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For Users
This mod doesn't do anything on its own. This library allows mods to call code in data-driven enchantments.
For Devs
Registering your code:
CodeEffect.register(HOOK_ID, (world, level, context, user, pos) -> {
// Code Here
});
or
CodeEffect.register(HOOK_ID, this::stuff);
// ...
public void stuff(ServerWorld world, int level, EnchantmentEffectContext context, Entity user, Vec3d pos) {
// Code Here
}
Using it:
"effect": {
"type": "code_effect:run_code",
"hook": "HOOK_ID"
}
Full Enchantment example:
Sharpness but modified to run the code every tick
{
"anvil_cost": 1,
"description": {
"translate": "enchantment.minecraft.sharpness"
},
"effects": {
"minecraft:tick": [
{
"effect": {
"type": "code_effect:run_code",
"hook": "HOOK_ID"
}
}
]
},
"exclusive_set": "#minecraft:exclusive_set/damage",
"max_cost": {
"base": 21,
"per_level_above_first": 11
},
"max_level": 5,
"min_cost": {
"base": 1,
"per_level_above_first": 11
},
"primary_items": "#minecraft:enchantable/sword",
"slots": [
"mainhand"
],
"supported_items": "#minecraft:enchantable/weapon",
"weight": 10
}
Details
Licensed LGPL-3.0-only
Published 8 months ago
Updated 6 months ago