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Elemental Combat
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Elemental Combat

Java mod listed for Minecraft 1.16–1.20. Downloads from the MC Java Mods app on Android.

by Tavi007 · on CurseForge

Which Minecraft do you have?

Every version of the game needs its own build. Pick yours, then download — the wrong build installs fine and then does nothing in the game. This mod is built for Forge only.

⬇ Download for 1.20.1⬇ Download for 1.19.4⬇ Download for 1.19.3⬇ Download for 1.19.2⬇ Download for 1.18.2⬇ Download for 1.17.1⬇ Download for 1.16.5
I don't know my version or loader
Open the Minecraft launcher and look at the profile you play on — it names both, like fabric-loader-1.21.4. The version also shows in the bottom-right corner of the game's main menu.
No loader in the profile name? Then it's plain Minecraft, and these mods won't run — you need Fabric or NeoForge installed first.
Elemental Combat — screenshot 1Elemental Combat — screenshot 2Elemental Combat — screenshot 3Elemental Combat — screenshot 4

Disclaimer: Do not use any release below 1.2 (I was a novice and made some unstable versions back then)



Hello!

 

Goal of this mod is to enhance the combat system by adding elemental and style properties to the combat. This means, that players, mobs and items all have new attack and defense properties, with most of them defined through json files and hence easy to change with a datapack. Even items, mobs and projectiles from other mods will have these values!

Upon hitting some target, these properties will be checked and a new damage value will be calculated. New particles will tell you, how the target reacted to the attack.

I made this mod, because I noticed, that in a lot of modpacks you end up using the same weapon all the time. With this mod I hope there is an incentive to switch your weapon and armor depending on the monster you are about to fight.

 

I highly recommend you to also use my wthit plugin (or similar) to display the enemies value within the HUD. Links to curseforge pages can be found down below.

 

I made a short YouTube video that gives a nice overview of the features (My first ever YouTube video. Please no hate, lol). See below, if you want a description in text form.


Introduction Video:

 

Detailed description:

The 2 new properties are element and style. On hit these properties are checked against the corresponding defense properties of the target and a multiplicator will be calculated for each property. While the factor for style is capped at 0 (meaning no damage will be dealt), the factor for element can be negative, which will result in healing the target.
To compute the scaling I use a similar computation as the vanilla Enchantment Protection Factor-System. This means, that both of the scalings are computed via 1-(factor/maxFactor). You can read my code here.

 

The mod comes with predifined styles and elements. The elements are fire, ice, water, thunder (aka lightning), darkness, light, wind, earth, flora and normal (the default value) and the styles are explosion, projectile, slash, stab, bash (v. 1.3+), bite (v. 1.3+), magic, hit (the default value) and environment (used for damage like drowning and so on). As you might have guessed I overwrote the behaviour of the vanilla enchantments and potions so they will use my system instead. In addition I added new enchantments and potion effects so you have more flexibility from the get go.

Every item, mob, projectile and natural damage source (like drowning and suffocating in a wall) has a base attack properties which I defined through json files. This means, that they can be overwritten by datapacks. In theory it is possible to define that drowning deals fire damage.
It is also possible to add completly new elements or styles through datapacks. However one needs to supply a resource pack, that includes an icon for the new element or style. Otherwise the ‘missing resource’ image (the black and purple square image) will be shown.

If you are a modpack creator, that wants to use this feature, you should also add Global Data- & Resourcepacks to your modpack. I also started to create datapacks for beloved mods that can be downloaded from my github repository. Any balance feedback is much appreciated here.

 

In addition to the static base properties (the ones that are can be defined through the datapack) the mod also provides an API that allows more dynamic behaviour. To showcase the power of the API I made a second mod Elemetal Combat - Weaponry, that add a style switching weapon, an element switching sword, an biome depending armor and some other fun stuff too. (However this mod is not balanced at all. I just played around with the elemental combat api to test it)

 

Mods that interact with Elemental Combat:

Maybe in development (need to check API first, before I make promises)

  • Ars Nouveau
  • Iron's Spellbook

 

Mods that are supported with a Datapack:

My github repository where you can find the newest version of all the Datapacks.

Here are some, that I highly recommend, because they add a lot of interaction.

  • Alex's Mobs
  • Aquamirae
  • Artifacts
  • Biomes O' Plenty
  • Botania
  • Druidcraft
  • Ice And Fire
  • Spartan Weaponry
  • Spartan Weaponry Ice and Fire
  • Spartan Weaponry Twilight Forest
  • Twilight Forest
  • Tropicraft

 

If you have suggestions for a mod, that should be supported (either by datapack or by a mod directly), please tell me. I will check it out and see what I can do :)

 

Best regards, Tavi007.

 

PS: I do not plan on backporting it. But I will try to update the mod to newer versions!

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

File checked by MCModsHub

These come from our own check of the pack file, not from the source page.

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