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Licensed CC0-1.0
Published 4 months ago
Updated 3 months ago
All versions
0.2.1+1.21.11-forge
Release
Combat Numbers 0.2.13 months ago 20
Compatibility
Minecraft: Java Edition
1.21.11
Platform
Forge
Supported environments
Client and server
Changes
Changes
- More animation tweaks
- Updated sprites for Ice (freezing) and Nature (poison) damage
- Added a new
combatnumbers:deepskin for deep dark-related damage (currently only the Warden's Sonic Boom uses this) - Added
combatnumbers:holyandcombatnumbers:bloodskins, but they are unused at the moment. I plan to use these for future compatibility with magic mods, but you can already start using them in your own datapacks. - Added config option for showing damage numbers through walls
- Skins and animations will now look for a
default.jsonfile as fallback if the requested file matching the identifier (i.e.combatnumbers:some_nonexistent_skin) is not found
Fixes
- Fix icon for NeoForge builds not being embedded into the metadata properly
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:pGeBkU4E:vVShgz4t"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:pGeBkU4E:vVShgz4t"
}

