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Minecraft: Java Edition
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PlateauLib
this mod exist due to many part of the code that I often usage such as text particle that allow render the number or text that just using one method and it work on both server , client side without need to write network, renderer stuff that task is boring and redundance if I do it many project this is the one example of it,
Attributes
attributes register, Since fabric are not gave the way to register attributes into player, livingentity yet it need to do manual via mixin so then I make the pre-load init similar to entity are build attributes without touch mixin example implement
package com.sypztep.leklai.common.init;
import com.sypztep.leklai.Leklai;
import com.sypztep.plateau.common.api.entity.AttributeTarget;
import com.sypztep.plateau.common.api.entity.PlateauAttributeEntrypoint;
import com.sypztep.plateau.common.api.entity.PlateauAttributeRegistry;
import net.minecraft.core.Holder;
import net.minecraft.world.entity.ai.attributes.Attribute;
public final class LeklaiEntityAttributes implements PlateauAttributeEntrypoint {
public LeklaiEntityAttributes() {}
// --- Core Stats ---
public static final Holder<Attribute> HEALTH_REGEN = register("health_regen", 0.0, 0.0, Double.MAX_VALUE, AttributeTarget.LIVING);
public static final Holder<Attribute> PASSIVE_HEALTH_REGEN = register("passive_health_regen", 0.0, 0.0, Double.MAX_VALUE, AttributeTarget.PLAYER);
public static final Holder<Attribute> RESOURCE = register("resource", 0, 0.0, 10000000, AttributeTarget.PLAYER);
public static final Holder<Attribute> RESOURCE_REGEN = register("resource_regen", 1, 0.0, 10000000, AttributeTarget.PLAYER);
public static final Holder<Attribute> PASSIVE_RESOURCE_REGEN = register("passive_resource_regen", 0, 0.0, 10000000, AttributeTarget.PLAYER);
public static final Holder<Attribute> RESOURCE_REGEN_RATE = register("resource_regen_rate", 8, -1, 10000000, AttributeTarget.PLAYER);
// --- Combat Stats ---
public static final Holder<Attribute> ACCURACY = register("accuracy", 0, 0.0, 2048.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> EVASION = register("evasion", 0, 0.0, 2048.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> CRIT_DAMAGE = register("crit_damage", 1, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> CRIT_CHANCE = register("crit_chance", 0.0, 0.0, 2.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> BACK_ATTACK = register("back_attack", 0.2, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> SPECIAL_ATTACK = register("special_attack", 0.0, 0.0, 10.24D, AttributeTarget.LIVING);
// --- Combat Type Damage (Melee, Magic, Projectile) ---
public static final Holder<Attribute> MELEE_ATTACK_DAMAGE_FLAT = register("melee_attack_damage_flat", 1, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> MELEE_ATTACK_DAMAGE_MULT = register("melee_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> MAGIC_ATTACK_DAMAGE_FLAT = register("magic_attack_damage_flat", 1, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> MAGIC_ATTACK_DAMAGE_MULT = register("magic_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> PROJECTILE_ATTACK_DAMAGE_FLAT = register("projectile_attack_damage_flat", 1, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> PROJECTILE_ATTACK_DAMAGE_MULT = register("projectile_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
// --- Combat Type Defense ---
public static final Holder<Attribute> PROJECTILE_RESISTANCE = register("projectile_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> MELEE_RESISTANCE = register("melee_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> MAGIC_RESISTANCE = register("magic_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_PROJECTILE_REDUCTION = register("flat_projectile_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_MELEE_REDUCTION = register("flat_melee_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_MAGIC_REDUCTION = register("flat_magic_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
// --- Elemental Damage (Flat) ---
public static final Holder<Attribute> NEUTRAL_ATTACK_DAMAGE_FLAT = register("neutral_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> FIRE_ATTACK_DAMAGE_FLAT = register("fire_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> COLD_ATTACK_DAMAGE_FLAT = register("cold_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> ELECTRIC_ATTACK_DAMAGE_FLAT = register("electric_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> WATER_ATTACK_DAMAGE_FLAT = register("water_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> WIND_ATTACK_DAMAGE_FLAT = register("wind_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> HOLY_ATTACK_DAMAGE_FLAT = register("holy_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> EARTH_ATTACK_DAMAGE_FLAT = register("earth_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> POISON_ATTACK_DAMAGE_FLAT = register("poison_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> SHADOW_ATTACK_DAMAGE_FLAT = register("shadow_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> GHOST_ATTACK_DAMAGE_FLAT = register("ghost_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
public static final Holder<Attribute> UNDEAD_ATTACK_DAMAGE_FLAT = register("undead_attack_damage_flat", 0, 0.0, 4096, AttributeTarget.LIVING);
// --- Elemental Multipliers (Affinity) ---
public static final Holder<Attribute> NEUTRAL_ATTACK_DAMAGE_MULT = register("neutral_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> FIRE_ATTACK_DAMAGE_MULT = register("fire_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> COLD_ATTACK_DAMAGE_MULT = register("cold_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> ELECTRIC_ATTACK_DAMAGE_MULT = register("electric_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> WATER_ATTACK_DAMAGE_MULT = register("water_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> WIND_ATTACK_DAMAGE_MULT = register("wind_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> HOLY_ATTACK_DAMAGE_MULT = register("holy_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> EARTH_ATTACK_DAMAGE_MULT = register("earth_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> POISON_ATTACK_DAMAGE_MULT = register("poison_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> SHADOW_ATTACK_DAMAGE_MULT = register("shadow_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> GHOST_ATTACK_DAMAGE_MULT = register("ghost_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
public static final Holder<Attribute> UNDEAD_ATTACK_DAMAGE_MULT = register("undead_attack_damage_mult", 0, 0.0, 10.24D, AttributeTarget.LIVING);
// --- Elemental Resistance ---
public static final Holder<Attribute> NEUTRAL_RESISTANCE = register("neutral_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> FIRE_RESISTANCE = register("fire_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> ELECTRIC_RESISTANCE = register("electric_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> WATER_RESISTANCE = register("water_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> WIND_RESISTANCE = register("wind_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> HOLY_RESISTANCE = register("holy_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> COLD_RESISTANCE = register("cold_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> EARTH_RESISTANCE = register("earth_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> POISON_RESISTANCE = register("poison_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> SHADOW_RESISTANCE = register("shadow_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> GHOST_RESISTANCE = register("ghost_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
public static final Holder<Attribute> UNDEAD_RESISTANCE = register("undead_resistance", 0, -10.0D, 0.75D, AttributeTarget.LIVING);
// --- Elemental Flat Reduction ---
public static final Holder<Attribute> FLAT_NEUTRAL_REDUCTION = register("flat_neutral_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_FIRE_REDUCTION = register("flat_fire_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_ELECTRIC_REDUCTION = register("flat_electric_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_WATER_REDUCTION = register("flat_water_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_WIND_REDUCTION = register("flat_wind_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_HOLY_REDUCTION = register("flat_holy_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_COLD_REDUCTION = register("flat_cold_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_EARTH_REDUCTION = register("flat_earth_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_POISON_REDUCTION = register("flat_poison_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_SHADOW_REDUCTION = register("flat_shadow_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_GHOST_REDUCTION = register("flat_ghost_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
public static final Holder<Attribute> FLAT_UNDEAD_REDUCTION = register("flat_undead_reduction", 0, 0.0D, 20.0D, AttributeTarget.LIVING);
// --- Progression & Class Stats ---
public static final Holder<Attribute> SPELL_POWER = register("spell_power", 1, 0.0, Double.MAX_VALUE, AttributeTarget.PLAYER);
// --- Etc ---
public static final Holder<Attribute> MAX_WEIGHT = register("max_weight", 400, 0D, 1000000, AttributeTarget.PLAYER);
public static final Holder<Attribute> HEAL_EFFECTIVE = register("heal_effective", 0, -10.0D, 10.24D, AttributeTarget.LIVING);
private static Holder<Attribute> register(String name, double fallback, double min, double max, AttributeTarget target) {
return PlateauAttributeRegistry.register(Leklai.id(name), fallback, min, max, target);
}
@Override
public void load() {
}
}
and adding into one entry point in fabric.mod.json section entrypoints : ->
"plateau_attributes": [
"com.sypztep.leklai.common.init.LeklaiEntityAttributes"
]
and it done. I don't need to do register via mixin. so when minecraft version update I just update the api only the otherelse I don't need to do much magic stuff anymore
Post Process
since 26.1 it now mostly are datadriven in patchnote
Shaders & Post-process Effects Developer's Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future.
so I made little helper to using share logic across project
UI
this one is for simple UI render component nothing much


