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Licensed ARR
Published last month
Updated last month
All versions
0.3.0
Release
Trigger Craft 0.3.0last month 23
Compatibility
Minecraft: Java Edition
1.21.8
Platform
NeoForge
Supported environments
Client and server
Changes
v0.3.0
Changelogs
- New Triggers
- Bagworm
- Raygust (This was SUCH an absolute pain to make)
- Ibis
- Scorpion (This was also a pain, but is so worth it)
- Dummy Beacon
- Teleporter
- Escudo
- Lead Bullet
- Gameplay
- Grasshopper
- Now has its own unique sound
- Changed the spark particles of Grasshopper from Green to Blue
- Increased its the duration for when it checks how many times you used it in this duration, it will then increase its Trion consumption
- Sounds
- Renewed the Parry sound
- Egret now has a new firing sound
- Adjusted Lightning’s firing sound
- Viper now makes a sound when redirecting
- Decreased all 4 Shooter Triggers’ sound volumes for both shooting and impact
- Triggers
- Raygust, Kogetsu, Egret, Handgun, and Lightning do not activate when your inventory is full
- Kogetsu, Senkū, and ALL types of Trion Bullets now deal increased damage to ONLY Trion Bodies, and will deal less to regular mobs/players.
- Optional Triggers that are selected are now highlighted, this was already a thing but I was lazy to make it work
- Grasshopper is now in the Optional Trigger category
- Reduced Shield’s maintenance cost for all modes
- Kogetsu, Egret, Lightning, Asteroid, Viper, Meteor, Hound, and Senkū has been adjusted accordingly and nerfed for non-trion bodies
- Increased Kogetsu’s range
- Removed the Shield’s solid hatbox
- Trion-Related
- When you respawn, you now spawn with HALF of your maximum Trion.
- On first load and when your Trion capacity is decided, you will have maximum Trion.
- You can now exercise your Trion and increase it by using it up and resting, it is a simple function for now, you must sleep within 2 days of “training” to increase your Trion.
- Trion is now randomized by ±15 for when a player first loads in, there are now varying Trion levels for each player, making them unique. There are also rare chances to gain or lose even more, as well as abnormality rates, although that one is rare (0.8%-0.05%).
- Grasshopper
- Combat
- Lightning
- Increased range by +100 blocks
- Kogetsu
- Decreased normal range to match the length of the held sword.
- Senkū
- ACTUALLY made it work ONLY when you HOLD down the Keybind while right-clicking
- Viper
- Decreased bullet speed
- Meteor
- Explosion power scales with its shooter’s Maximum Trion
- Increased parry screenshake intensity
- Drastically increased Lightning, Egret, and Handgun’s damage as well as decreased their damage dealt to regular players
- Handgun now has a function to change bullet type through the command
- Lightning
- Multiplayer
- Added Ranked Matches Framework + Function (Can only start by doing /triggercraft rankmatchesstart)
- Still WIP and is to be greatly improved on
- Added Ranked Matches Framework + Function (Can only start by doing /triggercraft rankmatchesstart)
- Fixes
- Fixed Snipers and Firearms spamming recoils when not shooting
- I wanted Grasshopper to launch from the player when doing the Alt-Activate but I made it instant and spawn when you look instead.
- Shield
- Fixed Trion Shield not changing fades when decreasing in health
- Removed animations and made it disappear instantly without any other fancies
- Now does not “die” when destroyed and looks better
- Kogetsu does not slash when using Grasshopper
- Fixed and adjusted Bail Out being stuck/suspended in the air going back and forth
- Fixed Lightning destroying items when in the line of fire
- Finally fixed ANIMATIONS for
- Grasshopper
- Fixed Grasshopper’s hitbox
- Other
- Added more JP lang support
- Added mod compatibility support for addons or other mods:
- You can now put Trion entities from other mods (or your mod) into the tag: triggercraft:trion_bodies
- For entities that hound should not target: triggercraft:hound_nontarget
- Changed the menu buttons and screen
- Added a painting: “Legacy”
- Added splashes
- Added more subtitles support
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:vkofDmRr:7EVMRw30"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:vkofDmRr:7EVMRw30"
}

