Tags
Creators
Details
Licensed ARR
Published last year
Updated last week
All versions
2.4
Release
One Eyed: Tokyo Ghoul v2.4 1.20.1last year 238
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Required content
Any compatible version
Changes
- Reworked how special attack motion is applied to ensure proper functionality in multiplayer. [Bug Fix]
- Added new commands:
/KaguneGet <Player>and/KaguneSet <Player> <Kagune>KaguneGet: Displays in chat which Kagune the player has and stores it in the player's NBT tag "KaguneReturn".KaguneSet: Notifies both the command executor and the target player of the Kagune change.
/RcGet <Player>and/RcSet <Value> <Player>(previously/RC)RcGet: Displays the player's RC amount in chat and stores it in the player's NBT tag "RcReturn".
/KaguneEquippedGet <Player>- Displays in chat whether the player has their Kagune equipped ([G]) and stores it in the player's NBT tag "KaguneEquippedReturn".
/CCGWeaponEquippedGet <Player>- Displays in chat whether the player has a CCG weapon equipped in their main hand and stores it in the player's NBT tag "CCGWeaponEquippedReturn".
/Motion <Player> <x_speed> <y_speed> <z_speed> <XZ_Looking_Direction> <Y_Looking_Direction> <Constant> <constant_time_ticks>- Applies motion to a player based on the given parameters:
<x_speed>— Force on the X axis (can be negative or positive).<y_speed>— Force on the Y axis (can be negative or positive).<z_speed>— Force on the Z axis (can be negative or positive).<XZ_Looking_Direction>— Applies motion relative to the player’s horizontal look direction. Overrides<y_speed>and mirrors<x_speed>for<z_speed>.<Y_Looking_Direction>— Applies motion relative to the player’s vertical look direction. When used with<XZ_Looking_Direction> = TRUE,<y_speed>and<z_speed>will match<x_speed>.<Constant>— Whether to continuously apply the motion each tick.<constant_time_ticks>— Duration (in ticks) for which the motion is applied if<Constant>is TRUE.
- Added multiple new "Motion" potion effects.
- Added an item tag "ccg_weapon" for identifying CCG Quinques.
- To apply class effects, the item must also include one of the following tags: "ccg_lower_class", "ccg_upper_class", or "ccg_special_class".
- CCG Quinque special attacks now reduce weapon durability.
- Durability can be restored by placing the Quinque back into its case (Right Click).
- Added true Hybrid functionality (CCG + Ghoul):
- To become a Hybrid, the player must first become CCG, then Ghoul.
- Hybrids cant:
- Return Quinques to their case;
- Use class buffs;
- Hybrids have higher durability loss on special attacks (they degrade faster than for humans/CCG).
- Hybrids must disable their Kagunes to use Quinque special attacks.
- CCG Special Class Yamato now has 3 unique attacks: Shift, Ground, and Air variations.
- Major backend update to improve multiplayer skill synchronization and reliability.
- Update was made to make addon development easier for other modders.
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:jQ2MepIT:GMku5R4Q"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:jQ2MepIT:GMku5R4Q"
}

