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Item attributes and changer

Turn XP levels into a forge for vanilla gear. Set damage/speed/range/armor to exact values, add hold/armor/hit effects, and chase 1 of 7 weapon or 5 armor Flux Cores for unique passives and abilities. Fully configurable via /itemattr and one config file.
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itemattributes-1.4.1-legacy.jar

File nameitemattributes-1.4.1-legacy.jar
Uploader
Jack_RabitJack_Rabit
Uploaded
Jul 22, 2026
Downloads
5
Size
162.7 KB
Mod Loaders
Forge
File ID
8484707
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:item-attributes-and-changer-1536101:8484707")

Learn more about Curse Maven

What's new

Item Attributes — Legacy Patch Changelog (1.4.0 → 1.4.1-legacy)

IMPORTANT!!!: ALL NEW CONFIG FILE that lets you change basically every thing the mod hsa to offer

This patch rebuilds the mod from its compiled 1.4.0 jar into a proper source project, fixes several
bugs, and adds a large set of new systems. Everything below was added or changed in this pass.

## Bug fixes

- **Weapon flux cores now work from the offhand.** Previously a ranked weapon (Rank NBT) only
  applied its passives/abilities/true-damage while in the mainhand slot.
- **Armor pieces had no core system at all.** They now have their own separate Armor Flux Core
  pool (see below) that works in any armor slot.
- **God Forge milestone rolled the wrong pool.** Reaching SSS rank on an armor piece for the first
  time used to auto-roll a *weapon* core onto it. It now rolls from the correct pool based on the
  item's actual slot type.
- **Primordial was missing its "godly pressure" aura.** It now gets the same pressure aura
  Celestial/Godfather have.

## New: Armor Flux Core system

A second, separate rank pool from the 7 weapon cores, rolled/set on helmets/chestplates/leggings/
boots once an item reaches SSS rank:

| Core | Roll weight | Highlights |
|---|---|---|
| Flux | 55% | More armor + toughness, periodic durability repair, Speed I |
| Nexus | 25% | Purple particles, stat boost, immune to fall/fire/drown damage |
| Astralis | 15% | Red particles, toxic + environmental immune, 5% chance of 1s invincibility on hit |
| Zenith | 4.9% | Black particles, toxic + environmental immune, 25% damage reduction per piece (cap 55%) |
| Omniframe | 0.1% | Golden particles + ground aura, unbreakable, 75% damage reduction per piece (cap 75%), unique Repel ability, bonus XP, "Chosen by Fate" achievement |

Stat bonuses (attack damage/speed/armor/toughness) are applied as real attribute modifiers tied to
what's currently equipped — removing a piece drops the bonus the same tick, no lingering effect.
Damage reduction, environmental/toxic immunity, and Astralis's i-frame chance are damage-event based
since Minecraft has no attribute for "immune to fire."

Weapon cores and armor cores are now mutually exclusive by item type: the menu grays out "Weapon
Core" while holding armor and "Armor Core" while holding a weapon/tool, and the same restriction is
enforced server-side (packet + admin commands), not just in the UI.

## New: Omniframe's Repel ability

- Bound to a dedicated keybind (default **R**, "Omniframe Repel" in Controls).
- Requires at least one Omniframe piece equipped; scales with how many you're wearing (1–4):
  - Radius grows 8 → 32 blocks.
  - Knockback strength increases.
  - Cooldown shrinks from 45s (1 piece) down to 5s at a full 4-piece set.
- Anything launched by Repel takes **true damage** in a small explosion when it lands back on the
  ground (catches anything else standing nearby too).
- The caster gets 5 seconds of invincibility when they trigger it.
- Wearing Omniframe multiplies **all** XP gains: 1 piece = 2x, scaling linearly to 4 pieces = 5x.

## New: Menu keybind

A dedicated keybind (default **M**, "Open Item Forge Menu") opens the `/itemattr menu` GUI
instantly. It's not a client-side shortcut for the command text — it sends a request to the server,
which applies the exact same `allowSurvivalMenu` config gate the command does, so the keybind can
never bypass an op-only lockdown.

## New: Global Item Templates

Server-wide default attributes/cores for every instance of an item type (e.g. "all diamond swords
start at 15 damage"), managed with `/itemattr global` or directly in the config:

- Applies to **every instance** of that item type without touching any item's NBT — so it never
  counts as a "modification" toward rank.
- The moment a player explicitly sets their own value for that same attribute/core on their specific
  item, their value takes over for that item from then on (the global default keeps applying to all
  other untouched instances).
- Supports Damage/Speed/Range/Armor and a default weapon or armor core. Godfather can't be set
  globally since only one can ever exist server-wide.

## New: Ultimate ability announcements

Almighty Slash and Almighty Push now show a big bold title on every player's screen (not just
chat) when triggered, with a subtitle naming who used it.

## New: Configuration (`config/itemattributes-common.toml`)

Everything below is now server-configurable (previously hardcoded):

- **Costs** — global cost multiplier, modded-effect multiplier, per-tier effect multiplier, cost
  per point of damage/speed/range/armor, flux core costs, and a max-level-cost cap.
- **Survival access** — a single switch to lock the menu/upgrade system to ops only.
- **Weapon & armor core ban lists and roll weights** — separately configurable per pool.
- **Ability numbers** — every ultimate ability's damage value, Reaper/Godfather damage
  multipliers, Primordial's rage scaling, Juggernaut's explosion size, Omniframe's landing-impact
  damage.
- **Ability cooldowns** — every ultimate ability's cooldown, independently.
- **Terrain destruction** — a master on/off switch plus a percentage scale for how much terrain
  the ultimate abilities are allowed to clear (also adjustable live with `/itemattr destruction`).
- **Material requirements** — require specific items (vanilla or modded) as an extra cost for any
  modification action, on top of XP levels.
- **Global item templates** — see above.

## GUI refinements

- Condensed the `/itemattr menu` "Cores" panel (tighter spacing, clipped to the panel bounds — no
  more text overflow).
- Weapon Core / Armor Core buttons show "(n/a)" and gray out when held item is the wrong type.
- Added a separate Armor Core picker screen (mirrors the Weapon Core picker: common tiers directly
  pickable, rarest tiers gacha-only).

## Under the hood

- Rebuilt from the compiled jar into a proper Forge 1.20.1 MDK project so it can actually be
  patched, built, and tested going forward.
- Verified via clean `compileJava`, clean full `build` (including reobfuscation), and repeated
  headless dev-server boots with zero runtime exceptions.

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