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Boost Format
Patrigan edited this page Jan 29, 2022
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Here you will find a description on how to configure the various Boost Types.
-
no_boost: This type is there to support the singular
minecraft:emptyboost. No other boosts should be defined on this. - attribute_boost: Improves an attribute with a value.
-
wear_armor_boost: Gives the entity 1 complete armor set. In the current implementation, an entity can be affected by only 1
wear_armor_boost -
wear_hands_boost: Gives the entity something to hold in his hands. In the current implementation, an entity can be affected by up to 2
wear_hands_boost, one with typemainhandand one with typeoffhand. - daylight_protection_boost: A boost provided to prevent mobs from behaving weirdly during daylight.
-
type:
"faction_craft:attribute_boost - attribute: Namespaced resource location of the attribute.
- adjustment: The amount the attribute value should be adjusted with.
- strength_adjustment: The amount 1 application of this boost will adjust the entity's Strength.
-
rarity: one of
common,uncommon,rare,very_rare,none. See Boost Rarity
-
type:
"faction_craft:wear_armor_boost -
item_stacks: a list of ItemStack NBTs. Following list is for a most basic implementation, for more info see Fandom Wiki.
- id: Namespaced resource location of the item.
- tag: An itemstack tag to be applied to the itemstack
- Count: How many items there should be in the stack. Put this to 1 for this boost.
- strength_adjustment: The amount 1 application of this boost will adjust the entity's Strength.
- boost_type: See Boost Types for possible values (always lowercase)
-
rarity: one of
common,uncommon,rare,very_rare,none. See Boost Rarity
-
type:
"faction_craft:wear_hands_boost -
item: an ItemStack NBT. Following list is for a most basic implementation, for more info see Fandom Wiki.
- id: Namespaced resource location of the item.
- tag: An itemstack tag to be applied to the itemstack
- Count: How many items there should be in the stack. Put this to 1 for this boost.
- strength_adjustment: The amount 1 application of this boost will adjust the entity's Strength.
-
boost_type: See Boost Types for possible values (always lowercase). Only in the case of
offhandwill the offhand item be filled. -
rarity: one of
common,uncommon,rare,very_rare,none. See Boost Rarity
-
type:
"faction_craft:daylight_protection_boost -
headpiece: an ItemStack NBT. Following list is for a most basic implementation, for more info see Fandom Wiki.
- id: Namespaced resource location of the item.
-
tag: An itemstack tag to be applied to the itemstack. It is advisable to at least have
{"Unbreakable":1}in this. - Count: How many items there should be in the stack. Put this to 1 for this boost.
- strength_adjustment: The amount 1 application of this boost will adjust the entity's Strength.
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type:
"faction_craft:mount_boost - mount: A ResourceLocation of the entity to add as a mount.
- strength_adjustment: The amount 1 application of this boost will adjust the entity's Strength.
-
rarity: one of
common,uncommon,rare,very_rare,none. See Boost Rarity
Does not have a strength adjustment, as that comes from the entity definition in the faction file.
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type:
"faction_craft:faction_mount_boost - mount: A ResourceLocation of the entity to add as a mount.
-
rarity: one of
common,uncommon,rare,very_rare,none. See Boost Rarity
Adding more Boost Providers can be done by extending the Boost class and then adding them to BOOST_DISPATCHER registry in FactionCraft. This can be done with a class definition as follows:
public class BoostProviders {
public static final DeferredRegister<Boost.Serializer<?>> BOOST_PROVIDERS = BOOST_DISPATCHER.makeDeferredRegister(MODID);
public static final RegistryObject<Boost.Serializer<YourClassBoost>> YOUR_CLASS_BOOST = BOOST_PROVIDERS.register("your_class_boost", () -> new Boost.Serializer<>(YourClassBoost.CODEC));
}```