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3.0.3 Beta 1

Changelog

Updated for Minecraft version 1.19.2!

  • No other changes

IMPORTANT: This release is *NOT* compatible with versions 1.19.3 or 1.19.4 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…

Bugfixes:

  • Fixed Tipped Netherite Arrows not being shot out of a bow, and being able to be placed in the Arrow Quiver. Added Tipped Netherite Arrows in spartanweaponry:arrows item tag.
  • Arrow entities now have textures again by fixing the file names and references to them in code (fixes issue #15)
  • Fixed ammo entities not being able to place it's item into the appropriate Quiver (fixes issue #16)
  • Potion Oils now apply properly when using the Oil item and by using the Crafting Table (fixes issue #19)

Changes in Version 3.0.2 beta 3:

Bugfixes:

  • Removed a redundant call for catching boomerangs resulting in them duplicating themselves when caught (fixes GitHub issue #14)

Additions:

  • Added Better Combat support via datapack additions. This should mean that all weapons should be compatible with that mod. Be aware that some config settings might not work while Better Combat is installed e.g. reach traits, etc.

Changes in Version 3.0.1 beta 2:

Bugfixes:

  • Fixed an incompatibility with Farmers Delight which was looking up Tool Actions for use with Chopping Board recipes. This lets Battleaxes to be used to chop wooden items (resolves issue #13)

API Changes:

  • Pushed API version to 9; more on that below
  • Added a method to assign Tool Actions to Weapon Archetypes and Weapon Traits
  • The Sweep trait uses this to assign sweeping behavior now

Changes in Version 3.0.0 beta 1:

Version 3.0.0 is finally here! Sorry for the long wait.

Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)

Additions:

  • Added two new weapon sets made from Constantan and Aluminum!
  • Added new Weapon Traits!

- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons

- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons

- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe

- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer

  • Added Copper and Netherite Arrows and Bolts. Some of these might even have a secret feature…
  • Added Weapon Oils! This is something I've been trying to implement for a long time. This allows you to apply special effects to any compatible weapon for 20 attacks by default (30 with the sustained one). The oil items stack to 6 and can be crafted using a new item called the Grease Ball

Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default

The currently implemented effects are:

- Hallowed Oil: Damage bonus against Undead creatures

- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods

- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)

- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)

- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)

- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.

- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)

- Wither Oil: Applies the Wither effect on any struck creature or mob

- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.

  • Added an advancement for brewing Weapon Oils
  • Added three commands to allow applying Weapon Oils to weapons:

- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled

- [spartanweaponry applyPotionOil ]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect

- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled

  • Added Simple Handles and Poles to allow crafting of weapons as early as possible. Simple Handles can be made by using a Stick on some types of Grass or Seagrass. Try it on tall grass! Simple Poles can be crafted using a Simple Handle and some sticks. These can only be used to craft Daggers, Throwing Knives, and Spears currently.
  • Added a new enchantment; Collectorang! Max levels: 4. This enchantment is exclusive to the Boomerang. It allows the boomerang to collect items off of the ground and bring them to the thrower. The amount of item stacks that can be collected is dependent on the enchantment level

Quality of Life Changes:

  • Added a priority slot system to Quivers! This makes the current priority slot the first slot to attempt to pull out of when equipping (or put in if unequipping) an appropriate weapon. This defaults to the first slot which was is basically the original behavior anyway. The priority slot can be changed in the Quiver GUI by selecting the box on the top-left of the appropriate slot

This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already

  • Added a button to enable auto-collection to the Quiver GUI. Sneak-Using the Quiver in-hand still works too

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Tweaks:

  • Weapon Traits can now be reassigned/added to/overridden using Weapon Trait tags!

- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits

- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them

- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)

- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it

There are a few restrictions on which traits can be assigned to which weapons though:

- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example

- A weapon can only have one Action weapon trait

- Material bonus weapon traits cannot have Action weapon traits

  • Ender Dragons can now drop Ender Dragon Heads when killed by a weapon with the Decapitate weapon trait
  • Quiver Tooltips now have a visual component instead of a list of stored ammo

Compatibility:

  • Refactored how weapons handle reach attacks (Forge now handles this), the ability to sweep (Forge handles this too), sweep damage, and armour piercing damage. This should result in improved compatibility with mods such as Apotheosis, and other mods that mess with combat code. Speaking of Apotheosis…
  • Added Apotheosis Fletching Table recipes for Arrows and Bolts! (Currently the Iron Arrow cannot be crafted but that will be fixed in the future)

API Changes:

  • Pushed version of the API to "8"
  • Weapon creation methods with the usingDeferredRegister parameter has been removed since it is encouraged to use a DeferredRegister to make them anyway.
  • Make API internal handler initialization more robust. Attempting to change it will now cause a crash (by design) because it shouldn't be tampered with
  • NOTE TO ADDON AUTHORS: Make sure you add any addon weapons to their appropriate weapon tag (e.g "spartanweaponry:daggers" for any Dagger weapon) otherwise weapon traits will not generate properly

There is probably more that I've forgotten but that is most of the changes

Dependencies

Files

spartanweaponry-1.19.2-3.0.3-beta-1.jar(2.43 MiB) Primary Download

Project members

ObliviousSpartan

Owner

Details

Licensed Apache-2.0
Published 10 months ago
Updated 3 months ago