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Моды/Additional Enchantments
Additional Enchantments

Additional Enchantments

Adds new enchantments to the game

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FAQ

  • 1.19.2 documentation can be found here
  • 1.20.1 documentation can be found here

Further enchantments are planned

  • Hunter
  • Confusion (maybe)
  • Voiding (maybe)
  • Straight Shot (maybe)
  • ...?
General Technical Definitions

New trigger point for enchantment effects

  • equipment_change_trigger: When changing any equipped item
    • Most enchantments in this mod apply data attachments to the target entity, which handle the logic
    • Meaning it is unlikely that they work well with other trigger points for enchantments

New loot item conditions

  • entity_type
  • match_item_entity
Entity Type

Allows broader checks for entities

EntityType (LootItemCondition)

{
  "type": Type,           // [Mandatory] || 
  "entity": EntityTarget  // [Mandatory] || Which entity of the loot context is checked
}

Type

  • living_entity: Entities that extend the LivingEntity class (i.e., no Minecarts, Items etc.)
  • enemy: Entities that implement the Enemy interface or are of the mob category MONSTER
  • tamed: Entities that extend the TamableAnimal class and are tamed
  • animal: Entities that extend the Animal class
  • item: Entities that extend the ItemEntity class
  • experience_orb: Entities that extend the ExperienceOrb class

EntityTarget

  • this
  • attacker
  • direct_attacker
  • attacking_player
Match Item Entity

Allows using ItemPredicates to check the item of the Item Entity

{
  "predicate": ItemPredicate, // [Optional] || To match the item of the item entity, all are valid if left empty
  "target": EntityTarget      // [Optional] || Which entity of the loot context is checked (Default: 'this')
}

Additional explanations

  • ItemPredicate: Check the predicate definition of match_tool

EntityTarget

  • this
  • attacker
  • direct_attacker
  • attacking_player

Enchantments

Fluid Vision

  • Improves visibility through fluids from above
  • Improves visibility while within the fluids

!Water example

!Lava example

Default Effects

Level 1:

  • Improves visibility in water

Level 2:

  • Improves visibility in lava
  • Improves visibility in create fluids (#additional_enchantments:create fluid type tag)
  • Improves visibility in the_bumblezone fluids (#additional_enchantments:bumblezone fluid type tag)
  • Better visibility

Level 3:

  • Fluids from Level 1 and Level 2
  • Better visibility

Level 4:

  • Fluids from Level 1 and Level 2
  • Better visibility
Technical Definition
{
  "vision": {                                     // [Mandatory] || 
    "values": [                                   // [Mandatory] || 
      {
        "level_range": {                          // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                         // [Optional]  || 
          "max": integer                          // [Optional]  || 
        },
        "value": [                                // [Mandatory] || 
          {
            "id": ResourceLocation,               // [Mandatory] || Unique identifier for the effect
            "fluid_types": HolderSet<FluidType>,  // [Mandatory] || Defines to which fluids this effect will apply to 
            "percentage": LevelBasedValue         // [Mandatory] || Defines how see-through the fluid will be and by how much the viewing distance within the fluid will be improved
          }
        ]
      }
    ]
  }
}

Additional explanations

  • ResourceLocation
  • HolderSet
  • LevelBasedValue

Homing

  • Causes the projectile to home in on targets
  • Entities closest to the camera focus are prioritized (i.e., the entity you look at)
  • Friendly entities (your tamed animals, allies or their tamed animals, players if pvp is disabled) are ignored
  • The target definition with the highest priority is checked first
Default Effects

All Levels:

  • Living entities (priority 0)
    • Except minecraft:villager, minecraft:iron_golem and minecraft:enderman
  • Animals (priority 1)
  • Enemies (priority 2)
    • Except minecraft:enderman
  • Bosses (priority 3)
    • #c:bosses and minecraft:warden

Level 2

  • Improved search range, velocity and turn angle per tick

Level 3:

  • Improved search range, velocity and turn angle per tick
Technical Definition
{
  "homing": {                                       // [Mandatory] || 
    "values": [                                     // [Mandatory] || 
      {
        "level_range": {                            // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                           // [Optional]  || 
          "max": integer                            // [Optional]  || 
        },
        "value": [                                  // [Mandatory] || 
          {
            "id": ResourceLocation,                 // [Mandatory] || Unique identifier for the effect
            "projectiles": HolderSet<EntityType>,   // [Optional]  || Projectiles this effect applies to (none specified = all) 
            "target_condition": LootItemCondition,  // [Mandatory] || Determines which entities are targeted
            "search_range": {                       // [Mandatory] || Specifies the search range used to pick targets
                "front": LevelBasedValue,           // [Optional]  || (Default: 0)
                "back": LevelBasedValue,            // [Optional]  || (Default: 0)
                "left": LevelBasedValue,            // [Optional]  || (Default: 0)
                "right": LevelBasedValue,           // [Optional]  || (Default: 0)
                "up": LevelBasedValue,              // [Optional]  || (Default: 0)
                "down": LevelBasedValue             // [Optional]  || (Default: 0)
              },
            "velocity_multiplier": LevelBasedValue, // [Mandatory] || A multiplier that is applied per tick to the projectiles velocity
            "max_turn_per_tick": LevelBasedValue,   // [Optional]  || The maximum amount of degrees the projectile can turn per tick (Default: 180, meaning it will snap directly to the target)
            "priority": integer                     // [Optional]  || The priority of this effect (Default: 0)
          }
        ]
      }
    ]
  }
}

Additional explanations

  • ResourceLocation
  • HolderSet
  • LootItemCondition
    • this entity relates to the targeted entity
    • origin relates to the position of the targeted entity
    • attacking_entity relates to the owner of the projectile
    • direct_attacking_entity relates to the actual projectile
  • LevelBasedValue

Perception

  • Displays entities as glowing using custom colors, see below to which entities are affected by default

!Perception example

Default Effects

Level 1:

  • Highlights valuable items (#additional_enchantments:valuables item tag)
  • Highlights enchanted items
  • Highlights enemies
  • Highlights animals

Level 2:

  • Highlights valuable items (#additional_enchantments:valuables item tag)
  • Highlights enchanted items
  • Highlights enemies
  • Highlights animals
  • Highlights bosses

Level 3:

  • Highlights valuable items in a limited form (#additional_enchantments:limited_valuables item tag)
  • Highlights enchanted books containing useful enchantments (e.g., Unbreaking II or Mending)
  • Highlights enemies
  • Highlights animals
  • Highlights bosses
Technical Definition
{
  "perception": {                           // [Mandatory] ||  
    "values": [                             // [Mandatory] || 
      {
        "level_range": {                    // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                   // [Optional]  || 
          "max": integer                    // [Optional]  || 
        },
        "value": [                          // [Mandatory] || 
          {
            "key": ResourceLocation,        // [Mandatory] || Unique identifier for the effect
            "condition": LootItemCondition, // [Mandatory] || Checks which entities this effect will apply to
            "range": LevelBasedValue,       // [Mandatory] || Defines up to which distance the entities will be affected at
            "color": ShiftingColor          // [Mandatory] || The colors of the effect
          }
        ]
      }
    ]
  }
}

ShiftingColor

{
  "colors": [                 // [Mandatory] || The colors defined in here will be smoothly cycled through based on the specified shift rate 
    {
      "color": TextColor,     // [Mandatory] || 
      "alpha": float          // [Optional]  || The alpha value of the color (0..1) (Default: 1)
    }
  ],
  "color_shift_rate": double, // [Optional]  || At which speed the colors will be cycled through (Default: 1.0)
  "priority": integer         // [Optional]  || Which color to be picked - the entry with the highest priority will be picked (Default: 0)
}

Additional explanations

  • TextColor: Either a named minecraft color or Hex codes
  • ResourceLocation
  • LootItemCondition
    • this entity context relates to the targeted entity that would receive the glow effect
    • origin relates to the position of the targeted entity
  • LevelBasedValue

Treasure Finder

  • Will highlight blocks using different ways, see below for more information

!Treasure Finder example

(Compression combined with a still image makes this look worse than it actually is)

Default Effects

All levels:

  • treasures, using the particles display type

Level 1:

  • (Uses simple_shader for all ores)
  • Copper ore
  • Iron ore
  • Zinc ore
  • Silver ore

Level 2:

  • (Uses simple_shader for all ores)
  • Iron ore
  • Zinc ore
  • Silver ore
  • Lapis ore
  • Gold ore

Level 3:

  • (Uses simple_shader for all ores)
  • Lapis ore
  • Gold ore
  • Emerald ore
  • Diamond ore

Level 4:

  • (Uses outline for all ores)
  • Emerald ore
  • Diamond ore
  • Netherite ore
Technical Definition
{
  "vision": {                             // [Mandatory] || 
    "values": [                           // [Mandatory] || 
      {
        "level_range": {                  // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                 // [Optional]  || 
          "max": integer                  // [Optional]  || 
        },
        "value": [                        // [Mandatory] || 
          {
            "id": ResourceLocation,       // [Mandatory] || Unique identifier for the effect
            "blocks": BlockDefinition,    // [Mandatory] || Defines to which blocks this effect will apply to
            "range": LevelBasedValue,     // [Mandatory] || Defines up to which distance the blocks will be affected at
            "display_type": DisplayType,  // [Mandatory] || Defines how the effect will be displayed
            "particle_rate": integer,     // [Optional]  || The rate at which particles will be spawned (only applicable to 'particles' display type) (Default: 0)
            "color": ShiftingColor        // [Mandatory] || The colors of the effect
          }
        ]
      }
    ]
  }
}

ShiftingColor

{
  "colors": [                 // [Mandatory] || The colors defined in here will be smoothly cycled through based on the specified shift rate 
    {
      "color": TextColor,     // [Mandatory] || 
      "alpha": float          // [Optional]  || The alpha value of the color (0..1) (Default: 1)
    }
  ],
  "color_shift_rate": double, // [Optional]  || At which speed the colors will be cycled through (Default: 1.0)
  "priority": integer         // [Optional]  || Which color to be picked - the entry with the highest priority will be picked (Default: 0)
}

Additional explanations

  • BlockDefinition allows either one of these two
    • treasures: Unopened loot containers (included in additional_enchantment:treasures block tag)
    • HolderSet of type Block
  • DisplayType
    • outline: Outline around the block, visible through walls
    • particles: Spawns particles at the block position
    • simple_shader: A glow effect around the block
  • TextColor: Either a named minecraft color or Hex codes
  • ResourceLocation
  • HolderSet
  • LevelBasedValue

Climbing

  • Allows climbing on most blocks, no ladder required
  • At further levels also disables the automatic sliding down and even allows climbing on ceilings
Default Effects

Level 1:

  • Allows climbing if the block matches:
    • Is not air
    • Is solid
    • Is not a fluid
    • Is not #additional_enchantments:slippery (ice / glass)

Level 2:

  • Enables sticking to walls

Level 3:

  • Enables ceiling climbing
Technical Definition
{
  "climbable": {                            // [Mandatory] || 
    "values": [                             // [Mandatory] || 
      {
        "level_range": {                    // [Mandatory] || Defines at which enchantment levels this effect will apply
          "min": integer,                   // [Optional]  || 
          "max": integer                    // [Optional]  || 
        },
        "value": [                          // [Mandatory] || 
          {
            "key": ResourceLocation,        // [Mandatory] || Unique identifier for the effect
            "blocks": BlockPredicate,       // [Mandatory] || Defines which blocks are climbable
            "can_stick_to_walls": boolean,  // [Optional]  || If enabled the entity will not automatically slide down the wall (press SHIFT to be able to climb downwards)
            "can_climb_ceilings": boolean   // [Optional]  || If enabled the entity will be able to climb along the ceiling 
          }
        ]
      }
    ]
  }
}

Additional explanations

  • ResourceLocation
  • BlockPredicate

Green Foot

  • Applies a bonemeal effect on the blocks you walk on and around you
  • For saplings and crops the effect will also damage the enchanted item per application
Default Effects

Level 1:

  • Any block: Constant 1% chance
  • #minecraft:saplings: 10% chance, + 7.5% chance per level
  • #minecraft:crops: 30% chance, + 10% chance per level

Level 2:

  • Increased range
  • Increased probability

Level 3:

  • Increased range
  • Increased probability
Technical Definition
{
  "growth_entries": [                 // [Mandatory] ||  
    {
      "predicate": BlockPredicate,    // [Mandatory] || Checks which block to apply this effect to 
      "probability": LevelBasedValue, // [Mandatory] || The chance for this effect to be applied, checked separately before each attempt for every position
      "priority": integer,            // [Optional]  || Which effect to pick if multiple predicates match - the highest priority is selected (Default: 0)
      "damage": integer               // [Mandatory] || The amount the enchanted item will be damaged from each successful effect attempt 
    }
  ],
  "extra_range": LevelBasedValue      // [Mandatory] || The extra range (radius) around the player this effect will apply to, in addition to the origin position 
}

Additional explanations

  • BlockPredicate
  • LevelBasedValue
Партнёрский материал

Как поиграть с друзьями с модом Additional Enchantments?

Мод Additional Enchantments куда интереснее в компании: поднимите сервер Майнкрафт с уже установленным модом, позовите друзей и играйте по своим правилам. Хостинг Майнкрафт для мода Additional Enchantments будет готов за пару минут - BungeeHost сделает всё за вас.

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