elemental_melee-1.0.0.jar
Curse Maven Snippet
What's new
Changelog
1.0.0
First full release.
Added
- Build-up attributes, so gear can push a build toward a damage type:
elemental_melee:buildupand per-type versions (fire_buildup,slash_buildupand so on) make your hits fill meters faster.elemental_melee:decay_delayand per-type versions change how long build-up on you holds before it drains. Lower is better.- The all-types and per-type versions multiply together. Per-type attributes exist for blunt, slash, pierce and Iron's nine schools. Addon schools use the all-types ones.
item_attributesdata map (data/elemental_melee/data_maps/item/item_attributes.json) for adding any attribute to any item without replacing its own stats.- Spell build-up uses the caster's build-up attributes.
Changed
- Base build-up lowered by a third (
buildupPerDamage5.0 to 3.33). It now takes about 30 damage of one type to fill a meter without build-up gear. - A meter with a long decay delay no longer resets before it has had time to drain.
Fixed
- The README listed the wrong folder for
school_procs.json. It goes indata/elemental_melee/data_maps/irons_spellbooks/schools/.
Upgrading
- Existing worlds keep
buildupPerDamage = 5.0insaves/<world>/serverconfig/elemental_melee-server.toml. Change it to 3.33, or delete the file to get the new defaults.
0.5.1
Fixed
- Build-up bars over mobs never showed their fill. The empty part of the bar was drawn in front of the filled part.
0.5.0
Added
config/elemental_melee-common.tomlwithenableBuildup, to turn build-up off for every world. Weapons still deal typed damage when it's off.config/elemental_melee-client.tomlwithshowBuildupBars, so each player can hide the bars.- All settings can be changed in game from the Mods menu.
Changed
- The build-up on/off switch moved out of the per-world server config into the common config.
0.4.0
Added
- Spells now fill the meter of their own school, for Iron's schools and addon schools alike. Scaled by the new
spellBuildupMultiplierserver setting.
Changed
- New build-up bars styled after the XP bar. Your own meters sit above your health bar, one per damage type, stacked when several are filling at once, with the type's name beside each.
- Mobs you've hit show the same bars over their heads.
0.3.0
Added
/elemental_melee debug zombie <type>(op only). Spawns a zombie that attacks you with a sword dealing 100% of that damage type, for testing resistances and effects.
0.2.0
Added
- Build-up. Each damage type fills its own meter on the target, and a full meter triggers that type's effect:
- Slash: Hemorrhage (burst of max health through armor, then Bleeding)
- Blunt: Stagger (Nausea IV for 10s and a 1s stun)
- Pierce: Puncture (Rend IV)
- Fire: Combust (sets off Iron's Immolation)
- Ice: Flash Freeze (Ice Tomb)
- Lightning: Arc (chains to nearby enemies)
- Holy: Judgment (burst that heals you and allies)
- Blood: Exsanguinate (lifesteal and Blight)
- Ender: Nullify (strips buffs, no casting for 10s)
- Evocation: Conjure (summons 2 vexes)
- Nature: Entangle (roots and poisons)
- Eldritch: Sonic Rupture (ignores armor and resistances)
- Addon schools: Overload (a burst of that school's damage)
- New effects: Stunned, Nullified and Bleeding.
- Meters drain after 3 seconds without a hit and reset after 15. After a trigger, that type is locked out on the target for 5 seconds and the next trigger needs 50% more.
- Bosses (
#elemental_melee:proc_resistant, which includes#c:bosses) build up at half speed and get slowed instead of stunned, frozen or rooted. school_procsdata map for giving addon schools their own effect or replacing one of Iron's.- Build-up tuning in the server config.
Changed
- Spell school damage lines and bars use the color the school's own mod gives it.
0.1.0
First test build.
Added
- Melee weapons can deal spell school damage, for Iron's schools and any school added by another addon.
- Blunt, slash and pierce physical damage, with Blunt, Slash and Pierce Resistance attributes on Iron's resistance scale.
- School damage is boosted by that school's spell power and Spell Power, and reduced by that school's resistance and Spell Resistance, the same way spells are.
- Weapon tooltips show one line per damage type instead of Attack Damage, with your spell power included.
- Default damage types by weapon: swords, axes and hoes slash; pickaxes, tridents and spears pierce; shovels and maces blunt. Iron's own weapons and staffs get mixed profiles.
- Datapack support: the
damage_profilesdata map, the per-stackelemental_melee:damage_profilecomponent, default weapon tags and theelemental_melee:weapon_attacksdamage type tag. /elemental_melee typesto list every damage type id.- Server settings:
spellPowerScaling,includeGenericSpellPowerandaffectMobAttacks.
This mod has no additional files

