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Source installation information for modders ------------------------------------------- This code follows the Minecraft Forge installation methodology. It will apply some small patches to the vanilla MCP source code, giving you and it access to some of the data and functions you need to build a successful mod. Note also that the patches are built against "un-renamed" MCP source code (aka SRG Names) - this means that you will not be able to read them directly against normal code. Setup Process: ============================== Step 1: Open your command-line and browse to the folder where you extracted the zip file. Step 2: You're left with a choice. If you prefer to use Eclipse: 1. Run the following command: `gradlew genEclipseRuns` (`./gradlew genEclipseRuns` if you are on Mac/Linux) 2. Open Eclipse, Import > Existing Gradle Project > Select Folder or run `gradlew eclipse` to generate the project. If you prefer to use IntelliJ: 1. Open IDEA, and import project. 2. Select your build.gradle file and have it import. 3. Run the following command: `gradlew genIntellijRuns` (`./gradlew genIntellijRuns` if you are on Mac/Linux) 4. Refresh the Gradle Project in IDEA if required. If at any point you are missing libraries in your IDE, or you've run into problems you can run `gradlew --refresh-dependencies` to refresh the local cache. `gradlew clean` to reset everything {this does not affect your code} and then start the process again. Mapping Names: ============================= By default, the MDK is configured to use the official mapping names from Mojang for methods and fields in the Minecraft codebase. These names are covered by a specific license. All modders should be aware of this license, if you do not agree with it you can change your mapping names to other crowdsourced names in your build.gradle. For the latest license text, refer to the mapping file itself, or the reference copy here: https://github.com/MinecraftForge/MCPConfig/blob/master/Mojang.md Additional Resources: ========================= Community Documentation: https://mcforge.readthedocs.io/en/latest/gettingstarted/ LexManos' Install Video: https://www.youtube.com/watch?v=8VEdtQLuLO0 Forge Forum: https://forums.minecraftforge.net/ Forge Discord: https://discord.gg/UvedJ9m
Option to make items repairable when broken.
Make that items wont break when reached 0 durability, so they could be repaired.
Add durability functions similar to the mod Durability Overhaul.
https://www.curseforge.com/minecraft/mc-mods/durability-overhaul
As the title says, just throwing a book in with another in an anvil reveals the enchant, negating the need for scrolls.
I have noticed that when using the RPG tweaks mod the deployers from the create mod don't work anymore. I think it's something to do with the damage module. I have tried disabling the damage module, but it doesn't save even though the file is changed.
on 1.19.2, I found that Clean Tooltips causes the enchantment module to stop rendering the masked enchantment names on unidentified items.
Clean Tooltips makes enchantments and other info in tooltips easier to parse at a glance. If it's even possible to do, it would be handy to be able to use both mods alongside one another, so that enchantments are masked, but once identified getting the cleaner tooltip UI features back.
Example of how the mod affects the readability of the tooltip vs vanilla, taken from the mod page for Clean Tooltips
This would be my favorite death inventory management mod if you could include this, but given how volatile and buggy even the already established ones can be, I'd totally understand not wanting the hassle.
However running this with corpse makes it a bit cluttered when returning to your death spot since you have both a grave and an obelisk to interact with, and I personally would rather just have the orb hold stuff.
Please consider it!
It would be very useful for certain items with low durability to be able to maintain their vanilla durability status to limit their power. Maybe specifying their ids would be enough
Love the mod <3
Hey there,
I'm the author of PlayerRevive. Seems like there is an issue with gears taking damage: CreativeMD/PlayerRevive#150
If a player dies PlayerRevive cancels the event and makes the player enter a bleeding state. In that state the player can access their inventory and drop their gear to bypass the penalty. I think the best solution would be if the gear is damaged as soon as the player enters the bleeding state. Is there a method PlayerRevive can tell to initiate the damage of the tools? Furthermore maybe you can add a check if PlayerRevive is installed to prevent the gear taken damage when the player bleeds out.
In Regards
CreativeMD
What the title says.
In the server config file allow certain item tags to be excluded from the durability module.
I've been trying to remove the hunger and durability modules and no matter what i do they refuse to turn off, i have no idea why but it has never worked even without other mods so Im wondering if that's a known problem
When using deployers with rpg tweaks installed, deployers can't damage mobs despite being set in attack mode.
I would love a config feature that prevents durability damage to go down bellow 1hp on dying allowing player to repair it.
So being killed on spawn multiple times will not break your fancy maxed out unique items.
(especially on bigger modpacks with boss items, and Apotheosis allowing you to craft god tier items)
How i see it:
(in durability damage on death function after calculating but before aplying)
If(durability < 1){
set durability to 1}
For this feature to make any sense it would also need to force enable "vanilla durability usage" for items that are <= 1
So the player can't use them without breaking.
As for armors it would also need extra function that automatically unequip all armor after death if durability is <= 1.
i don't know how to deal with full inventory tho
It would be perfect with support to unequip curious accesories as well.
I think this would be a relatively easy addition but very helpful in many scenarios.
Hello! In the enchantment module, when you have enchantment description it would still show the description making identifying them null. If I may suggest, make it so it hides the entire tooltip of the item itself. This also makes it more mysterious especially if you are playing with apotheosis which adds prefixes/ random attributes to items.
The full details and mod list are in the link below, which should make reading the crash log a bit more legible. -- All I understood from any of it is it has something to do with the Debug feature from RPG Tweaks, and alot of other details i couldn't make sense of.
1.19.2, Forge 43.2.21, Mod version 1.1.1
when disabling enchantment module scroll of identification is still craftable.
`<item:twilightforest:steeleaf_helmet>.addGlobalAttributeModifier(<attribute:irons_spellbooks:max_mana>, "1a9a8f0e-5382-11ee-8c99-0242ac120002", "Max Mana", 40, AttributeOperation.ADDITION, [<constant:minecraft:equipmentslot:head>]);
<item:twilightforest:steeleaf_helmet>.addGlobalAttributeModifier(<attribute:irons_spellbooks:spell_power>, "2a9a8f0e-5382-11ee-8c99-0242ac120002", "Spell Power", 0.025, AttributeOperation.MULTIPLY_BASE, [<constant:minecraft:equipmentslot:head>]);
<item:twilightforest:steeleaf_chestplate>.addGlobalAttributeModifier(<attribute:irons_spellbooks:max_mana>, "1b9a8f0e-5382-11ee-8c99-0242ac120002", "Max Mana", 40, AttributeOperation.ADDITION, [<constant:minecraft:equipmentslot:chest>]);
<item:twilightforest:steeleaf_chestplate>.addGlobalAttributeModifier(<attribute:irons_spellbooks:spell_power>, "2b9a8f0e-5382-11ee-8c99-0242ac120002", "Spell Power", 0.025, AttributeOperation.MULTIPLY_BASE, [<constant:minecraft:equipmentslot:chest>]);
<item:twilightforest:steeleaf_leggings>.addGlobalAttributeModifier(<attribute:irons_spellbooks:max_mana>, "1c9a8f0e-5382-11ee-8c99-0242ac120002", "Max Mana", 40, AttributeOperation.ADDITION, [<constant:minecraft:equipmentslot:legs>]);
<item:twilightforest:steeleaf_leggings>.addGlobalAttributeModifier(<attribute:irons_spellbooks:spell_power>, "2c9a8f0e-5382-11ee-8c99-0242ac120002", "Spell Power", 0.025, AttributeOperation.MULTIPLY_BASE, [<constant:minecraft:equipmentslot:legs>]);
<item:twilightforest:steeleaf_boots>.addGlobalAttributeModifier(<attribute:irons_spellbooks:max_mana>, "1d9a8f0e-5382-11ee-8c99-0242ac120002", "Max Mana", 40, AttributeOperation.ADDITION, [<constant:minecraft:equipmentslot:feet>]);
<item:twilightforest:steeleaf_boots>.addGlobalAttributeModifier(<attribute:irons_spellbooks:spell_power>, "2d9a8f0e-5382-11ee-8c99-0242ac120002", "Spell Power", 0.025, AttributeOperation.MULTIPLY_BASE, [<constant:minecraft:equipmentslot:feet>]);`
v1.1.1
Forge 43.2.23
The revised phantoms knife (that you throw) breaks instantly when thrown with the durability module on. Without it, it doesn't break
The Xp gained from claiming Xp Catalysts is affected by the Xp multiplier config, I was able to get to 21k levels when being put in a death loop just because of having x2.5 multiplier on
When using RPG Tweaks and Enchantment Descriptions with Connectivity or TimeoutFixes (I used the latter before switching to the former), enchantment descriptions are forced to show on items even if they haven't been deciphered with a Scroll of Identification yet.
Damage Module destroys the Wall of Fire spell.
The Damage Module allows Wall of Fire to generate hundreds of DPS.
Includes Fire from Dungeon Mobs
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