V1.0.2
Curse Maven Snippet
What's new
Instinct Reserve – Config & Attribute Update
Instinct Reserve is now fully configurable and supports player-specific attributes, making it much easier to balance the skill between different Origins, classes, races, or other systems.
Configurable Charges & Recharge Time
A new config file has been added:
Instinct_Reserve-config.toml
The config lets you change the default:
- Maximum number of Instinct Reserve reactions.
- Time required to regenerate one reaction.
Default values:
amount = 7
recharge = 30
recharge is measured in seconds.
For example:
amount = 10
recharge = 60
would give players a base maximum of 10 reactions and regenerate 1 reaction every 60 seconds.
New Attributes
Two new player attributes have been added:
instinct_reserve:charge_amount
Controls the maximum number of reactions the player can store.
instinct_reserve:recharge_time
Controls how many seconds it takes to regenerate one reaction.
The values inside the config are automatically used as the base values of these attributes.
For example:
amount = 7
recharge = 30
creates the base attributes:
instinct_reserve:charge_amount = 7instinct_reserve:recharge_time = 30
Changing the config to:
amount = 10
recharge = 60
changes the base attributes to:
instinct_reserve:charge_amount = 10instinct_reserve:recharge_time = 60
Origins & Attribute Modifier Support
Instinct Reserve now reads the player's actual effective attribute values instead of using hard-coded values.
This means Origins, equipment, abilities, commands, or other mods can modify Instinct Reserve differently for each player.
For example, the server could have a base value of:
charge_amount = 7
while an Origin gives:
+3 charge_amount
That Origin would have a maximum of 10 reactions, while everyone else would still have 7.
The same can be done with recharge time.
This makes it possible to create Origins that:
- Have more or fewer Instinct Reserve charges.
- Regenerate charges faster.
- Regenerate charges slower.
- Improve Instinct Reserve as part of an evolution or upgrade.
- Temporarily modify Instinct Reserve through other effects.
Origins Compatibility
Attribute base values are no longer repeatedly reapplied whenever a player leaves and rejoins a world or server.
This prevents Instinct Reserve from unnecessarily interfering with Origin attribute modifiers.
The config determines the global base value, while Origins and other modifiers are applied on top of it.
If the configuration itself changes, the new config values can then become the updated attribute bases.
Dynamic Skill Description
The Instinct Reserve skill description now displays the player's current attribute values.
For example, a player with:
charge_amount = 7recharge_time = 30
will see:
"Stores up to 7 reactions and regenerates 1 every 30 seconds."
If an Origin changes their attributes to:
charge_amount = 10recharge_time = 20
the description automatically changes to:
"Stores up to 10 reactions and regenerates 1 every 20 seconds."
The description therefore reflects the player's actual Instinct Reserve stats instead of displaying fixed numbers.
Additional Improvements
- Maximum supported reaction stacks have been greatly increased so configs and Origins are no longer limited to the original 7-charge cap.
- Current stored reactions are automatically clamped if the player's maximum charge attribute becomes lower.
- Recharge calculations now use the player's effective
recharge_timeattribute. - Charge capacity now uses the player's effective
charge_amountattribute. - Opening the skill description does not modify or reset player attributes.
- Existing auto-dodge and auto-block behavior remains unchanged.
These additions make Instinct Reserve much more flexible for modpacks that use Origins, races, classes, progression systems, or custom character builds.
This mod has no additional files

