cookiehook / minecraft-liquid-enchanting Goto Github PK
View Code? Open in Web Editor NEWMy Minecraft mod that allows you to add potions onto armor!
My Minecraft mod that allows you to add potions onto armor!
A suggestion has been added to cap the level of potion that can be added to an item. From issue #16
Is there a way to cap the level for enchant items with Potion Effects? For example... if I attempt to enchant a tool or armor with 'Strength IV' but the cap is set at 2, you'll be unable to apply the effect or it would downgrade to Strength II.
Should be achievable by interrogating the incoming Potion NBT tag and manipulating level
As it is currently, once you coat your tools & armor with a Potion Effect it's pretty much a permanent effect. This got me thinking... what if there could be some sort of config option to limit the amount of uses on tools & armor before you need to reapply the potion?
Here's an example. If this config option is set to true, only potions listed can be applied to Tools & Armor & will have uses depending on what their applied on.
Key
"modid:potion_name / tool uses / bow uses / armor uses"
If on a Tool:
Each time you attack & deal damage to a mob, 1 use is taken away. No uses will be taken away if the target already has the Potion Effect.
If on a Bow:
For every projectile that is launched & damages a mob, 1 use is taken away. No uses will be taken away if the target already has the Potion Effect or if you miss your target.
If on Armor:
If you take damage, 1 use is taken away. This is different as you only lose uses by taking damage.
minecraft:strength / 30 / 20 / 25
This applies the strength effect & has 30 uses if on a Tool, 20 uses if on Bows & 25 uses if on Armor.
minecraft:long_strength / 40 / 30 / 50
This applies the Strength effect & has 40 uses if on a Tool, 30 uses if on Bows & 50 uses if on Armor.
minecraft:strong_strength / 20 / 15 / 20
This applies the Strength II effect & has 20 uses if on a Tool, 15 uses if on Bows & 20 uses if on Armor.
=====
Note that this is just an example so numbers are perhaps off for their uses. If you wish to 'disable' an effect you can do this...
minecraft:swiftness / 0 / 0 / 20
This applies the Speed effect & has 20 uses on Armor. It does nothing if on Tools or Bows which leads to a waste of materials.
minecraft:weakness / 30 / 20 / 0
This applies the Weakness effect & has 30 uses on Tools, 20 uses on Bows. It does nothing if on Armor which leads to a waste of materials.
minecraft:harming / 0 / 0 / 0
This applies the Instant Damage effect but because all uses are set at 0. Applying this Potion Effect would be a waste of materials.
In short... 0 uses means that it'll already be used up the moment the effect is applied.
=====
Hopefully I explained it well. Tool & Bows can be merged together since they're pretty much the same thing being that a use is taken away upon dealing damage. I was keeping them separated to give different usage values but if that can't work, they can be merged into one so it would be Tools & Armor at that point. It would then be...
"modid:potion_name / weapon uses / armor uses"
The reason for the "No uses will be taken" for Tools & Bows is so you don't have to lug around extra tools with no Potion Effects on them, such as applying it with an Iron Sword to apply the effect & switching to your Diamond Sword for dealing damage.
Armor usage is set low as it's suppose to be a 'Don't take damage' kind of thing so if you avoid taking any kind of damage, the Potion Effect will last a long time.
Using 'liquidenchanting-1.12.2_v5
Some potion effects will only apply their effect as they tick down but because the liquid enchantment keeps applying the potion effect endlessly per tick as long as you have the enchanted piece equipped, some of these effects won't work correctly. To name a few...
Health Boost increases max health by X amount of hearts but if your health is increased and you renew the boost... your max health will drop to whatever it was before the renewal... now since this effect applies per tick... you will increase max health but you won't ever increase it beyond your normal cap. Can't get this as a potion vanilla-wise but some mods add in potions for that.
Regeneration, depending on it's timer will heal you quickly if on the right tick. An example is if using CoFH Core which adds in Regeneration III & IV Potions... although you can't brew them by normal means but let's say that those heal me quite fast since the timer for the 'heal' tick is spot on with the endless 0:00 timer. Although it seems I & II have a timer set to prevent fast healing.
Repairing from Potion Core will never, ever repair your items nor armor as it relies on it's timer ticking down in order to restore durability.
Revival from Potion Core revives you should you die and with this applying per tick... well... you're pretty much immortal.
=====
While some of these can be disabled in the config, some of them don't work as they should since they rely on the timer going down, namely Repairing & Regeneration. Rather than the default being 0:00 per tick , maybe do 0:20 & renew the timer when it reaches 0:10 or something. This could be configurable in a way for Health Boost & to prevent potion stacking if one carries many armor pieces with potion enchantments. The timer could be force set to 0:01 if the player unequips the enchanted piece.
Hiya. The default shield gives a buff in offhand/mainhand, but modded shields (like thermal foundation's shields) don't! They act like melee weapons when imbued (which does make a hilarious scene of hitting a zombie with a exploding effect and cowering behind the shield!) but i don't think that was your intention?
Update mod to be compatible with forge 1.15. Potentially pass through 1.13 and 1.14 too, depending on complexity of changes.
Minecraft: 1.12.2
Forge: 14.23.5.2847
Mods: 5
conarm-1.12.2-1.2.5.3
jei_1.12.2-4.15.0.291
liquidenchanting-1.12.2_v3
Mantle-1.12-1.3.3.55
TConstruct-1.12.2-2.13.0.171
There's currently a bug where you cannot apply potion effects to Tools from Tinkers... however you can do that from standard weapons such as a Diamond Sword without issue.
Construct's Armory appears to work as intended as I was able to apply a Strength II Potion Effect on it.
The mod "totaltinkers-0.4.3" was added during the testing but the issue still occurs without that mod being added. It only adds in extra tools such as javelins, daggers, etc.
P.S.
Is there a way to cap the level for enchant items with Potion Effects? For example... if I attempt to enchant a tool or armor with 'Strength IV' but the cap is set at 2, you'll be unable to apply the effect or it would downgrade to Strength II.
Is it possible to apply Potion Effects to projectiles? Like shurikens, bolts, arrows from Tinkers?
As title says, i used vulnerability 2 (potion core potion) with a tipped arrow (any type sadly) and crashed the game. Various times.
Crafting of beacon recipes will successfully apply the NBT tag during crafting, but getPotionEffectFromNBT then fails to find any valid potion effects, so there is no potion effect applied and no tooltip applied.
Add the ability to enchant projectile based weapons as well as melee weapons
Hiya! I like the whole idea of surrounding a armor piece with potions, but i would like it if instead of using 8 potions, it would use like, 7 potions/1 nether star.
My reasoning? It kinda nullifies beacons tbh, and makes them have little to no use if you make say a regen 2/speed 2 potion.
The specified time for "Weapon Effect Time" is documented as seconds, but is actually ticks
Minecraft: 1.12.2
Forge: 14.23.5.2847
Mods: 3
AoA3-3.2.6
jei_1.12.2-4.15.0.291
liquidenchanting-1.12.2_v4
Note:
I encounter this with Snowballs at first but I think maybe due to a mod allowing me to stack up to 64 instead of 16 which could've broke a crafting check, however...
Advent of Ascension adds in A LOT of weapons & such. Some are Swords, Guns, Blasters, Bows, etc... but... you can Enchant it's Thrown Weapons which may seem harmless since the effects don't work unless you use melee with them...
Left:
I put in these Hellfire items which are throwables to inflict damage. I enchant them with Instant Damage II which... somehow let's me so I went through wit the crafting...
Right:
...oh, the crafting recipe took one of the Hellfires but I crafted 64 of them. Somehow I discovered the power of duping items.
=====
This may apply for any thrown item although I'll have to check which ones are effected. Unless this is a recipe derp or something.
EDIT
The Cyclic mod let's you stack Snowballs up to 64 however... by itself you cannot apply Potion Effects to them so... gotta hunt down which mod is allowing them to be enchanted. Although... the idea of inflicting potion effects with snowballs is... something.
Crossbow can't give potion effects from this mod. Just reporting is all!
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.