是否在水中,并触发感电水域反应。
*   静电成功施加后,目标身上的潮湿冲突会被立即解决。

**全新感电水域系统**
*   静电对水中的目标施放时,会在目标周围创建感电区域。区域随时间扩大并伤害范围内的所有实体。
*   感电水域具有可配置的范围、持续时间和结算伤害,同时对受影响实体施加麻痹层数。
*   感电水域存在维度级冷却,防止短时间内重复触发。

**全新雷暴系统**
*   实体可以触发以自身为中心向外扩展的雷暴云。雷暴云向外扩散并周期性以闪电打击范围内的实体。
*   雷暴可配置:最大半径、扩散速度、打击间隔和停留时间。

**静电破冰**
*   静电现在可以破除冻结状态,将冻结转化为潮湿,具有可配置的概率和静电层数阈值。

**静电孢子爆燃**
*   同时携带静电和易燃孢子的目标,在每次叠加静电层数或受到静电伤害时,可能触发一次额外的孢子爆燃。概率随静电和孢子层数提升。

### 四、蒸汽系统 - 重大扩展
**全新蒸汽云冷凝**
*   低温蒸汽云现在作为冷凝区域。处于冷凝蒸汽云内的实体逐渐获得潮湿层数。
*   冷凝效果完全暂停潮湿衰减——只要在云内,潮湿层数不会自然减少。

**全新蒸汽云冻结**
*   冰霜增强的攻击和弹射物可以冻结蒸汽云,创建**霜寒蒸汽云**,具有不同的属性。

**全新蒸汽云感电**
*   雷霆增强的攻击和弹射物可以使蒸汽云感电化,创建**感电蒸汽云**,对内部实体造成电击伤害。

**全新蒸汽烫伤 Tick 伤害**
*   蒸汽云内的实体现在受到周期性烫伤伤害。伤害随云等级缩放,受火焰保护和普通保护附魔减免。
*   烫伤伤害对冰霜和自然属性目标存在保底比例,防止高附魔导致过度减免。

**蒸汽致盲与生物行为**
*   处于非高温蒸汽云内的实体获得失明效果,离开云后立即移除。
*   蒸汽云内的生物会向外逃跑。高温蒸汽云中的逃跑行为更积极,寻路更智能。

**蒸汽中孢子生长**
*   处于低温冷凝云中的易燃孢子携带者,其孢子层数随时间逐渐增长(速率可配置)。

**防御计算增强**
*   所有来源的蒸汽伤害减免(火焰保护、普通保护)现在严格受全局上限约束,防止完全免疫。
*   基于附魔的减伤现在使用可配置的分母,提供更可预测的减免效果。

### 五、潮湿系统 - 交互扩展
**反应冲突解决**
*   新增多个来源并发施加潮湿时的冲突解决机制。当在活跃反应存在期间施加潮湿时,系统正确优先处理并解决冲突。

**全新交互**
*   **霜冻→潮湿转换**:当霜冻和灼烧同时存在时,霜冻可转化为潮湿,灼烧被清除。
*   **潮湿 + 霜冻 → 冻结**:同时拥有潮湿和高层数霜冻的实体可自动进入冻结状态。
*   **潮湿 + 静电 → 静电消耗潮湿**:静电施加到潮湿目标时,静电层数消耗潮湿层数。

**蒸汽云潮湿**
*   处于冷凝蒸汽云中的实体随时间获得潮湿层数,只要在云内就保持潮湿。

**饱食度消耗系统增强**
*   每层潮湿的饱食度消耗现在可配置,具有独立的基础和缩放消耗值。

### 六、孢子与自然 - 环境与反制系统
**环境孢子触发**
*   易燃孢子现在对环境条件做出反应:
    *   **下界**:下界中的孢子携带者自动被施加灼烧。
    *   **附近熔岩**:熔岩源附近(2 格半径)的孢子携带者自动被施加灼烧。
    *   **岩浆块**:站在岩浆块上且附近无水源时触发灼烧。
    *   **着火**:实体首次着火时,如果携带孢子则施加灼烧。
*   这些环境触发器自动施加灼烧,无需攻击者。

**麻痹 + 孢子交互**
*   同时处于麻痹和易燃孢子效果下的实体每几个 tick 自动触发静电孢子爆燃。

**反制冷却自动移除**
*   反制冷却(赤焰反制、雷霆反制、冰霜反制)在实体生命恢复至可配置阈值以上时自动移除——不再有愈合后冷却卡死的问题。

**自然寄生增强**
*   已携带易燃孢子的目标受到自然攻击时,获得额外孢子层数的概率提高(叠层加成)。
*   自然寄生现在正确检查目标是否被冰冻,被冻结的目标不会被施加孢子。

**Iron's Spells 魔法伤害跳过**
*   来自 Iron's Spells 'n Spellbooks 的魔法伤害(`*_magic` 类型)不再触发元素反应,防止法术效果已携带元素逻辑时重复触发。

### 七、全新 Iron's Spells 'n Spellbooks 集成
*   新增与 Iron's Spells 'n Spellbooks(ISS)法术系统的完整集成:
    *   ISS 的赤焰法术现在可触发灼烧及相关赤焰反应。
    *   ISS 的冰霜法术现在可触发霜冻及冻结反应。
    *   ISS 的自然法术现在可触发易燃孢子及孢子反应。
    *   ISS 的雷霆法术现在可触发静电及雷霆反应。
    *   ISS 的毒云法术与易燃孢子系统交互。
*   元素反应中尽可能使用 ISS 法术粒子,确保视觉效果一致。

### 八、战斗系统更新
**赤焰反制无敌**
*   带有赤焰反制无敌标记的实体仅承受 10% 的伤害输入,在反制窗口内提供有意义的保护。

**远程武器处理**
*   弓和弩不再触发元素反应,防止与远程武器产生意外交互。

**孢子物理减伤移除**
*   易燃孢子层数的物理伤害减免机制已完全移除。孢子现在专注于其爆炸和毒伤定位。

**融冰伤害倍率**
*   赤焰攻击冰冻目标时造成额外伤害(可配置倍率),强化值达到阈值时可融化冻结。

### 九、全新物品与 UI 功能
**自动强制元素属性**
*   制作或拾取的武器和护甲现在根据玩家所处群系和装备类型自动获得元素属性分配。系统确保装备始终具有相关的元素属性。

**元素提示框**
*   物品现在在提示框中显示其强化和抗性值,附带元素专属图标便于识别。

**法术书掉落**
*   生物现在可以掉落元素法术书。每种实体类型的掉落概率可配置。

**更新检查器**
*   模组现在启动时检查 Modrinth 和 CurseForge 上的更新,有新版本时通知玩家。

### 十、后端与数据改进
**NBT 数据迁移**
*   旧版本的遗留 NBT 键被自动清理并迁移到新格式,确保存档数据兼容性。

**玩家状态追踪**
*   记录玩家加入/离开事件,改进跨会话的状态管理。

**生物属性逻辑扩展**
*   生物属性生成现在考虑群系偏向——不同群系的生物获得不同的元素亲和分布。
*   特定实体类型可通过配置文件强制指定元素属性。
*   维度默认值:下界生物偏向赤焰,末地生物偏向雷霆。
*   施法生物(法术施放者)获得独立的施法元素属性,区别于近战属性。
*   生物现在可以携带元素护甲装备生成,同时提供强化和抗性。

### 十一、调试日志全面升级
*   所有元素反应现在产生结构化调试日志,包含清晰的成功、失败(含原因)和详细分析信息:
    *   **灼烧**:持续时间分析、元素倍率、伤害计算详情。
    *   **静电**:阈值失败原因、概率分析、麻痹状态信息。
    *   **霜冻**:层数施加、冻结转换、冰暴参数。
    *   **蒸汽**:云生成参数、烫伤伤害分析、等级倍率。
    *   **潮湿**:状态转换详情、冲突解决结果。
*   反应失败现在包含具体原因(黑名单、免疫、已激活、冷却中、阈值不足、被冻结、在蒸汽云中等等)。
*   冷却剩余时间同时以 tick 和秒显示。

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