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RPGMana (Mana for Spell Engine)

RPGMana (Mana for Spell Engine)

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Magic

RPGMana (Mana for Spell Engine)

Archon Compatible! For Archon-dependent versions of the mod, search for Arch-RPGMana!

This mod introduces a system of attributes related to mana, including mana regeneration and spell costs.

The mod requires Spell Engine and related mods to function, as mana is used for spells cast through the Spell Engine API.

Players have a base mana regeneration of 4 units, and spells by default cost at least 20 units of mana if they require runes to cast.

Spells that don't explicitly have mana costs but do have rune costs receive mana costs based on the number of projectiles, spell coefficient, and other variables. In the spell.json file, you can set an explicit mana cost that replaces this formula.

By default, you can use mana instead of runes if you have no runes. Initially, you have no mana, and you'll need equipment that grants you mana to use it.

To encourage using mana over infinite spells and justify using jewelry and enchantment slots for mana scaling, spells by default deal more damage based on how much mana you've spent in the last 4 seconds.

You can spend more mana than you have one time, but this creates a debt that must be repaid. You cannot cast spells while you have a mana debt.

Basic rings can be found as treasure in the game, granting you mana attributes. Their awakened versions can be found in endgame content.

Enchantments will be your primary source of mana-related stats. These enchantments include:

  • Lucid - more mana regeneration, only for armor
  • Resplendent - even more mana regeneration, only for weapons
  • Inspired - more mana cost, applied to weapons
  • Mana-Stabilized - less mana cost, applied to weapons
  • Manafused - more maximum mana, applied to armor

There are three potions associated with mana:

  • Borrowed Power gives 40 units of mana but reduces mana regeneration and allows casting spells even at negative mana. Spells cast this way still incur their mana cost. If you have a negative mana balance when the effect ends, you take magic damage based on the negative amount.
  • Magical Overdrive increases mana cost and mana regeneration but reduces your mana.
  • Magical Stability reduces mana cost and provides extra mana regeneration.

For Spell Engine developers: to assign a specific mana cost to your spell, designate an "rpgmana" value in the "cost" block in spell.json.

For those who wish to use the maximum mana attribute in their own content, it's recommended to use addition modifiers rather than multiplicative ones due to how calculations interact with enchantments.

If you use a mod that alters the GUI like this one and have overlapping GUI elements, try enabling the alternate Mana indicator in the client.json5 configuration file. This centralized mana indicator should never conflict with any GUI changes.

Project members
cleannrooster

cleannrooster

Created: 19 Jun 2024

ID: 36565