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RunelessRPG's six attributes are normal attributes. Anything that can put attribute modifiers on gear can give mana: equipment configs of other mods, Apotheosis, KubeJS, datapack enchantments, loot functions.
The RPG Series class mods read their weapon and armor stats from config files: config/wizards/equipment_v2.json,
config/paladins/equipment_v2.json, config/rogues/equipment_v3.json and config/archers/equipment.json (with
ranged_weapons and melee_weapons instead of weapons). Every armor piece and weapon has a list attributes, and
any attribute id works there, including RunelessRPG's:
{
"armor_sets": {
"wizard_robe": {
"head": {
"armor": 1,
"attributes": [
{ "attribute": "spell_power:arcane", "value": 0.2, "operation": "ADD_MULTIPLIED_BASE" },
{ "attribute": "runelessrpg:max_mana", "value": 5.0, "operation": "ADD_VALUE" },
{ "attribute": "runelessrpg:mana_regen", "value": 0.1, "operation": "ADD_VALUE" }
]
}
}
},
"weapons": {
"staff_wizard": {
"attack_damage": 4.0,
"attack_speed": -3.0,
"attributes": [
{ "attribute": "runelessrpg:mana_cost", "value": -0.05, "operation": "ADD_VALUE" }
]
}
}
}Only the changed entries are shown; keep everything else of the file. The percentage attributes take fractions
(-0.05 = −5 % Mana Cost).
Dungeon Difficulty scales the attributes of looted gear by the difficulty level of the place where it is found. It
only scales the attributes listed in loot_scaling (config/dungeon_difficulty/difficulty_v2.json). To make mana on
armor grow with the level, add RunelessRPG's attributes to the attributes list of the existing armor entry:
{
"meta": {
"rounding_unit": 0.01
},
"loot_scaling": {
"armor": [
{
"item_matches": { "id": "", "loot_table_regex": "", "rarity_regex": "" },
"attributes": [
{ "attribute": "minecraft:generic.armor", "operation": "MULTIPLY_BASE", "randomness": 0.0, "value": 0.1, "offset": 0.0 },
{ "attribute": "runelessrpg:max_mana", "operation": "MULTIPLY_BASE", "randomness": 0.0, "value": 0.1, "offset": 0.0 },
{ "attribute": "runelessrpg:mana_regen", "operation": "MULTIPLY_BASE", "randomness": 0.0, "value": 0.1, "offset": 0.0 }
]
}
]
}
}Only the changed entries are shown; keep everything else of the file. An empty id matches every item.
-
MULTIPLY_BASEraises the item's ownadd_valuemodifiers of that attribute byvalueper level (10 % here), so only gear that already has mana gets more.ADDITIONaddsvalueper level to every matching item. -
rounding_unit: Dungeon Difficulty rounds every scaled value to this unit. The default0.5rounds+0.11/sMana Regeneration down to0; with0.01the small steps survive. The setting is global and also affects armor, health and the other scaled attributes (e.g.+1.1armor instead of+1). - Tested with Dungeon Difficulty 3.9.2 and Dungeon Difficulty Addition 2.4.2 on a Wizard Hat (+5 Max Mana, +0.1/s): Power Level 1 gives +5 / +0.1/s, Power Level 2 gives +5.5 / +0.11/s, Power Level 5 gives +7 / +0.14/s. Dungeon Difficulty Addition uses Power Level − 1 as the level, so Power Level 1 gives no bonus.
- Weapons work the same way in the
weaponslist. Mana Cost is a percentage that is better when lower; scaling it withMULTIPLY_BASEmakes a −10 % item −15 % at level 5, so the floorminManaCostPercentmatters more with it.
RunelessRPG ships an icon for each of its attributes in assets/runelessrpg/textures/attribute_icon/<attribute>.png
(32×32). Mods that look for attribute icons in that place show them, for example
Gearscope.
Apothic Attributes does not read this folder. To show icons in its attribute tooltips, a resource pack can add a font
with the icons as characters (a bitmap provider in assets/<namespace>/font/…) and put those characters in front of
the attribute names in the language file (attribute.name.runelessrpg.max_mana and so on). This is a resource pack
change only; RunelessRPG does not need to know about it.
| Goal | How |
|---|---|
| One spell free | Add it to #runelessrpg:cost/free
|
| One spell with its own cost | A per-spell cost in a datapack |
| Move a skill to another category | Add it to that category tag (checked before the others, see Spell costs) |
| A whole category back to runes |
spellsEnabled = false (and so on) in the server config |
| All costs higher or lower | The multipliers or tierCosts in the server config |
| Costs depending on the situation | ManaCostEvent from a mod or KubeJS |
-
Base pool: 20 mana covers five tier-0 spells (4 each) or two tier-3 spells (10 each). With 0.5 mana per second a
tier-0 spell comes back in 8 seconds. Raise
baseMaxManaandbaseManaRegenif casters run dry too quickly at the start, or give starter gear some mana. - Gear first: the bundled enchantments and affixes give fixed amounts (Manafused V is +15 per armor piece). A full set with enchantments and affixes can reach well over 100 max mana; balance spell costs against that, not against the base pool.
-
Mana Cost floor: reductions from enchantments, affixes, Magical Stability and Spell Infinity add up quickly. The
floor (
minManaCostPercent, 50 %) keeps spells from becoming free; lower it with care. - Leech: keep Spell Mana Leech lower than Mana Leech; spells hit harder and more often. The bundled affixes use about half.
- Class skills and weapon skills cost less (×0.75 and ×0.5) because they are used often and next to normal attacks.
- Channeled spells cost the same total as other spells of their tier, spread over the channel.
- Use
/runelessrpg reportto get an overview of all costs and/runelessrpg cost <spell> <player>to check a single player.
RunelessRPG for NeoForge 1.21.1 · CurseForge · Source · Report a bug
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