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Title

Java 17 Environment: Client & Server Discord

๐Ÿช„๏ธ Features

Data driven API

  • ๐Ÿ—ก๏ธ Spells can be assigned to any weapon (data driven)
  • ๐Ÿ”ฎ Spells deal damage based on Spell Power entity attributes
  • โœ๏ธ Spells defined in JSON format
  • โš™๏ธ Spells have a set of different mechanical behaviours:
    • Cast options: duration, mode of release (charged or channeled)
    • Targeting mode: Area, Beam, Cursor, Projectile
    • Impact actions: Damage, Heal, StatusEffect
    • Cost: exhaust (hunger), item (runes), cooldown (time), durability, consume effects

Fancy audio and visuals

  • ๐Ÿ”ˆ Spells have sound effects: at the start of casting, while casting, at release, at impact
  • โœจ Spells have particle effects (any particle can be referenced by id), and the engine offers its custom set magical of particles
  • ๐ŸŽจ Custom Item/Block models can be used for Spell Projectiles and Status Effects
  • ๐Ÿคธ Custom player animations can be played at different stages of spell casting

In game features

  • ๐Ÿ”ง Spell selection and casting is visible on the HUD (fully player configurable)
  • ๐Ÿ˜Œ QoL features included (such as automatic spell cast release)
  • โ›“๏ธ Add spells to eligible weapons using the Spell Binding Table

๐Ÿ”ง Configuration

Fabric

Client side settings can be accessed via the Mod Menu.

Server

Server side configuration can be found in the config directory, after running the game with the mod installed.

๐Ÿค Compatibility for third party content

๐Ÿค– Automatic compatibility

Sword like weapons are automatically picked up, and assigned spell casting from spell book capability. This feature is turned on by default, it can be disabled in config/spell_engine/server.json5, black listing and white listing are also supported in form of regex.

๐Ÿ—ก๏ธ Adding spell casting capability for weapons

Spell Engine is primarily data-driven, to specify what spells an item can cast, create a JSON file at: data/MOD_ID/spell_assignments/ITEM_NAME.json. (For example: data/minecraft/spell_assignments/golden_axe.json)

Example: enable "Casts spells from equipped Spell Book" for a specific item

{
  "is_proxy": true
}

Example: pre-bind spells to a specific item

{
  "spell_ids": [ "wizards:fireball" ]
}

Example: allow spell binding from a specific spell pool to a specific item

{
  "pool": "wizards:fire"
}

Any combination of these features above can be made.

For example: an item that allows casting from the equipped Spell Book, has Frostbolt and Frost Nova spell pre-bound, and arcane spells can be bound to it

{
  "is_proxy": true
  "spell_ids": [ "wizards:frostbolt", "wizards:frost_nova" ],
  "pool": "wizards:arcane"
}

๐Ÿšซ Disabling spell casting capability for weapons

Spell casting for weapons can be disabled, with an empty data file.

Example - Disabling spell casting for Stone Sword: data/minecraft/spell_assignments/stone_sword.json

{ }

In this case even automatic compatibility won't be able to assign any spell casting capability to the item.

โœจ Adding spell power attributes for items

Install Spell Power Attributes, use its Java API.

Example:

// You will not a mutable attribute modifier multimap
ImmutableMultimap.Builder<EntityAttribute, EntityAttributeModifier> builder = ImmutableMultimap.builder();

// +3  Fire Spell Power
builder.put(EntityAttributes_SpellPower.POWER.get(SpellSchool.FIRE),
                        new EntityAttributeModifier(
                                "Modifier name",
                                3,
                                EntityAttributeModifier.Operation.ADDITION));

// +5% Spell Critical Chance
builder.put(EntityAttributes_SpellPower.CRITICAL_CHANCE,
                        new EntityAttributeModifier(
                                "Modifier name",
                                0.05,
                                EntityAttributeModifier.Operation.MULTIPLY_BASE));

๐Ÿ”จ Using Spell Engine as mod developer

โ—๏ธ DOCUMENTATION IS INCOMPLETE!

โ—๏ธ API IS NOT FINALIZED, MAY INTRODUCE BREAKING CHANGE AT ANY POINT.

Installation

Add this mod as dependency into your build.gradle file.

maven {
    name = 'Modrinth'
    url = 'https://api.modrinth.com/maven'
    content {
        includeGroup 'maven.modrinth'
    }
}
modImplementation("maven.modrinth:spell-engine:${project.spell_engine_version}")

Install dependencies:

(Can be done locally by putting release jars into /run/fabric/mods, or can be resolved from maven and like Spell Engine.)

โญ๏ธ Creating a spell

Create a new file at resources/data/MOD_ID/spells/SPELL_ID.json.

Write the content of the JSON file to match the structure of the Spell class. Your JSON will be parsed into a Spell instance.

Spells are automatically registered.

Resources

Sound

You can register a sound effects to be used for different stages of the spell casting. Alternatively you can use generic magic school related sound effects provided by this mod.

Icon

Place your spell icon to the following location: resources/assets/MOD_ID/textures/spell/SPELL_ID.png

Name and description

Add name and description entries into your translation file.

"spell.MOD_ID.SPELL_ID.name": "Spell Name",
"spell.MOD_ID.SPELL_ID.description": "Shoots and epic energy ball that does {damage} lightning damage",

The description supports multiple string token to display dynamic information.

Custom models

Spells can render custom models, using Item/Block format (can be created using BlockBench). Place your model to: resources/assets/MOD_ID/models/item/MY_PROJECTILE_NAME.json Register your own model, like this:

CustomModels.registerModelIds(List.of(
    new Identifier(MOD_ID, "MY_PROJECTILE_NAME")
));
Projectiles

Custom model projectiles can be used by just referencing the registered projectile model.

Status effects

Custom models can be used to be rendered over entities affected by custom status effects.

Create a renderer, implementing CustomModelStatusEffect.Renderer, and register it:

`CustomModelStatusEffect.register(MyStatusEffects.myEffectInstance, new MyRenderer());`

Example (Frost Shield, renders a big block around to player):

public class FrostShieldRenderer implements CustomModelStatusEffect.Renderer {
    public static final Identifier modelId_base = new Identifier(WizardsMod.ID, "frost_shield_base");
    private static final RenderLayer BASE_RENDER_LAYER = RenderLayer.getTranslucentMovingBlock();
    @Override
    public void renderEffect(int amplifier, LivingEntity livingEntity, float delta, MatrixStack matrixStack, VertexConsumerProvider vertexConsumers, int light) {
        float yOffset = 0.51F; // y + 0.01 to avoid Y fighting
        matrixStack.push();
        matrixStack.translate(0, yOffset, 0); // y + 0.01 to avoid Y fighting
        CustomModels.render(BASE_RENDER_LAYER, MinecraftClient.getInstance().getItemRenderer(), modelId_base,
                matrixStack, vertexConsumers, light, livingEntity.getId());
        matrixStack.pop();
    }
}

๐Ÿช„ Assigning spells to items

Create a pool of spells

Create your pool, by creating a JSON file at: resources/data/MOD_ID/spell_pools/POOL_ID.json.

Example, an arbitrary set spells:

{
  "spell_ids": [
    "wizards:fireball",
    "wizards:fire_breath",
    "wizards:fire_meteor"
  ]
}

Example, all spells of a specified magic school:

{
  "all_of_schools": ["FIRE"]
}

The two solutions can be combined.

Assign to the item

Assign zero, one or more spells to an item, by creating a JSON file at: resources/data/MOD_ID/spell_assignments/ITEM_ID.json.

Your JSON file will be parsed into a Spell Container.

Example wand (one spell assigned, no more can be added)

{
  "spell_ids": [ "MOD_ID:SPELL_ID" ]
}

Example staff (zero spell assigned, 3 can be added)

{
  "pool": "MODID:POOL_ID",
  "max_spell_count": 3,
  "spell_ids": [ ]
}

When an item has an assigned Spell Container, it will be eligible for Spell Power enchantments.

โœจ Audio and visuals

Spell Engine has multiple kind of assets built in:

  • Sound effects (you can find the available sounds here)
  • Particle effects (you can find the available effects here)
  • Player Animations (you can find the available animations here)

These assets are referenced in spell json files, by using their Identifier.