Closed Darkmega18 closed 1 year ago
Hi, thanks for the report, and I added json file support for Bleeding recently but it was not published yet. The structure will look as following:
[
{
"id": "minecraft:trident",
"chance": 0.25
},
{
"id": "{regex}.*_sword",
"chance": 0.25,
"enchantments": [
{
"id": "minecraft:sharpness",
"extra_chance": 0.015
},
{
"id": "{regex}(minecraft:smite)|(minecraft:bane_of_arthropods)|(majruszsenchantments:misanthropy)",
"extra_chance": 0.01
}
]
},
{
"id": "{regex}.*_axe",
"chance": 0.225,
"enchantments": [
{
"id": "minecraft:sharpness",
"extra_chance": 0.015
},
{
"id": "{regex}(minecraft:smite)|(minecraft:bane_of_arthropods)|(majruszsenchantments:misanthropy)",
"extra_chance": 0.01
}
]
},
{
"id": "{regex}(.*_pickaxe)|minecraft:shears",
"chance": 0.2
},
{
"id": "{regex}.*_shovel",
"chance": 0.175
},
{
"id": "{regex}.*_hoe",
"chance": 0.15
}
]
This feature will make you able to customize what inflicts Bleeding and will not include spoons by default, however I do not plan to add custom effects to this structure at the moment. Anyway I hope to release updated mod soon
oh I see. Seems good. thanks for letting me know. :o
Hi again, 1.8.0 has been released and you are now able to modify Bleeding chance per item
eeeexcellent. I'll fiddle with it eventually then. :D
Would it be possible to get a capability to tag items that shouldn't bleed? or alternatively a json list that can set the actual "base" percentage chance of being inflicted bleed, but also optionally, any status effect.
For example, it could be a chance to apply poison for certain unique weapons. or someone might want a chance to inflict some kind of armor break effect or stun from some of the various mods on maces and blunt weapons instead of bleed.
Default should be the bleed, but there should be the option to not bleed at the very least... cause I highly doubt whacking someone with an ex nihilo crook or trying to bap them over the head with a spoon should cause bleed.