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Additional Attributes

Adds additional attributes to the game

Modrinth game-mechanics

Описание

# 1.21 Documentation is currently located [here](https://github.com/SiverDX/additional_attributes/tree/1.21) * `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//` and `school//` --- # 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//` - Attribute for each spell type (`additional_attributes:spell_type_`) - Example: `additional_attributes:spell_type_shockwave` - Third-party spells have the syntax `additional_attributes:spell//` - 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//`) - Example: `additional_attributes:innate_school/irons_spellbooks/fire` - Attribute for each spell type (`additional_attributes:innate_spell//`) - 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: - School Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SchoolRegistry.java - Spell Types https://github.com/iron431/Irons-Spells-n-Spellbooks/blob/1.19.2/src/main/java/io/redspace/ironsspellbooks/api/registry/SpellRegistry.java