
ElementalCraft: Reactions
ElementalCraft: Reactions adds unique elemental reactions (fire, frost, thunder, nature) to Minecraft combat, inspired by Divinity: Original Sin 2 and Baldur's Gate 3.
Список изменений
Elemental Craft V1.5.1 Changelog
Content Adjustments
Optimized Scorched Status
The countdown will not be refreshed if a mob already afflicted with Scorched Status receives the effect again.
Optimized Trigger Conditions for Wildfire Ejection
Only Nature-element mobs in Scorched Status can trigger the Wildfire Ejection counterattack.
Optimized Trigger Conditions for Toxic Blast
If a target in Scorched Status is afflicted with the Flammable Spores effect, the Toxic Blast reaction will be triggered based on the number of spore stacks.
Optimized Flammable Spores
The countdown will not be refreshed if Flammable Spores reach the maximum stack limit and the effect is applied again. Adjusted the Flammable Spores damage interval from once per second to once every 5 seconds (configurable). Flammable Spores will convert the acquired Wetness effect into an increase in its own stack count.
New Configuration Option for Wildfire Ejection
Added a new option in the configuration file to determine whether to clear the mob's own Burning and Scorched effects when the Wildfire Ejection counterattack is triggered.
Other Fixes
Fixed the issue where Fire Resistance Potion incorrectly granted immunity to Scorched damage.
Static Shock Effect Introduction (Preview, Completed)
Static Shock is a unique effect exclusive to the Thunder element. When a Thunder-element mob attacks, there is a certain probability to apply Static Shock stacks to the target — the higher the stack count, the stronger the effect.
Enhancement Threshold: Thunder Attribute Enhancement Points must meet the configured requirement (20 points by default) for Static Shock to be triggered on attacks.
Probability Growth: The trigger chance increases with Thunder Points. For every certain number of additional points (20 points by default), the trigger chance is increased by an extra percentage (5% by default).
Maximum Stack Limit: At most 1 stack of Static Shock can be added per attack (configurable), and each stack increases the number of electric shock damage instances (configurable). The target can stack up to 5 layers of Static Shock (configurable), and no more stacks can be added once the limit is reached.
Refreshing Duration: Each stack of Static Shock lasts for 5 seconds (configurable). When a new stack is added, the remaining duration of all stacks is uniformly refreshed to "current total stacks × duration per stack".
Trigger Interval: During the active period of Static Shock, random damage is dealt to the target every 5 seconds (configurable).
Damage Range: Each damage instance randomly fluctuates between 1 and 5 points (configurable), and the damage ignores normal armor.
Dry Environment: The remaining duration of Static Shock will only naturally decrease in a dry environment (not in water, not in rain) — this serves as groundwork for the subsequent Paralysis effect.
Immunity Threshold: If the target's Thunder Resistance Points meet the configured requirement (80 points by default), they will be completely immune to Static Shock.
Sound Effect: An electric shock sound effect plays each time Static Shock damage is triggered.
Particle Effect: At the moment of damage, white electric spark particles burst around the target to simulate an electric discharge impact.
属性锻造 V1.5.1 更新日志 内容调整 灼烧状态优化 已经处于灼烧状态的生物如果再次被赋予效果不会刷新倒计时。 野火喷射触发条件优化 只有处于灼烧状态的自然属性生物才会触发野火喷射反击。 毒火爆燃触发条件优化 目标处于灼烧状态时,如果被赋予易燃孢子效果会根据层数触发毒火爆燃反应。 易燃孢子优化 易燃孢子达到最大层数后,如果再次被赋予效果不会刷新倒计时。 易燃孢子伤害间隔从每秒 1 次修改为 5 秒(可修改)一次。 易燃孢子会将获得潮湿效果转化增加自身的层数。 野火喷射新增配置选项 配置文件新增决定野火喷射反击时是否清除自身的燃烧和灼烧效果。 其他修复 修复了抗火药水错误免疫灼烧伤害的问题。 静电效果介绍(预览,已完成) 静电效果是雷霆属性的特有效果。当雷霆属性生物攻击时,有一定概率为目标附加静电层数,层数越高,效果越强。 强化门槛:雷霆属性强化点数必须达到配置要求(默认 20 点),攻击才有可能触发静电。 概率成长:触发概率随雷霆点数提升。每增加一定点数(默认 20 点),额外增加概率(默认 5%)。 最大层数上限:每次攻击最多添加 1 层静电(可配置),每层静电效果增加一次(可配置)电击伤害。目标最多可叠加 5 层静电(可配置),达到上限后无法继续叠加。 刷新式持续时间:每层静电持续 5 秒(可配置)。叠加新层数时,所有层数的剩余时间统一刷新为「当前总层数 × 每层时长」。 触发间隔:静电生效期间,每 5 秒(可配置)对目标造成一次随机伤害。 伤害范围:每次伤害在 1~5 点(可配置)之间随机浮动,伤害无视普通护甲。 干燥环境:只有在干燥环境(不在水中、不在雨中,为后续麻痹效果做底座)中,静电的剩余时间才会自然减少。 免疫阈值:如果目标的雷霆抗性点数达到配置要求(默认 80 点),则完全免疫静电。 音效:每次静电伤害触发时,会播放电击音效。 粒子效果:伤害瞬间,目标周围会迸发出白色电火花粒子,模拟放电冲击。
