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ElementalCraft: Reactions Mod Introduction(中文描述在下方)
Welcome to ElementalCraft! This is a Minecraft mod centered around elemental combat, adding a new attribute system, elemental reactions, special enchantments, and stunning visual effects to vanilla survival and combat.
The following applies to the current version. Frost-related effects, reactions, and Iron's Spellbooks integration were added in V1.7.0. All content is based on actual source code.
🌟 Core Elements
The game features 4 elemental types + None:
| Element | Identifier | Color |
|---|---|---|
| Fire | fire | Red |
| Nature | nature | Green |
| Frost | frost | Blue |
| Thunder | thunder | Purple |
| None | none | White |
Each element has attack enchantments, enhancement enchantments, and resistance enchantments.
⚔️ Enchantment System
The mod adds 12 exclusive enchantments to weapons and armor (3 per element):
Weapon Enchantments (Attack Attributes)
- Fire Aspect / Nature Aspect / Frost Aspect / Thunder Aspect: Grants the weapon corresponding elemental attack, dealing additional elemental damage.
- Can be enchanted on any weapon with attack damage (V1.7.0). (Previously limited to swords, axes, tridents, bows, crossbows)
- Mutually exclusive with Flame, Fire Aspect, and Channeling.
- Different elemental attack enchantments are mutually exclusive.
Armor Enchantments (Enhancement + Resistance)
- Fire Enhancement / Nature Enhancement / Frost Enhancement / Thunder Enhancement: Increases damage bonus for corresponding elemental attacks (fixed percentage per level).
- Fire Resistance / Nature Resistance / Frost Resistance / Thunder Resistance: Reduces damage taken from corresponding elemental attacks.
- Can only be enchanted on armor (helmet, chestplate, leggings, boots).
- Enhancement and resistance for the same element can coexist.
- Different elemental enhancement enchantments are mutually exclusive, same with resistance enchantments.
- Maximum enchantment level is dynamically calculated from configuration file (maxStatCap / points per level).
All enchantments can be obtained normally through enchanting tables, villager trades, loot chests, etc., or forcibly bound with commands.
🔁 Elemental Weaknesses
Elements have weakness relationships (customizable in configuration):
- Default Weakness Chain: 🔥 Fire → 🌿 Nature → ⚡ Thunder → ❄️ Frost → 🔥 Fire
- Example: Fire attack against Nature → 1.5× elemental damage; Fire attack against Frost → 0.5× elemental damage.
- Elemental relationships (weak/strong/none) can be viewed on entities using Jade info panel.
🧪 Status Effects
The mod introduces 6 new status effects:
| Effect | Description |
|---|---|
| Wetness | Triggers elemental reactions when hit by elemental attacks. Slowly decreases when away from water, maintained/increased in rain or water. Increases exhaustion. |
| Flammable Spores | Parasitized by spores, takes poison damage over time, equipment durability corroded. Fire and Static Shock detonate them, Frostbite suppresses them while active. |
| Static Shock | Takes random damage periodically. At high stacks forms a Static Aura damaging entities within aura range, can detonate Spores and Creepers, and forces them to flee. Wetness causes electrification but can also break Freeze. |
| Paralysis | Unable to take any action. Mob AI is disabled. In water, sinks slowly and takes continuous drowning damage. |
| Frostbite (V1.7.0) | Encased in frost, takes ice damage periodically. Movement speed and attack speed reduced. At high stacks forms a Frostbite Aura, which applies frostbite to entities within aura range and forces them to flee. Contact with Wetness triggers Freeze! |
| Freeze (V1.7.0) | Completely frozen! Unable to move or attack, takes periodic ice damage. Mob AI is disabled. Physical melee/projectile attacks blocked by ice shell, but elemental attacks pass through and deal elemental damage. Fire attacks with sufficient power immediately break Freeze and convert to Wetness. |
Parameters like duration and damage can be adjusted in configuration files.
💥 Elemental Reactions
🔥 Fire-Related Reactions
| Reaction Name | Trigger Condition | Effect |
|---|---|---|
| Self-Drying | Self has Wetness + Fire attack | Reduces own Wetness layers. Deals reduced fire damage on this attack. If fire power ≥ low-heat threshold and not on cooldown, generates Low-Heat Steam cloud. |
| Scorching | Fire attack (target not Wet, not in condensing steam cloud) | Strong sustained fire damage (scorching), immune to normal fire, triggers "Heat Shock" when contacting water. At high fire power, applies Scorched Aura damaging nearby entities. |
| Scorched Aura (V1.7.0) | Scorched entity with high fire power | Periodically damages entities within aura range, applies temp scorched, clears Frostbite from them, ignites Creepers, forces them to flee. |
| Poison Enhancement (V1.7.0) | Scorched target has Poison effect | Poison is consumed to enhance Scorching: extends duration and increases damage multiplier. |
| High-Temperature Steam Cloud | Fire attack + target Wet | Generates high-heat steam cloud. Periodically scalds entities inside (fire damage, scales with level). Clears Wetness and melts Frostbite from entities inside. Applies Blindness. Clears mob aggro. Fire-immune entities take reduced damage. |
| Low-Heat Steam Cloud | Generated by Self-Drying, Heat Shock, or Frozen→Steam | Slowly causes Wetness (condensation) and Blindness to entities inside. Can be electrified by Static entities (→ deals damage and Paralysis) or frosted by Frostbite entities (→ Freezes entities inside). Electrified/frosted clouds prevent further condensation. |
🌿 Nature-Related Reactions
| Reaction Name | Trigger Condition | Effect |
|---|---|---|
| Nature Parasitism | Nature attack (chance based on Nature Enhancement points, Wetness bonus, stacking bonus) | Applies Flammable Spores layers. Immune if Nature Resistance ≥ threshold. Frozen targets immune. |
| Nature Counter | Nature-attribute entity enters Scorched state (victim's Nature Enhancement ≥ threshold) | Knocks back nearby hostile enemies and applies spores to them. Optionally clears Scorched from victim. |
| Spore Contagion | Spore count reaches threshold | Periodically spreads to nearby entities. Wet targets have wetness converted to additional spores. Only spreads to hostile mobs, not players or tamed animals. |
| Toxic Blast | Scorched target has Flammable Spores | Low stacks (< threshold): Weak blast - applies reduced-damage Scorch only, no explosion. High stacks (≥ threshold): Full explosion - area explosion damage, radius scales with spore stacks, applies enhanced Scorching to all nearby entities. Can chain-detonate nearby targets with spores ≥ threshold. |
⚡ Thunder-Related Reactions
| Reaction Name | Trigger Condition | Effect |
|---|---|---|
| Static Application | Thunder attack (chance based on Thunder Enhancement points, Wetness bonus, stacking bonus) | Applies Static layers, higher chance against Wet targets. Immune if Thunder Resistance ≥ threshold. |
| Static Aura | Static stacks ≥ aura threshold | Damages entities within aura range periodically, can paralyze Wet targets, detonate Spores, break Freeze, ignite Creepers, and force them to flee. |
| Water Electrification | Static entity enters/stands in water | Electrifies water in range, dealing settlement damage and Paralysis to all entities in water. Clears Static and Wetness from source. |
| Static Spore Blast | Entity with Static effect or within Static Aura range has Spores | Chance-based spore detonation based on Static and Spore stacks. |
| Paralysis | Static target gains Wetness (or Static Aura + Wet target) | Clears Static and Wetness, converts to Paralysis (mob AI disabled, unable to act, drowns in water), settles remaining Static damage. |
| Thunder Counter | Nature attack on Thunder entity with Spores | Thunder entity counter-attacks with lightning, applies Paralysis (if Wet) or Static (if not Wet). |
| Static Steam Cloud | Static entity enters condensing steam cloud | Electrifies the cloud, dealing settlement damage and Paralysis to all entities inside. |
❄️ Frost-Related Reactions (V1.7.0)
| Reaction Name | Trigger Condition | Effect |
|---|---|---|
| Frostbite | Frost attack (chance based on Frost Enhancement points, Wetness bonus, stacking bonus) | Applies Frostbite layers, dealing periodic ice damage and slowing movement/attack speed. At high stacks → Frostbite Aura. |
| Frostbite Aura | Frostbite stacks ≥ aura threshold | Applies temp Frostbite to entities within aura range (slows them, causes periodic ice damage). Can trigger Freeze on Wet targets. If target is Scorched: clears Scorched and forces flee (no Frostbite applied). |
| Freeze | Frostbite + Wetness on target | Fully immobilizes target, blocks physical damage, elemental attacks pass through. Creates cold cloud on freeze. |
| Fire Freeze Melt | Fire attack on Frozen target (fire power ≥ threshold) | Breaks Freeze, clears Scorched, converts to Wetness (stacks = frozen stacks). |
| Frozen→Steam | Frozen entity becomes Scorched (via aura or fire attack) | Scorched condition melts freeze, produces Low-Heat Steam cloud. |
| Frostbite→Wetness | Scorched + target has Frostbite | Converts Frostbite stacks to Wetness stacks, clears both Scorched and Frostbite. |
| Frosted Steam Cloud | Frostbite Aura entity enters condensing cloud | Cloud becomes frosted, Freezes entities inside. |
| Frostbite Suppresses Spores | Entity has both Frostbite and Spores | Spore effects become inactive while Frostbite is active, and spore duration decays faster. When Frostbite wears off, Spores resume. |
| Scorched Frostbite Clear | Scorched Aura entity has Frostbite or temp Frostbite targets within aura range | Clears Frostbite from those targets, forces them to flee. |
| Condensation | Standing in low-temperature steam cloud | Slowly gains Wetness layers. Static/Frosted clouds prevent condensation. |
Universal Reactions
| Reaction Name | Trigger Condition | Effect |
|---|---|---|
| Heat Shock | Scorched target contacts water | Instantly settles remaining Scorching damage and clears Scorching. Generates Low-Heat Steam. Evaporates water at contact point. |
All reaction parameters can be adjusted in configuration files.
🌍 Biome Elemental Bias
Different biomes generate creatures with specific elemental tendencies:
- 🔥 Hot biomes (desert, badlands, nether, etc.) → Fire bias
- ❄️ Cold biomes (snow plains, ice spikes, etc.) → Frost bias
- 🌲 Forest/jungle biomes → Nature bias
- ⛈️ Thunderstorm weather (global) → Thunder bias
🧟 Mob Attribute System
Mobs can randomly receive elemental attributes when spawning, based on biome bias and configuration:
Attribute Assignment (V1.7.0)
- Hostile mobs (Monsters) have a configurable chance to receive elemental attributes on spawn.
- Neutral mobs (NeutralMob, Piglins) have a separate, lower chance.
- The assigned element is determined by biome elemental bias (e.g., Nether → Fire, End → Thunder).
- Each mob can receive: an attack element (chance-based), enhancement points (distributed across 4 armor slots), and resistance points (distributed across 4 armor slots).
- Resistance type may be the counter element to the attack type (configurable chance).
Equipment & Durability (V1.7.0)
- Mobs with attack attributes receive an Iron Sword with the corresponding elemental attack enchantment (e.g., Fire Aspect) and Unbreaking III.
- Armor pieces (iron armor) are automatically generated with enhancement and/or resistance enchantments + Unbreaking III.
- All equipment drop chances are set to 0% by default (items are not dropped).
Enchanted Book Drops (V1.7.0)
- When a mob with elemental attributes dies, it has a chance to drop an enchanted book (affected by Looting level).
- The book can contain one of: the mob's attack enchantment, enhancement enchantment (random level based on enhancement points), or resistance enchantment (random level based on resistance points).
- Book level is weighted toward the mob's actual attribute quality.
Dimension Defaults
- Nether: All mobs default to Fire element (configurable).
- End: All mobs default to Thunder element (configurable).
Mob Flee Behavior (V1.7.0)
- Mobs near entities with active Scorched Aura, Frostbite Aura, or Static Aura will attempt to flee (pathfind away from the aura source).
🛠️ Command System (Admin/OP)
All commands start with /elementalcraft and support Tab completion.
Debug Mode
/elementalcraft debug # Toggle debug mode, displays elemental damage calculations and reaction info
Reload Config
/elementalcraft reload # Reload all configuration caches from disk
Biome Bias Management
/elementalcraft biome add <element> <probability>
/elementalcraft biome remove <element>
/elementalcraft biome list
Forced Entity Attributes
/elementalcraft entity add <attack element> [enhancement element] [enhancement points] [resistance element] [resistance points]
Example: /elementalcraft entity add fire fire 50 frost 20
Points support fixed values (e.g., 50) or ranges (e.g., 20-80)
All parameters after attack element are optional (default: none, 0, none, 0)
/elementalcraft entity remove # Clear forced attributes on held spawn egg
Entity Attribute Blacklist
/elementalcraft entity blacklist add <element> # Hold spawn egg, prevent entity from carrying specific element (or "all" for all)
/elementalcraft entity blacklist remove <element>
/elementalcraft entity blacklist list
Forced Item Attributes
- Weapons:
/elementalcraft item weapon add <element> # Bind attack attribute (hold weapon)
/elementalcraft item weapon remove # Remove forced weapon attribute (hold weapon)
- Armor:
/elementalcraft item armor add <enhancement element> [enhancement points] [resistance element] [resistance points]
# Bind enhancement+resistance attributes (hold armor piece)
# Enhancement element is required; points, resist element, resist points are optional (default: 0, none, 0)
/elementalcraft item armor remove # Remove forced armor attributes (hold armor piece)
Effect Immunity Blacklist
# Command format (using Scorched as example):
/elementalcraft blacklist scorched add/remove/list
# All effects: scorched (灼烧), spore (孢子), static (静电), paralysis (麻痹), frostbite (霜冻), freeze (冻结), steam (蒸汽), wetness (潮湿)
Configuration File Operations
- Changes made via commands are automatically saved and hot-loaded, no restart needed.
- Directly edit TOML files in
config/ElementalCraft/, mod automatically detects and refreshes every 100 ticks.
✨ Visual Effects (Graded by Enhancement Points)
When equipment enhancement points reach thresholds, visual effects are triggered (threshold = maxStatCap configuration value):
Melee Swing Effects
- 🔥 Fire: Flame arcs (higher levels add soul flames, lava, smoke)
- 🌿 Nature: Compost particles, spore flowers (higher levels add cherry blossoms, waxed particles)
- ❄️ Frost: Ice rune particles, snowflake particles (higher levels add frost overlay, frozen ice layers, snow layer effects)
- ⚡ Thunder: Glowing particle arcs (higher levels add reverse portal, lightning arcs)
Ranged Projectile Effects
- 🔥 Fire: Double spiral flame trail (outer flame, inner soul flame, lava particles at tail)
- 🌿 Nature: Cherry blossom spiral trail (tail with happy villager particles)
- ❄️ Frost: Frost snowflake particle trail (higher levels add frostbite overlay, ice rune particles)
- ⚡ Thunder: Lightning spark spiral trail (higher levels add ender candles, reverse portals, dragon breath)
Impact Explosion Effects
- Bursts of corresponding elemental particles (flame/lava, cherry blossoms/spore flowers, ice runes/snowflakes, glowing/ender candles, etc.)
- Effect intensity increases linearly with level, max level is extremely impressive. Can be adjusted in
elementalcraft-visuals.toml.
Frost-Specific Visual Effects (V1.7.0)
- Frostbite Overlay: Screen overlay when entity has Frostbite effect
- Frostbite Snow Layer: Snow layer rendering on frozen entities
- Frozen Ice Layer: Ice shell visual on Frozen entities
⚙️ Configuration Files (Server/Client)
Configuration files are located in config/ElementalCraft/:
| File | Purpose |
|---|---|
| elementalcraft-common.toml | Elemental weaknesses, damage multipliers, biome biases, enchantment bonuses, forced entities/blacklists, dimension attributes, etc. |
| elementalcraft-forced-items.toml | Forced item attribute configuration (can be added via commands). |
| elementalcraft-fire-nature-reactions.toml | Fire and Nature reaction parameters (Scorched, Spores, Steam, Toxic Blast, etc.). |
| elementalcraft-thunder-frost-reactions.toml | Thunder and Frost reaction parameters (Static, Paralysis, Frostbite, Freeze, Water Electrification, etc.). Frost parameters added in V1.7.0. |
| elementalcraft-visuals.toml | Particle effect toggles, density, angles, speeds, etc. |
Supports hot-loading: modifications are automatically refreshed after saving.
🔗 Iron's Spellbooks Integration (V1.7.0, Unfinished, for reference only)
When Iron's Spellbooks is installed alongside ElementalCraft, additional integration features are enabled:
Thunder Spell Reactions
- Lightning spells (Lightning Lance, Chain Lightning, Ball Lightning, Electrocute, Lightning Bolt, Shockwave, Thunderstorm, Ascension, Volt Strike) apply Static Shock stacks to targets based on caster's Thunder Enhancement points.
- If the target has Wetness, lightning spells trigger Paralysis.
- If the target is in water, lightning spells trigger Water Electrification (affects all entities in water in range).
- If the target has Flammable Spores, lightning spells can trigger Spore Blast.
Nature Spell Reactions
- Nature spells (Acid Orb, Poison Arrow, Earthquake, Firefly Swarm, Poison Spray, Stomp, etc.) trigger Nature Parasitism (spore application) based on caster's Nature Enhancement points.
Poison Cloud + Fire Reaction
- When a fire-enchanted projectile (Fire Aspect, Flaming Arrows, or burning arrows) collides with an ISS Poison Cloud, it triggers a Toxic Blast explosion.
- The explosion damage and radius scale with the attacker's Fire Enhancement points.
- Scorched Aura entities near a Poison Cloud can also trigger this reaction.
ROOT Spell Integration
- When the ROOT spell hits a target, it applies Flammable Spores stacks based on the caster's Nature Enhancement.
- If a fire-attribute attack hits a ROOTed target and triggers Scorched, the ROOT is removed and Scorching duration/damage is enhanced (same as Poison Enhancement).
Mob Caster AI
- Certain mobs automatically receive Thunder or Nature spell scrolls (enchanted with Thunder Aspect or Nature Aspect).
- Thunder caster mobs: Target Wet entities for Paralysis. Throw Splash Water Bottles at targets to apply Wetness before casting.
- Nature caster mobs: Cast nature damage spells and apply spores via ROOT spell.
- Mobs enter aggressive mode (faster casting) when health drops below 50%.
- Spell scrolls have a configurable drop chance (default: 100%).
Configuration
- ISS integration is configured in the main config files and only loads when Iron's Spellbooks is installed.
- Parameters include: thunder enhancement per static stack, nature enhancement per spore stack, mob casting cooldowns, scroll drop chance, etc.
属性锻造:元素反应 模组介绍
欢迎来到《属性锻造:元素反应》!这是一款围绕元素战斗打造的Minecraft模组,为原版生存与战斗玩法新增了全新的属性系统、元素反应机制、专属附魔以及炫酷的视觉特效。
以下内容适用于当前版本。冰霜属性相关效果、元素反应及Iron's Spellbooks法术联动于V1.7.0版本更新。所有内容根据代码实际内容编写。
🌟 核心元素
游戏内包含4种基础元素属性 + 无属性:
| 元素 | 标识符 | 颜色 |
|---|---|---|
| 赤焰 | fire | 红色 |
| 自然 | nature | 绿色 |
| 冰霜 | frost | 蓝色 |
| 雷霆 | thunder | 紫色 |
| 无属性 | none | 白色 |
每种元素均配有攻击附魔、强化附魔和抗性附魔。
⚔️ 附魔系统
模组为武器和防具新增了12种专属附魔(每种元素对应3种):
武器附魔(攻击属性)
- 赤焰属性 / 自然属性 / 冰霜属性 / 雷霆属性:为武器赋予对应元素的攻击效果,对敌人造成额外的元素伤害。
- 可附魔在所有有伤害的武器上 (V1.7.0)。(此前仅限剑、斧、三叉戟、弓和弩)
- 与火焰附加、火矢、引雷附魔互斥。
- 不同元素的攻击附魔之间也相互排斥。
防具附魔(强化 + 抗性)
- 赤焰强化 / 自然强化 / 冰霜强化 / 雷霆强化:提升对应元素攻击的伤害加成(每级为固定百分比)。
- 赤焰抗性 / 自然抗性 / 冰霜抗性 / 雷霆抗性:降低受到的对应元素攻击伤害。
- 仅可附魔在防具(头盔、胸甲、护腿、靴子)上。
- 同一种元素的强化附魔和抗性附魔可以共存。
- 不同元素的强化附魔之间相互排斥,抗性附魔同理。
- 附魔最高等级由配置文件动态计算(最大属性上限 / 每级所需点数)。
所有附魔均可通过附魔台、村民交易、战利品宝箱等常规方式获取,也可通过指令强制绑定。
🔁 元素克制关系
元素之间存在克制关系(可在配置文件中自定义):
- 默认克制链:🔥 赤焰 → 🌿 自然 → ⚡ 雷霆 → ❄️ 冰霜 → 🔥 赤焰
- 示例:赤焰攻击自然属性目标 → 1.5倍属性伤害;赤焰攻击冰霜属性目标 → 0.5倍属性伤害。
- 可通过Jade信息面板查看实体的元素关系(克制/被克制/无关系)。
🧪 状态效果
模组新增了6种全新的状态效果:
| 效果 | 描述 |
|---|---|
| 潮湿 | 受到元素攻击时会触发元素反应。远离水源时缓慢消退,在雨中或水中会维持/提升层数。会增加饱食度消耗。 |
| 易燃孢子 | 被孢子寄生,持续受到毒伤,装备耐久会被腐蚀。赤焰和静电会引爆它们,霜冻期间会抑制它们。 |
| 静电 | 每隔一段时间受到随机伤害。层数足够时会形成静电光环伤害光环范围内实体,可引爆孢子和苦力怕,并迫使它们逃跑。潮湿时会导电,但也能破除冰冻。 |
| 麻痹 | 无法做出任何动作,生物AI被禁用。在水中会持续下沉并受到溺水伤害。 |
| 霜冻 (V1.7.0) | 被冰霜侵蚀,每5秒受到一次冰冻伤害,移动速度和攻击速度降低。层数足够时形成霜冻光环,对光环范围内的实体施加霜冻并迫使它们逃跑。与潮湿效果接触时会被冻结! |
| 冻结 (V1.7.0) | 完全被冻住!无法移动和攻击,周期性受到冰冻伤害,生物AI被禁用。物理近战/投射物攻击被冰壳格挡,但元素攻击可以穿透并造成属性伤害。赤焰属性攻击(强度足够时)会立即解除冻结并转化为潮湿。 |
持续时间、伤害等参数均可在配置文件中调整。
💥 元素反应
🔥 赤焰相关反应
| 反应名称 | 触发条件 | 效果 |
|---|---|---|
| 自我干燥 | 自身处于潮湿状态 + 赤焰攻击 | 降低自身潮湿层数,本次攻击的赤焰伤害降低。若赤焰强度 ≥ 低温蒸汽阈值且不在冷却中,则生成低温蒸汽云。 |
| 灼烧 | 赤焰攻击(目标无潮湿,不在低温蒸汽云中) | 造成高强度持续火焰伤害(灼烧),免疫普通火焰伤害,接触水时触发"热冲击"。赤焰强度足够时施加灼烧光环,伤害光环范围内实体。 |
| 灼烧光环 (V1.7.0) | 灼烧实体赤焰强度足够高 | 周期性伤害光环范围内实体,施加临时灼烧,清除附近实体的霜冻效果,引爆苦力怕,迫使附近生物逃跑。 |
| 中毒增幅 (V1.7.0) | 灼烧目标有效果 | 中毒效果被消耗以增幅灼烧:延长持续时间并提高伤害倍率。 |
| 高温蒸汽云 | 赤焰攻击 + 目标处于潮湿状态 | 生成高温蒸汽云。周期性烫伤云内实体(火焰伤害,随等级提升)。清除云内实体的潮湿和霜冻。施加致盲。清除生物仇恨。火焰免疫实体受到减伤。 |
| 低温蒸汽云 | 由自我干燥、热冲击或冻结→蒸汽生成 | 缓慢对云内实体施加潮湿(冷凝)和致盲效果。可被静电实体感电化(→造成伤害和麻痹)或被霜冻实体霜寒化(→冻结云内实体)。感电/霜寒化的云阻止进一步冷凝。 |
🌿 自然相关反应
| 反应名称 | 触发条件 | 效果 |
|---|---|---|
| 自然寄生 | 自然属性攻击(概率随自然强化点数提升,潮湿加成,叠加加成) | 附加易燃孢子层数。自然抗性 ≥ 阈值则免疫。冻结目标免疫。 |
| 自然反制 | 自然属性实体进入灼烧状态(受害者的自然强化 ≥ 阈值) | 击退附近敌对敌人并对其施加孢子。根据配置可清除受害者的灼烧状态。 |
| 孢子传播 | 孢子层数达到阈值 | 定期向附近实体传播。潮湿目标的潮湿层数会转化为额外孢子层数。仅传播至敌对生物,不会传播给玩家或已驯服动物。 |
| 毒火爆燃 | 灼烧目标带有易燃孢子 | 低层数(< 阈值): 弱效爆燃——仅施加伤害降低的灼烧,无爆炸。高层数(≥ 阈值): 完整爆炸——造成范围爆炸伤害,范围随孢子层数增长,对附近所有实体施加增强灼烧。可连锁引爆附近孢子 ≥ 阈值的目标。 |
⚡ 雷霆相关反应
| 反应名称 | 触发条件 | 效果 |
|---|---|---|
| 静电附着 | 雷霆属性攻击(概率随雷霆强化点数提升,潮湿加成,叠加加成) | 附加静电层数,对潮湿目标概率更高。雷霆抗性 ≥ 阈值则免疫。 |
| 静电光环 (V1.7.0) | 静电层数 ≥ 光环阈值 | 周期性伤害光环范围内实体,可麻痹潮湿目标、引爆孢子、破除冰冻、引爆苦力怕,迫使附近生物逃跑。 |
| 感电水域 (V1.7.0) | 静电实体进入/站在水中 | 使范围内的水域感电,对水中所有实体造成结算伤害和麻痹效果。清除源实体的静电和潮湿。 |
| 静电孢子引爆 | 带有静电效果或处于静电光环范围内的实体拥有孢子 | 基于静电和孢子层数的概率引爆孢子。 |
| 麻痹 | 静电目标获得潮湿状态(或静电光环 + 潮湿目标) | 清除静电和潮湿状态,转化为麻痹效果,结算剩余静电伤害。 |
| 雷霆反制 | 自然攻击带有孢子的雷霆属性实体 | 雷霆实体用闪电反击攻击者,施加麻痹(若潮湿)或静电(若不潮湿)。 |
| 感电蒸汽云 (V1.7.0) | 静电实体进入低温蒸汽云 | 使蒸汽云感电,对云中所有实体造成结算伤害和麻痹效果。 |
❄️ 冰霜相关反应 (V1.7.0)
| 反应名称 | 触发条件 | 效果 |
|---|---|---|
| 霜冻 | 冰霜攻击(概率随冰霜强化点数提升,潮湿加成,叠加加成) | 施加霜冻层数,周期性造成冰冻伤害并减速移动/攻击速度。层数足够时 → 霜冻光环。 |
| 霜冻光环 | 霜冻层数 ≥ 光环阈值 | 对光环范围内的实体施加临时霜冻(减速并造成周期冰伤)。可冻结潮湿目标。若目标处于灼烧状态:清除灼烧并迫使其逃跑(不施加霜冻)。 |
| 冻结 | 霜冻 + 目标有潮湿效果 | 完全禁锢目标(生物AI禁用,周期性冰伤),物理攻击被冰壳格挡,元素攻击可穿透并造成属性伤害。赤焰属性攻击(强度足够时)可解除冻结并转化为潮湿。冻结时生成寒冷云雾。 |
| 赤焰融冰 | 赤焰攻击 + 目标被冻结(赤焰强度 ≥ 阈值) | 立即解除冻结,清除灼烧,转化为潮湿状态(层数 = 冻结层数)。 |
| 冻结→蒸汽 | 被冻结的实体获得灼烧状态(通过光环或赤焰攻击) | 灼烧效果融化冻结,生成低温蒸汽云。 |
| 霜冻→潮湿 | 灼烧 + 目标带有霜冻 | 霜冻层数转化为潮湿层数,同时清除灼烧和霜冻。 |
| 霜寒蒸汽云 | 霜冻光环实体进入低温蒸汽云 | 蒸汽云变为霜寒状态,冻结云中的实体。 |
| 霜冻抑制孢子 | 实体同时拥有霜冻和孢子效果 | 霜冻期间孢子效果失效,并加速孢子持续时间衰减。霜冻消失后,孢子恢复生效。 |
| 灼烧光环清除霜冻 | 灼烧光环范围内有霜冻/临时霜冻目标 | 清除目标的霜冻状态,迫使逃跑。 |
| 冷凝 | 处于低温蒸汽云中 | 缓慢叠加潮湿层数。感电/霜寒的蒸汽云阻止冷凝。 |
通用反应
| 反应名称 | 触发条件 | 效果 |
|---|---|---|
| 热冲击 | 处于灼烧状态的目标接触水 | 瞬间结算剩余灼烧伤害并清除灼烧状态。生成低温蒸汽云。蒸发接触点的水。 |
所有反应参数均可在配置文件中调整。
🌍 群系元素偏向
不同群系生成的生物会带有特定的元素倾向:
- 🔥 炎热群系(沙漠、恶地、下界等)→ 赤焰偏向
- ❄️ 寒冷群系(雪原、冰刺平原等)→ 冰霜偏向
- 🌲 森林/丛林群系 → 自然偏向
- ⛈️ 雷暴天气(全局)→ 雷霆偏向
🧟 生物属性系统
生物在生成时可以根据群系偏向和配置随机获得元素属性:
属性分配 (V1.7.0)
- 敌对生物(Monster)有可配置的概率在生成时获得元素属性。
- 中立生物(NeutralMob、猪灵)有独立的、较低的概率。
- 分配的元素由群系元素偏向决定(如下界→赤焰,末地→雷霆)。
- 每个生物可获得:攻击元素(概率触发)、强化点数(分配到4个防具槽位)、抗性点数(分配到4个防具槽位)。
- 抗性类型可能是攻击元素的克制元素(可配置概率)。
装备与耐久 (V1.7.0)
- 拥有攻击属性的生物会获得一把铁剑,附带对应的元素攻击附魔(如赤焰属性)和耐久III。
- 防具(铁甲)会自动生成,附带强化和/或抗性附魔 + 耐久III。
- 所有装备掉落概率默认设为0%(不掉落装备本身)。
附魔书掉落 (V1.7.0)
- 拥有元素属性的生物死亡时,有概率掉落附魔书(受抢夺等级影响)。
- 附魔书可包含:生物的攻击附魔、强化附魔(随机等级,基于强化点数)、或抗性附魔(随机等级,基于抗性点数)。
- 附魔书等级加权偏向生物的实际属性质量。
维度默认值
- 下界:所有生物默认为赤焰属性(可配置)。
- 末地:所有生物默认为雷霆属性(可配置)。
生物逃跑行为 (V1.7.0)
- 靠近拥有灼烧光环、霜冻光环或静电光环效果的实体时,生物会尝试逃跑(远离光环来源寻路)。
🛠️ 指令系统(管理员/OP专用)
所有指令均以 /elementalcraft 开头,支持Tab补全。
调试模式
/elementalcraft debug # 切换调试模式,显示元素伤害计算过程和反应相关信息
重载配置
/elementalcraft reload # 从磁盘重新加载所有配置缓存
群系偏向管理
/elementalcraft biome add <元素> <概率>
/elementalcraft biome remove <元素>
/elementalcraft biome list
强制实体属性
/elementalcraft entity add <攻击元素> [强化元素] [强化点数] [抗性元素] [抗性点数]
示例:/elementalcraft entity add fire fire 50 frost 20
点数支持固定值(如50)或范围值(如20-80)
攻击元素之后的所有参数均为可选(默认:无、0、无、0)
/elementalcraft entity remove # 清除手持刷怪蛋对应的实体强制属性
实体属性黑名单
/elementalcraft entity blacklist add <元素> # 手持刷怪蛋,禁止该实体携带指定元素(或填写"all"表示所有元素)
/elementalcraft entity blacklist remove <元素>
/elementalcraft entity blacklist list
强制物品属性
- 武器:
/elementalcraft item weapon add <元素> # 绑定攻击属性(手持武器)
/elementalcraft item weapon remove # 移除强制武器属性(手持武器)
- 防具:
/elementalcraft item armor add <强化元素> [强化点数] [抗性元素] [抗性点数]
# 绑定强化+抗性属性(手持防具)
# 强化元素为必填;点数、抗性元素、抗性点数为可选(默认:0、无、0)
/elementalcraft item armor remove # 移除强制防具属性(手持防具)
效果免疫黑名单
# 指令格式(以灼烧为例):
/elementalcraft blacklist scorched add/remove/list
# 全部效果:scorched(灼烧)、spore(孢子)、static(静电)、paralysis(麻痹)、frostbite(霜冻)、freeze(冻结)、steam(蒸汽)、wetness(潮湿)
配置文件操作
- 通过指令做出的修改会自动保存并热加载,无需重启服务器。
- 直接编辑
config/ElementalCraft/目录下的TOML文件,模组每100刻会自动检测并刷新配置。
✨ 视觉特效(按强化点数分级)
当装备的强化点数达到阈值时,会触发对应的视觉特效(阈值 = 配置文件中的maxStatCap值):
近战挥砍特效
- 🔥 赤焰:火焰弧光(高等级追加灵魂火、熔岩、烟雾效果)
- 🌿 自然:堆肥粒子、孢子花(高等级追加樱花、蜡质粒子效果)
- ❄️ 冰霜:冰符文粒子、雪花粒子(高等级追加霜冻覆盖层、冻结冰层、积雪层效果)
- ⚡ 雷霆:发光粒子弧光(高等级追加反向传送门、闪电弧光效果)
远程投射物特效
- 🔥 赤焰:双螺旋火焰轨迹(外层火焰、内层灵魂火,尾部附带熔岩粒子)
- 🌿 自然:樱花螺旋轨迹(尾部附带村民喜悦粒子)
- ❄️ 冰霜:雪花粒子螺旋轨迹(高等级追加霜冻覆盖层、冰符文粒子)
- ⚡ 雷霆:闪电火花螺旋轨迹(高等级追加末地蜡烛、反向传送门、龙息效果)
撞击爆炸特效
- 对应元素粒子爆发(火焰/熔岩、樱花/孢子花、冰符文/雪花、发光粒子/末地蜡烛等)
- 特效强度随等级线性提升,最高等级效果极具视觉冲击力。可在
elementalcraft-visuals.toml中调整。
冰霜专属视觉效果 (V1.7.0)
- 霜冻覆盖层:实体带有霜冻效果时的屏幕覆盖层
- 霜冻积雪层:冻结实体上的积雪渲染
- 冻结冰层:冻结实体的冰壳视觉效果
⚙️ 配置文件(服务端/客户端)
配置文件位于 config/ElementalCraft/ 目录下:
| 文件 | 用途 |
|---|---|
| elementalcraft-common.toml | 元素克制关系、伤害倍率、群系偏向、附魔加成、强制实体/黑名单、维度属性等。 |
| elementalcraft-forced-items.toml | 强制物品属性配置(可通过指令添加)。 |
| elementalcraft-fire-nature-reactions.toml | 赤焰与自然元素反应参数(灼烧、孢子、蒸汽、毒火爆燃等)。 |
| elementalcraft-thunder-frost-reactions.toml | 雷霆与冰霜元素反应参数(静电、麻痹、霜冻、冻结、感电水域等)。冰霜参数于V1.7.0版本添加。 |
| elementalcraft-visuals.toml | 粒子特效开关、密度、角度、速度等。 |
支持热加载:保存修改后配置会自动刷新。
🔗 Iron's Spellbooks 联动 (V1.7.0,未完成,仅供参考)
当 Iron's Spellbooks(铁的法术书)与 ElementalCraft 同时安装时,将启用额外的联动功能:
雷霆法术反应
- 闪电法术(闪电长矛、连锁闪电、球状闪电、电击、闪电束、冲击波、雷暴、升天、伏特打击)根据施法者的雷霆强化点数对目标施加静电层数。
- 若目标有潮湿效果,闪电法术会触发麻痹。
- 若目标在水中,闪电法术会触发感电水域(影响范围内水中所有实体)。
- 若目标带有易燃孢子,闪电法术可触发孢子引爆。
自然法术反应
- 自然法术(酸液球、毒箭、地震、萤火虫群、毒雾喷射、践踏等)根据施法者的自然强化点数触发自然寄生(施加孢子)。
毒雾云 + 赤焰反应
- 当带有赤焰附魔的投射物(赤焰属性、火矢、或燃烧的箭矢)碰触ISS的毒雾云时,会触发毒火爆燃爆炸。
- 爆炸伤害和范围随攻击者的赤焰强化点数提升。
- 灼烧光环实体靠近毒雾云时也可触发此反应。
ROOT法术联动
- ROOT法术命中目标时,根据施法者的自然强化点数施加易燃孢子层数。
- 若赤焰属性攻击命中被ROOT的目标并触发灼烧,则ROOT被移除,灼烧持续时间和伤害增强(与中毒增幅相同)。
生物施法AI
- 特定生物自动获得雷霆或自然法术卷轴(附有雷霆属性或自然属性附魔)。
- 雷霆施法生物:瞄准潮湿目标施法以触发麻痹。向目标投掷喷溅水瓶施加潮湿后再施法。
- 自然施法生物:施放自然伤害法术并通过ROOT法术施加孢子。
- 生物在生命值低于50%时进入激进模式(施法更频繁)。
- 法术卷轴掉落概率可配置(默认:100%)。
配置
- ISS联动配置在主配置文件中,仅在Iron's Spellbooks安装时加载。


