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RPG Damage Overhaul(RPGDO)

RPG Damage Overhaul(RPGDO)

Активный

Установок

0

Последнее обновление

3 недели назад

Версии

1.20.1 — 1.20.6
Клиент и сервер
Fabric
Forge
Игровые механики

RPG Damage Overhaul (RPGDO)

RPGDO is a complete overhaul to minecraft's damage system, inspired by DDD and Alembic. It adds specific damage types for each attack, like piercing, slashing, blunt, fire, etc... and with each damage class comes an armor and resistance attributes. This mod is very similar to TheRedBrain's Overhauled Damage, but this one lets you create and remove damage classes as you wish, while his comes with a immutable set of damages. This also comes with an insane amount of compatibility with other mods.

Support for bettercombat included! Specific attack animations are configured to deal the correct type of damage(blunt, slash, pierce). The mod comes with support for all standard BetterCombat animations, all items correctly tagged(swords, axes, pickaxes, hammers, etc etc), and the mods listed below(some of these mods have some custom BetterCombat configs)

Although not necessary, and most mods will simply be compatible by default, if you have AttributeSetter installed, entities from the following mods will come with damage resistances and/or vulnerabilities, and special items will deal custom damage types:

If you end up making compatibility files for other mods, send it in our discord!

Damage Class

Damage classes define what type of damage you'll be receiving or protected agains. By default, there are 11 damage classes:

  • Blunt
  • Piercing
  • Slashing
  • Sharp
    • Nothing should deal sharp damage, it's just an attribute to make armor/resistance attribute for piercing and slashing damage at the same time
  • Generic Physical
    • Nothing should deal generic physical damage, it exists only as a way to encompass all physical damage resistance/armor in one attribute
  • Fire
    • Sets target on fire
    • Removes frost's slowdown
    • Damage stacks(the more you hit the more damage you deal)
  • Frost
    • Slows target down based on damage
    • Removes target attack speed based on damage
    • Extinguishes fire
  • Lightning
    • Deals 75% lightning damage on entities nearby the target up to 5 targets
  • Soul
    • Diminishes target's max health based on damage
  • Holy
    • Increases all sources of damages to the target except other holy damage
  • Blood
    • Heals the damager
  • Wither
    • Diminishes target's healing from all sources
  • Poison
    • Weaker wither
  • Arcane
    • 50% armor piercing and makes target glow
  • True
    • Ignores all armor and resistances

All of this can be modified through datapacks, for more information visit the github page. Each damage class comes with an attribute for:

  • Armor(Damage reduction based on vanilla's armor attribute)
  • Damage(Deals this amount of the damage class damage on hit)
  • Resistance(Percentage damage reduction of damage, 1 means you'll take no damage, -1 means you'll take double damage)
  • Absorption(W.I.P, but will act the same as vanilla's absorption)

Damage Overrides

There is also a way to redefine what damage types are what damage class. For example, warden's sonic boom deals 40% arcane damage, 40% soul damage, 20% true damage: "minecraft:sonic_boom": {"arcane": 0.4, "soul": 0.4, "true": 0.2}, You can check the defaults here

Item Overrides

You can also give specific damage distributions to items without changing their attributes manually, there are two ways of doing that:

Without BetterCombat

You can setup a item_overrides.json. For example, swords give 80% of their normal damage as slashing damage and 20% as piercing damage, while axes deal 100% slashing damage

  "#c:swords": { "slashing": 0.8, "piercing": 0.2},
  "#c:axes": { "slashing": 1.0 },

More examples in the GitHub page.

With BetterCombat

If you have BetterCombat installed, you can setup what damage each weapon attack deals, this is how the default sword and axe combos are setup:

"bettercombat:sword": ["slashing", "slashing", "piercing"],
"bettercombat:axe": ["slashing", "slashing"]

These only convert physical damage, so if the sword deals 8 damage and 2 fire damage, only the 8 damage will become slashing/piercing damage If you don't have a definition for how this item will behave without BetterCombat, it generates one based on the BetterCombat config, for example, swords would deal 66% slashing damage and 33% piercing damage. More examples in the GitHub page.

Участники проекта
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