Git Product home page Git Product logo

minecraft-liquid-enchanting's People

Contributors

cookiehook avatar

Watchers

 avatar

Forkers

tyfyter

minecraft-liquid-enchanting's Issues

Add cap to potion level

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

[Suggestion] Config Option for Potion Effects on Tools & Armor to have limited uses before needing to re-apply them.

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.

[1.12.2] Certian Potion Effects won't apply their buffs or instant apply their effects since the effect is applied all the 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...

  1. 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.

  2. 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.

  3. 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.

  4. 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.

[Bug] Modded Shields don't give buff in offhand

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 to 1.15

Update mod to be compatible with forge 1.15. Potentially pass through 1.13 and 1.14 too, depending on complexity of changes.

[1.12.2] Unable to apply Potion Effects to Tinker Tools.

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?

Beacon Recipes don't work

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.

Suggestion: Make imbuing potions/armor have a higher cost

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.

[1.12.2] Thrown Projectiles dupe bug.

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.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.