Closed K0-RR closed 3 years ago
Thank you so much for the detailed suggestion list. I appreciated it a lot that you included so many ideas! I will have a look through and hopefully add them. I will also try to add mod menu support and maybe a config.
I haven't tested your mod yet but I would like to request some features (if they are not added).
New enchantments - feel free to choose what you like
[Chestplate] Discomfort - reduces the amount of air that can fit in the lungs. [Leggings] Impediment - slows user in water. [Pickaxe] [Axe] Fumbling/Inefficiency - causes the tool to mine blocks slower. [Bow] Clumsy/Slippery Fingers - increases the bow charge time. [Weapon] Curse of Dullness / Dullness - lowers the damage. [Any] Curse of Fragility - causes the durability of the item to deplete faster, by making it lose one more level of durability every third/fifth use. [Any] Curse of Obedience / Binding - binds itself to the first user that holds it. Prevents everyone else from using it. [Helmet] Curse of Echos - causes the wearer to hallucinate the sounds of random hostile mobs. [Helmet] Curse of Blindness - lowers the vision of the user. [Any] Curse of Ruin - prevents items from being repaired in an anvil. [Weapon] Curse of Clearing - a small chance to vanish other enchantment when the tool is used. [Pickaxe] Curse of Distraction - a chance to cancel the block mining process. [Weapon] Curse of Duality / Daintiness - damages alive mobs/players like normal but heals undead. [Armor] Curse of Illness - disables natural health regeneration when equipped. [Armor] Curse of Hostility - makes wolves, llamas, and spiders attack you in the daytime, makes mobs target you from twice as far. [Sword] Flint and Steel - causes creepers to explode when hit.
[Weapon] Disarm - a chance that a mob/player struck with it will drop their weapon. [Weapon] Critical hit - higher critical damage. [Weapon] Bane of Endermen - similar to Bane of Arthropods - deals additional damage to the Endermen. [Weapon] Heavy weight - reduces attack speed. [Weapon] Weaken - a chance to apply weakness effect lasting 40/60/80 ticks. [Axe] Combo - increases damage with each successful strike, resets if it hits air or blocks. [Axe] Beheading - a chance to get a mob's/player's head after the kill. [Sword] Paralysis - mob/player struck with it will be unable to move, jump or attack for 1 second. [Sword] Lightning Strike - a small chance to summon lightning. [Bow] [Crossbow] True Shot - arrows will not be affected by gravity. [Bow] Quick Draw - decreases the bow charge time. [Bow] [Crossbow] Homing/Magnetism - arrows will bend the trajectory towards the mob/player pointed by the cursor when firing. [Bow] [Crossbow] Exploding - arrows create a small explosion on contact with a mob/player/block, too weak to destroy blocks. [Armor] Deflect - a chance to deflect arrows. [Helmet] Skylight/Emmissive - wearer glows (low level of light) [Fishing rod] Snatching/Hitch - a chance to pull off a piece of the armor of whatever mob/player it hit. [Shears] Precision - unbreaking for shears (needs to be checked if you can enchant shears with unbreaking first coz idk)
-Changes to the Infinity enchantment - each arrow has a 30/50/70% chance to not disappear instead of being... well infinite. -Make Crossbows accept Flame, Power, Infinity enchantments. -Make Shields accept Thorns enchantment.
Some of them need a better name. Also, I can provide Polish translations for these names.