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Spell Looks Spell Engine
With Spell Engine installed, the renegades' abilities can use the look of a Spell Engine spell: its projectile model, travel/release/impact particles and sounds. Nothing from Spell Engine is bundled.
| Changes | Stays exactly the same |
|---|---|
| Projectile model | Damage and healing |
| Travel, release and impact particles | Targets, flight paths, homing |
| Casting, release and impact sounds | Areas, shield blocking, cooldowns |
Without Spell Engine (or without an assigned spell) the built-in look is used. The telegraph ring before an area spell is always shown, with every look.
Option (section [visuals]) |
Default | Effect |
|---|---|---|
casterVisuals |
"auto" |
"auto": spell looks where a spell is assigned and exists, otherwise the built-in look. "builtin": always the built-in look (only for the six original classes; classes of other mods such as the Elemental Wizard always use the spell look). Applies to new spells right away. |
The Elemental Wizard, Berserker, Bard and Forcemaster always use the spell look, also with casterVisuals = "builtin":
their mods need Spell Engine, and they have no built-in look of their own.
Which spell's look an ability uses comes from data/<namespace>/renegades/caster_visuals/<name>.json. Files for the
same entity are merged per ability; a file with the same path in a later datapack replaces it. neoforge:conditions
are supported. A spell id that does not exist falls back to the built-in look (one warning in the log).
{
"neoforge:conditions": [
{"type": "neoforge:mod_loaded", "modid": "spell_engine"},
{"type": "neoforge:mod_loaded", "modid": "wizards"}
],
"entity": "renegades:wizard",
"abilities": {
"double_bolt": {"variants": {"fire": "wizards:fireball", "frost": "wizards:frostbolt", "arcane": "wizards:arcane_bolt"}},
"nova": {"variants": {"fire": {"spell": "wizards:fire_breath", "model": false}, "frost": "wizards:frost_nova"}}
}
}| Field | Meaning |
|---|---|
entity |
One id or a list. |
abilities |
Ability key → spell id, or an object with spell and/or variants (variant id → spell id or object). A variant without its own entry uses spell. |
model, particles, sounds
|
Optional, default true, at ability or variant level: false keeps the built-in model, particles or sounds for that part. |
| Class | Keys | Variants |
|---|---|---|
| Wizard |
double_bolt, homing_bolts, nova
|
fire, frost, arcane
|
| Priest |
heal, healing_cloud, absorption, holy_bolt
|
– |
| Elemental Wizard |
water_volley, water_whip, springwater, stone_spear, impale, stone_skin, air_cutter, aeroblast, windfield
|
aqua, terra, wind
|
| Berserker |
rage, bloody_strike, apprehend, guillotine, second_wind (particles and sounds only) |
– |
| Bard |
song, mockery, crescendo, encore
|
battle, guardian (song) |
| Forcemaster |
sonic_hand, belial_smashing, nen_sphere, asal, overflow
|
– |
The staff swing keeps the built-in look. Warrior, rogue, paladin and archer have no keys.
Only with Spell Engine and the class mod:
- wizard spells from Wizards (fire, frost, arcane);
- priest spells from Paladins & Priests (heal, circle of healing, divine protection, penance);
- elemental wizard spells from Elemental Wizards RPG (waterball, water whip, springwater, stone spear, impale, stone flesh, air cutter, aeroblast, windfield);
- berserker looks from Berserker RPG (wild rage, bloody strike, apprehend, northerner's guillotine, blood reckoning);
- bard spells from Bards RPG (wanderer's minuet, nature's minne, vicious mockery, crescendo, encore);
- forcemaster looks from Forcemaster RPG (sonic hand, belial smashing, nen sphere, asal, arcane overflow).
The exact spell ids per key are listed on each class page.
/renegades castervisuals shows the mode and the assigned spells per class and ability, and whether each spell exists.
Renegades for NeoForge 1.21.1 · CurseForge · Source · Report a bug