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Additional Attributes

Additional Attributes

by Cadentem • Downloads: 0 • Followers: 0
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Versions

1.21

Documentation is currently located here

  • Respiration attribute has been removed (due to vanilla oxygen attribute)
  • The spell level syntax has been unified (spell_school and spell_type have been changed to spell/<namespace>/<path> and school/<namespace>/<path>

Enchantment Attributes

  • Looting (additional_attributes:looting)
  • Respiration (additional_attributes:respiration)
  • Fishing Lure (additional_attributes:fishing_lure)
  • Fishing Luck (additional_attributes:fishing_lure)

The base value for these is the enchantment value which gets checked

  • Meaning there won't be any benefits using multiply_base / multiply_total if you don't have the enchantment
  • addition will be affected by multiply_total

Harvest Attribute

Can be used to increase the amount of harvested items

  • ID is additional_attributes:harvest
  • addition of 1 means one additional crop (not seed)
  • The base value is the initial harvested amount

Apotheosis

Apothic Crafting

An attribute that adds a chance to affix crafted items

Logic works as follows (using the baseline Apotheosis rarities):

  • 0 to 1: Chance between nothing happening and common rarity
  • 1 to 2: Chance between common and uncommon rarity
  • 2 to 3: Chance between uncommon and rare rarity
  • 3 to 4: Chance between rare and epic rarity
  • 4 to 5: Chance between epic and mythic rarity
  • 5 to 6: Chance between mythic and ancient rarity
  • 6 to ? : Can only roll ancient rarity
  • (This is just an example - the attribute value corresponds to the ordinal of the rarity)

If the attribute value is exactly 0 nothing will happen

A value of 1.3 has a 30% chance to consider uncommon rarity - The luck attribute will still affect the actually picked rarity

Configurations:

  • There is a server config that can limit the max. crafted rarity
  • There is a blacklist item tag (additional_attributes:apothic_crafting_blacklist)
  • You can define min / max rarity clamps per items using a datapack (applies after the server config), see example of wooden tools:
    • Directory: additional_attributes/rarity_definitions
    • Clamp entry:
      • items: A tag, single entry or a list of entries
      • min_rarity: Min. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)
      • max_rarity: Max. rarity (if said rarity is above the max. rarity of the current attribute value, it will not be considered) (Optional)

Iron's Spells 'n Spellbooks

Increase or decrease spell levels

  • General attribute (meaning all spells) (additional_attributes:spell_general)
  • Attribute for each school type (additional_attributes:spell_school_<...>)
    • Example: additional_attributes:spell_school_fire
    • Third-party schools have the syntax additional_attributes:school/<namespace>/<path>
  • Attribute for each spell type (additional_attributes:spell_type_<...>)
    • Example: additional_attributes:spell_type_shockwave
    • Third-party spells have the syntax additional_attributes:spell/<namespace>/<path>
      • Example: additional_attributes:spell/traveloptics/orbital_void

How it works:

  • The base value of these attributes is the level of the spell being used - meaning modifying the base has no effect
  • Spells with a maximum level of 1 won't have their spell level increased, since there usually is no reason to do so (configurable)
  • The three attribute types function as one - their modifiers are gathered together before calculation
  • There is no rounding - meaning a spell level of 1.75 will result in 1
  • If the spell level reaches 0 (due to negative modifiers) the spell cannot be cast
  • These attributes are present for all entities not just the player

Add spells to the spell selection

These spells will be available independent of the current spellbook, weapon, etc.

  • Attribute for each school type (additional_attributes:innate_school/<namespace>/<path>)
    • Example: additional_attributes:innate_school/irons_spellbooks/fire
  • Attribute for each spell type (additional_attributes:innate_spell/<namespace>/<path>)
    • Example: additional_attributes:innate_spell/irons_spellbooks/cloud_of_regeneration

Other

Added an attribute to potentially not use up a scroll

  • ID is additional_attributes:keep_scroll
  • Value between 0 (0% chance) and 1 (100% chance)
  • Using multiply_base will have no effect since the base value is 0
  • Using multiply_total without prior addition will also have no effect

References:

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.x
Forge Neoforge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.21.x
Neoforge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.21.x
Neoforge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.21.x
Neoforge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.19.2
Forge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.19.2
Forge
1d ago 1
1.20.x
Forge Neoforge
1d ago 1
1.19.2
Forge
1d ago 1
1.19.2
Forge
1d ago 1
From https://github.com/rtxyd
  • Fix an issue with the spell level attribute when modded spells use a native irons spellbooks school instead of a custom one
add safeguard for the apotheosis affix on craft handling
moved the skip_innate config (related to the iron's spells compat) to the server-side (since the spell selection may be initiated from the server in multiplayer mode)
  • this fixes an issue where innate spells didn't work on dedicated servers
moved the skip_innate config (related to the iron's spells compat) to the server-side (since the spell selection may be initiated from the server in multiplayer mode)
  • this fixes an issue where innate spells didn't work on dedicated servers
(hotfix for previous version - clear current rarity definitions when reloading, so removed entries are not retained)

## Tag
added a blacklist item tag for apothic crafting attribute (additional_attributes:apothic_crafting_blacklist)

## Clamp rarity per item

added the option to define min / max rarity clamps for items (defined by using datapacks, directory being additional_attributes/rarity_definitions - see example for wooden tools)

### Clamp definition:
  • items: Can be a tag, a single entry or a list of items
  • min_rarity: An optional existing loot rarity
  • max_rarity: An optional existing loot rarity

#### Explanation

As long as the defined min and max rarity are smaller than the would-be-picked max rarity, they will be considered
  • This means that if the current attribute value would only grant up to apotheosis:rare rarity and you define a min or max of apotheosis:epic that nothing would change (the apotheosis:epic rarity would not be considered)
  • If you don't define a min or max rarity, the original value will be used (if the newly clamped min rarity is above the (potentially clamped) max rarity, it will not be used
  • If (after the max rarity has been clamped) the min rarity is now above said max rarity, it will get the rarity of the max rarity



added a blacklist item tag for apothic crafting attribute (additional_attributes:apothic_crafting_blacklist)




added the option to define min / max rarity clamps for items (defined by using datapacks, directory being additional_attributes/rarity_definitions - see example for wooden tools)


Clamp definition:
  • items: Can be a tag, a single entry or a list of items
  • min_rarity: An optional existing loot rarity
  • max_rarity: An optional existing loot rarity


As long as the defined min and max rarity are smaller than the would-be-picked max rarity, they will be considered
  • This means that if the current attribute value would only grant up to apotheosis:rare rarity and you define a min or max of apotheosis:epic that nothing would change (the apotheosis:epic rarity would not be considered)
  • If you don't define a min or max rarity, the original value will be used (if the newly clamped min rarity is above the (potentially clamped) max rarity, it will not be used
  • If (after the max rarity has been clamped) the min rarity is now above said max rarity, it will get the rarity of the max rarity



Add config to shift min. rarity for the apothic_crafting attribute
  • Used to shift the min. rarity downwards by x amount (default: 0)
  • Allows a broader range to be considered when the rarity is selected
Add apothic_crafting attribute, which grants the chance to automatically affix crafted items (0% chance with default value)
fix crash when interacting with the eldritch table with the 'innate_unlocks_eldritch' config enabled
fix crash when interacting with the eldritch table with the 'innate_unlocks_eldritch' config enabled
initial 1.21 release

respiration attribute has been removed (unneeded due to vanilla oxygen attribute)
fix issue with third party spell / school level attributes
  • add compatibility for third-party spells
  • add config to not show innate spells if an equally or more powerful version is already present (e.g. through a spell book)
  • add config to unlock / learn eldritch spells as long as a related innate attribute (school or spell) is present
  • fix looting attribute only working on dedicated servers
  • add spell / school level attributes to all entites instead of just the player
add innate attributes for spells and schools (which add the relevant spells to the spell selection independent of the current spellbook, staff, etc.)
  • added config to allow level increases for spells with a max. level of 1
  • added translations for newest spells
  • added config to allow level increases for spells with a max. level of 1
  • added translations for newest spells
  • use new spell level event for irons spellbooks
  • use spell level attributes for all entity types
  • use new spell level event for irons spellbooks
  • use spell level attributes for all entity types
1.20.1 release
fix mixin application issue
Initial release
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