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Elemental : Reactions

Dynamic elemental combat system inspired by BG3 & Original Sin 2. Combine elements, trigger status effects, and master environmental reactions!

Автор: snowy53147 тыс.6обновлён 21 окт. 2026 г.
ПриключенияМеханики игрыМобы

Описание

Elemental : Reactions

中文说明在下方

Welcome to Elemental : Reactions! This Minecraft mod introduces a new elemental attribute system, reaction mechanics, dedicated enchantments, and visual effects on top of vanilla survival and combat.

✨ Feature Overview

  • 4 base elements — Fire, Nature, Thunder, Frost, with a full counter chain
  • 12 dedicated enchantments — weapon Aspect + armor Enhancement / Resistance for every element
  • 6 new status effects — Wetness, Flammable Spores, Static Shock, Paralysis, Frostbite, Freeze
  • 30+ elemental reactions — steam clouds, spore detonation, paralysis, freeze, and blood-triggered counters
  • Elemental mob AI — element-aligned mobs gain enchanted equipment, tactical potions, and even spell-caster behavior
  • Biome element bias — spawned mobs lean toward the element of their biome
  • Graded visual effects — melee arcs, projectile trails, and impact bursts that scale with enhancement points
  • Admin command system — /elemental, with Tab completion and hot-reloadable config files
  • Mod integrations — Iron's Spellbooks spell reactions, L_Ender's Cataclysm wetness compatibility

If you have good ideas or encounter problems, please submit an issue on GitHub — I will review and resolve it as soon as possible.

🌟 Core Elements

The mod includes 4 base elements + None:

ElementIDColor
FirefireRed
NaturenatureGreen
ThunderthunderPurple
FrostfrostBlue
NonenoneWhite

Each element has a Strike enchantment (weapon), an Enhancement enchantment (armor), and a Resistance enchantment (armor).

⚔️ Enchantment System

The mod adds 12 dedicated enchantments (3 per element) for weapons and armor:

Weapon Enchantments

  • Fire Aspect / Nature Aspect / Frost Aspect / Thunder Aspect: imbues the weapon with the corresponding element, dealing additional elemental damage to enemies
    • Can be applied to all weapons that deal damage (previously limited to swords, axes, tridents, bows, and crossbows)
    • Mutually exclusive with Fire Aspect (vanilla), Flame, and Channeling
    • Different elemental Aspect enchantments are also mutually exclusive

Armor Enchantments (Enhancement + Resistance)

  • Fire / Nature / Frost / Thunder Enhancement: increases the wearer's enhancement stat for the corresponding element (fixed percentage per level)
  • Fire / Nature / Frost / Thunder Resistance: reduces incoming elemental damage of the corresponding type
    • Can only be applied to armor (helmet, chestplate, leggings, boots)
    • Enhancement and Resistance of the same element can coexist on the same piece
    • Different Enhancement enchantments are mutually exclusive; same for Resistance
    • Max level is dynamically calculated from config (max stat cap / points per level)

All enchantments are obtainable through enchanting tables, villager trading, loot chests, and commands.

🔁 Element Restraint

Elements have a restraint relationship (configurable):

  • Default chain: Fire → Nature → Thunder → Frost → Fire
    • Example: Fire attacking a Nature target → 1.5x elemental damage; Fire attacking a Frost target → 0.5x elemental damage
  • The Jade info panel shows element relationships (Restrains / Weak / None) for entities

🧪 Status Effects

The mod adds 6 new status effects. Duration, damage, and other parameters are configurable.

Wetness

A stacking effect that acts as a catalyst for elemental reactions.

  • Gained from: water, rain, snow, splash water bottles, and low-heat steam clouds (condensation)
  • Drying: decays over time away from water sources — speed is affected by biome temperature and nearby heat sources (fire, lava, campfires, furnaces); hot biomes dry faster, cold biomes slower
  • Interactions:
    • Required for Paralysis (with Static Shock) and Freeze (with Frostbite); can also convert to Spores
    • Instantly removed by Fire and Scorched
    • Increases hunger exhaustion while wet

Flammable Spores

A stacking parasitic infection that deals periodic poison damage and corrodes equipment durability.

  • Gained from: Nature attacks (Nature Parasite), Spore Contagion, or converting Wetness
  • Interactions:
    • Suppressed by Frostbite (damage and corrosion paused, duration decays faster); completely cleared by Freeze
    • Detonated by Fire and Static Shock → Toxic Blast (damage and range scale with stack count; low stacks cause a weak ignite instead)
    • Duration is affected by the target's own element: Fire reduces it; Nature, Thunder, and Frost increase it; cold biomes also reduce it
  • Spreading: at high stacks, spreads to nearby hostile mobs
  • Immunity: entities with high Nature Resistance, or on the blacklist

Static Shock

A stacking electrical charge that deals random damage periodically.

  • Aura: at high stacks, forms a Static Aura that damages nearby entities, detonates Spores, ignites Creepers, and forces mobs to flee
  • Interactions:
    • Conducts electricity when wet (triggers Paralysis or Water Electrification)
    • Can also break Freeze
    • Damage type and multiplier depend on the target's own element
  • Immunity: entities with high Thunder Resistance, or on the blacklist

Paralysis

A powerful crowd-control effect, triggered by Static Shock + Wetness.

  • Immobilizes the target completely: unable to move, attack, cast spells, or use items; mob AI is disabled
  • In water: sinks at 1 block per second and takes drowning damage every second
  • Immunity: blacklisted entities

Frostbite

A stacking frost infection that deals periodic ice damage.

  • Slows: reduces movement/attack speed, scaling with stacks (up to 90% slow)
  • Aura: at high stacks, forms a Frostbite Aura that applies temporary Frostbite to nearby entities, freezes wet targets, clears Scorched, and forces fleeing
  • Suppression: suppressed by heat sources; instantly cleared by fire or Scorched; duration decays faster in hot biomes and near heat sources
  • Immunity: entities with high Frost Resistance, or on the blacklist

Freeze

A devastating crowd-control effect, triggered by Frostbite + Wetness.

  • Immobilizes the target completely (no movement, attack, or AI); deals periodic ice damage
  • Ice shell: blocks all physical melee and projectile damage — elemental attacks (Fire, Frost, Thunder, Nature, ISS magic) penetrate and deal full damage
  • In water: sinks at 2 blocks per second (twice as fast as Paralysis) and takes drowning damage every second
  • Breaking:
    • Strong Fire attacks break it and convert it to Wetness
    • Scorched converts it to Steam
    • Static Shock has a chance to break it
  • Also: clears Spores; can be refreshed by Frost spells
  • Immunity: blacklisted entities

💥 Elemental Reactions

🔥 Fire Reactions

Self-Drying

Trigger: self has Wetness + Fire attack

  • Reduces own Wetness stacks; the attack's fire damage is reduced
  • If Fire power ≥ the Low-Heat Steam threshold and not on cooldown, spawns a Low-Heat Steam Cloud

Scorched

Trigger: Fire attack (target not wet, not in a Low-Heat Steam Cloud)

  • Applies high-duration fire damage over time (Scorched); immune to vanilla fire
  • Contact with water triggers Thermal Shock
  • High enough Fire power applies a Scorched Aura that damages entities in range

Scorched Aura

Trigger: Scorched entity has high enough Fire power

  • Periodically damages entities in range and applies temporary Scorched
  • Clears Frostbite from nearby entities, detonates Creepers, and forces nearby mobs to flee

Poison Boost

Trigger: Scorched target has the Poison effect

  • Consumes the Poison effect to boost Scorched: extends duration and increases the damage multiplier

High-Heat Steam Cloud

Trigger: Fire attack + target is Wet

  • Spawns a High-Heat Steam Cloud that periodically scalds entities inside (fire damage, scales with level)
  • Clears Wetness and Frostbite from entities inside; applies Blindness; clears aggro
  • Fire-immune entities take reduced damage

Low-Heat Steam Cloud

Trigger: generated from Self-Drying, Thermal Shock, or Freeze→Steam

  • Slowly applies Wetness (condensation) and Blindness to entities inside
  • Can be electrified by Static entities (→ damage + Paralysis) or frosted by Frostbite entities (→ freezes entities inside)
  • Electrified / Frosted clouds prevent further condensation

🌿 Nature Reactions

Nature Parasite

Trigger: Nature attack (chance scales with Nature Enhancement; Wetness bonus, stacking bonus)

  • Applies Flammable Spores stacks
  • Immune if Nature Resistance ≥ threshold; frozen targets are immune

Spore Contagion

Trigger: Spore stacks reach the threshold (default 3)

  • Spreads repeatedly (every 20 ticks) while the source's spore effect lasts
  • Transferred stacks = source stacks − 2 (min 1); radius grows with stacks
  • The target's own Wetness converts to Spores first
  • Each entity can only be infected once per spore effect, and never infects back its original source; re-infection is possible after the effect ends
  • By default spreads to any nearby entity without Spores (including players and tamed animals); a config option restricts it to hostile mobs
  • Infected entities do not spread further by default (chain contagion is configurable)

Toxic Blast

Trigger: Scorched target has Flammable Spores

  • Low stacks (< threshold): weak blast — applies reduced Scorched without an explosion
  • High stacks (≥ threshold): full explosion — area damage with radius scaling by Spore stacks, applies enhanced Scorched to all nearby entities
  • Can chain-detonate nearby targets with Spores ≥ threshold

⚡ Thunder Reactions

Static Attachment

Trigger: Thunder attack (chance scales with Thunder Enhancement; Wetness bonus, stacking bonus)

  • Applies Static Shock stacks; higher chance on wet targets
  • Immune if Thunder Resistance ≥ threshold

Static Aura

Trigger: Static stacks ≥ aura threshold

  • Periodically damages entities in range
  • Paralyzes wet targets, detonates Spores, breaks Freeze, detonates Creepers, and forces nearby mobs to flee

Water Electrification

Trigger: Static entity enters/stands in water

  • Electrifies a zone of water, dealing settlement damage and Paralysis to all entities in the water
  • Clears the source entity's Static and Wetness

Static Spore Blast

Trigger: an entity with Static (or in Static Aura range) has Spores

  • Chance to detonate Spores based on Static and Spore stacks

Paralysis

Trigger: Static target gains Wetness (or Static Aura hits a wet target)

  • Clears Static and Wetness, converts to Paralysis, and deals the remaining Static damage

Static Steam Cloud

Trigger: Static entity enters a Low-Heat Steam Cloud

  • Electrifies the steam cloud, dealing settlement damage and Paralysis to all entities inside

❄️ Frost Reactions

Frostbite

Trigger: Frost attack (chance scales with Frost Enhancement; Wetness bonus, stacking bonus)

  • Applies Frostbite stacks: periodic ice damage and reduced movement/attack speed
  • High enough stacks → Frostbite Aura

Frostbite Aura

Trigger: Frostbite stacks ≥ aura threshold

  • Applies temporary Frostbite to entities in range (slows and deals periodic ice damage)
  • Freezes wet targets
  • If the target is Scorched: clears Scorched and forces fleeing (no Frostbite applied)

Freeze

Trigger: Frostbite + target has Wetness

  • Completely immobilizes the target (AI disabled, periodic ice damage)
  • Physical attacks are blocked by the ice shell; elemental attacks penetrate and deal attribute damage
  • Fire attacks (strong enough) break the Freeze and convert it to Wetness
  • Generates a cold mist cloud on freeze

Fire Freeze Melt

Trigger: Fire attack + target is Frozen (Fire power ≥ threshold)

  • Instantly breaks the Freeze; clears Scorched; converts to Wetness (stacks = freeze stacks)

Freeze→Steam

Trigger: a Frozen entity gains Scorched (via aura or Fire attack)

  • Scorched melts the freeze, generating a Low-Heat Steam Cloud

Frostbite→Wetness

Trigger: Scorched + target has Frostbite

  • Converts Frostbite stacks to Wetness stacks; clears both Scorched and Frostbite

Frosted Steam Cloud

Trigger: a Frostbite Aura entity enters a Low-Heat Steam Cloud

  • The steam cloud becomes frosted, freezing entities inside

Frostbite Suppresses Spores

Trigger: entity has both Frostbite and Spores

  • Spores are suppressed during Frostbite; Spore duration decays faster
  • Spores resume when Frostbite ends

Scorched Aura Clears Frostbite

Trigger: Scorched Aura hits a Frostbite / temporary Frostbite target

  • Clears the Frostbite state and forces fleeing

Condensation

Trigger: standing in a Low-Heat Steam Cloud

  • Slowly accumulates Wetness stacks
  • Electrified / Frosted steam clouds prevent condensation

Universal Reactions

Thermal Shock

Trigger: Scorched target contacts water

  • Instantly deals the remaining Scorched damage and clears Scorched
  • Generates a Low-Heat Steam Cloud; vaporizes water at the contact point

🩸 Elemental Counters (Blood-Triggered Reversal)

When an element-aligned entity takes damage that would drop its HP below a configurable blood threshold, it may trigger a powerful counter-attack. All counters share the same framework:

  • The entity's element must match the counter's element
  • The entity's corresponding Enhancement points must reach the counter's strength threshold
  • After triggering, the counter enters a health-recovery cooldown: the entity cannot counter again until its HP heals back above a configurable recovery threshold

Fire Counter

Trigger: Fire-aligned entity at low HP (Fire Enhancement ≥ threshold; Fire Resistance below the Scorched immunity threshold)

  • Locks itself in place with 90% damage reduction against ALL incoming damage
  • A contracting fire ring pulls nearby entities toward the center
  • Then explodes: area knockback + Fire damage + unconditional Scorched applied to all affected entities, with a fire tornado visual

Nature Counter

Trigger: Nature-aligned entity at low HP (Nature Enhancement ≥ threshold)

  • An eruption knocks back all nearby enemies and applies Spores to them
  • Optionally clears the victim's own Scorched state (configurable)

Thunder Counter

Trigger: Thunder-aligned entity at low HP (Thunder Enhancement ≥ threshold)

  • Summons a localized thunderstorm that expands to max radius: periodic lightning strikes deal lightning damage
  • Applies max-stack Paralysis and additional Static stacks, and forces Wetness on affected entities over time

Frost Counter

Trigger: Frost-aligned entity at low HP (Frost Enhancement ≥ threshold)

  • Triggers an ice burst (Frost Burst) centered on the entity; the burst expands to max radius, then lingers for 40 ticks
  • Entities within the area: Frostbite is applied (scaled by the caster's Frost Enhancement), and wet targets are additionally Frozen
  • Also spawns a frosted steam cloud

All counter parameters (blood thresholds, strength thresholds, recovery ratios, radii, damage) are configurable.

🌍 Biome Element Bias

Different biomes grant element tendencies to spawned mobs:

  • 🔥 Hot biomes (Desert, Badlands, Nether, etc.) → Fire bias
  • ❄️ Cold biomes (Snowy Plains, Ice Spikes, etc.) → Frost bias
  • 🌲 Forest / Jungle biomes → Nature bias
  • ⛈️ Thunderstorm weather (global) → Thunder bias

🧟 Mob Attribute System

Mobs can gain elemental attributes at spawn through a priority-based system:

Attribute Assignment Priority

  1. Blacklist: mobs in the attribute blacklist never gain any attributes
  2. Forced Attributes (Commands): if an admin has configured forced attributes for a mob type via commands (/elemental entity add), those attributes are applied with highest priority
  3. Dimension Defaults: if no forced attributes exist:
    • Nether: mobs default to Fire attribute (configurable points)
    • End: mobs default to Thunder attribute (configurable points)
  4. Random Generation (chance-based):
    • Hostile mobs (Monster) have a configurable chance to gain attributes
    • Neutral mobs (NeutralMob, Piglins) have a separate, lower chance
    • The assigned element is determined by biome element bias (e.g. Desert → Fire, Snowy Plains → Frost)
    • Each mob can gain: Attack element (chance-based), Enhancement points (distributed across 4 armor slots), and Resistance points (distributed across 4 armor slots)
    • The resistance type has a configurable chance to be the attack element's counter element (e.g. a Fire mob with Frost resistance)

Equipment & Durability

Mobs with an attack element receive:

  • Weapon: a random weapon (sword, axe, pickaxe, shovel, etc.) with the corresponding elemental Aspect enchantment and Unbreaking III
  • Already holding a weapon: the enchantments are applied directly to the existing weapon, without replacing it
  • Armor: automatically generated if missing, with Enhancement and/or Resistance enchantments + Unbreaking III; points are distributed proportionally across the 4 armor slots

All equipment drop chances default to 0% (equipment does not drop). Attribute data is stored in NBT for enchanted book drops.

Enchanted Book Drops

  • Element-aligned mobs have a chance to drop enchanted books on death (affected by Looting)
  • Books may contain the mob's:
    • Aspect enchantment
    • Enhancement enchantment (random level based on enhancement points)
    • Resistance enchantment (random level based on resistance points)
  • Book level weighting favors the mob's actual attribute quality

Dimension Defaults

  • Nether: all mobs default to Fire attribute (configurable)
  • End: all mobs default to Thunder attribute (configurable)

Mob Flee Behavior

  • Mobs near entities with a Scorched Aura, Frostbite Aura, or Static Aura will attempt to flee (path away from the aura source; can be disabled in config)
  • Flee mechanics:
    • Mob AI is temporarily disabled (setNoAi(true)) and the current attack target is cleared
    • The mob calculates an escape path away from the aura source, avoiding obstacles
    • If stuck (5 ticks with less than 0.05 blocks moved), it attempts to jump over 1-block-high obstacles or teleport to a valid standing position
    • Fleeing lasts up to 200 ticks (10 seconds), stopping when the target point is reached or the aura source is far enough away
  • Suppression: fleeing is disabled if the mob is immobilized by Iron's Spellbooks Root spell

Tactical Potion Throwing (all element-aligned mobs)

  • All mobs that have an attack element (Fire, Nature, Thunder, Frost) and are not ISS casters have a configurable chance to equip a splash potion in their offhand
  • Potion type depends on the mob's element:
    • Fire-aligned mobs equip a Splash Potion of Poison (to trigger the Poison Boost effect for Scorched)
    • Nature, Thunder, and Frost-aligned mobs equip a Splash Water Bottle (to apply Wetness — required for the Nature Parasite bonus, Paralysis, or Freeze reactions)
  • Throwing behavior:
    • The mob throws the potion when the target is within 12 blocks, has line of sight, is not already affected by the desired effect, and is not Scorched (for water bottles)
    • After throwing, it waits 20 ticks to check the result:
      • Success: the mob continues normal combat
      • Failure (effect not applied): counts as a miss
    • After 3 consecutive misses, the mob gives up and stops throwing potions (enters a long cooldown)
  • If wetnessNetherDimensionImmune is enabled, water bottles are not equipped in the Nether (poison potions may still be used depending on config)

🛠️ Command System (Admin/OP)

All commands start with /elemental and support Tab completion.

Debug Mode

/elemental debug      # Toggle debug mode: shows elemental damage calculation and reaction info

Reload Config

/elemental reload     # Reload all config caches from disk

Biome Bias Management

/elemental biome add <element> <probability>
/elemental biome remove <element>
/elemental biome list

Forced Entity Attributes

/elemental entity add <attack element> [enhancement element] [enhancement points] [resistance element] [resistance points]
/elemental entity remove        # Clears forced attributes for the held spawn egg
  • Example: /elemental entity add fire fire 50 frost 20
  • Points support fixed values (e.g. 50) or ranges (e.g. 20-80)
  • All parameters after the attack element are optional (default: none, 0, none, 0)

Entity Attribute Blacklist

/elemental entity blacklist add <element>      # Held spawn egg: prevent this entity from gaining the specified element (or "all" for all elements)
/elemental entity blacklist remove <element>
/elemental entity blacklist list

Forced Item Attributes

Weapons:

/elemental item weapon add <element>      # Bind attack attribute (held weapon)
/elemental item weapon remove             # Remove forced weapon attribute (held weapon)

Armor:

/elemental item armor add <enhancement element> [enhancement points] [resistance element] [resistance points]
/elemental item armor remove              # Remove forced armor attributes (held armor)
  • Enhancement element is required; points, resistance element, and resistance points are optional (default: 0, none, 0)

Effect Immunity Blacklist

/elemental blacklist scorched add|remove|list     # Using Scorched as an example
  • Available effects: scorched, spore, static, paralysis, frostbite, freeze, steam, wetness

Config File Operations

  • Changes made via commands are automatically saved and hot-loaded — no server restart needed
  • Directly edit TOML files in config/elemental/; the mod auto-detects and refreshes configuration every 100 ticks

✨ Visual Effects (graded by enhancement points)

When enhancement points reach the threshold (maxStatCap from config), visual effects trigger:

Melee Swing Effects

  • Fire: flame arc (soul fire, lava, smoke particles at higher levels)
  • Nature: compost particles, spore blossoms (cherry blossoms, wax particles at higher levels)
  • Frost: ice rune particles, snowflake particles (frost overlay, ice layer, snow layer at higher levels)
  • Thunder: glow particle arc (reverse portal, lightning arc at higher levels)

Ranged Projectile Effects

  • Fire: double helix flame trail (outer flame, inner soul fire, lava tail particles)
  • Nature: cherry blossom spiral trail (villager happy particles at the tail)
  • Frost: snowflake spiral trail (frost overlay, ice rune particles at higher levels)
  • Thunder: lightning spark spiral trail (end candle, reverse portal, dragon breath at higher levels)

Impact Explosion Effects

  • Corresponding elemental particle burst (fire/lava, cherry/spore blossom, ice rune/snowflake, glow particles/end candles, etc.)
  • Effect intensity scales linearly with level; max-level effects are visually impactful. Configurable in elemental-visuals.toml

Frost-Exclusive Visuals

  • Frostbite Overlay: screen overlay when an entity has Frostbite
  • Frost Snow Layer: snow rendering on frozen entities
  • Freeze Ice Layer: ice shell visual effect on frozen entities

⚙️ Configuration Files (server/client)

Config files are located in config/elemental/:

FilePurpose
elemental-common.tomlElement restraints, damage multipliers, biome bias, enchantment stats, forced entities/blacklists, dimension attributes, etc.
elemental-forced-items.tomlForced item attributes (can be added via commands)
elemental-fire-nature-reactions.tomlFire and Nature reaction parameters (Scorched, Spores, Steam, Toxic Blast, Fire/Nature Counters, etc.)
elemental-thunder-frost-reactions.tomlThunder and Frost reaction parameters (Static, Paralysis, Frostbite, Freeze, Water Electrification, Thunder/Frost Counters, etc.)
elemental-visuals.tomlParticle effect toggles, density, angles, speed, etc.

Hot-reload supported: configurations refresh automatically after saving.

🔗 Iron's Spellbooks Integration

When Iron's Spellbooks is installed alongside Elemental : Reactions, additional integration features are enabled. All spell reaction chances and intensities are calculated based on the caster's corresponding element enhancement points, with the best spell level matched to the caster's power.

Caster Mob Spawning

  • Mobs with an attack element have a chance to become ISS spell caster mobs at spawn
  • Caster spawn chance is controlled by the unified config value casterMobChance (shared across all elements)
  • Caster type is tied to the attack element (Thunder → Thunder caster, Nature → Nature caster, etc.)
  • A caster blacklist can prevent specific entities from becoming casters
  • Nature casters with the Acid Orb spell equip the scroll in the offhand and a random weapon in the main hand
  • Frost casters with the Summon Polar Bear spell equip the scroll in the offhand and a random weapon in the main hand

Fire Spell Reactions

  • Fire spells (Firebolt, Fireball, Burning Dash, Magma Bomb, Flaming Barrage, Flaming Strike, Scorch, Heat Surge, Blaze Storm, Fire Breath, Fire Arrow) have a chance to apply Scorched on hit, replacing ISS's built-in fire effect
  • Blaze Storm fires multiple small fireballs; each can trigger Scorched independently, but with a cooldown between triggers
  • Flaming Strike and Raise Hell have dedicated handlers that trigger Scorched
  • Fire Field / Wall of Fire continuously applies Scorched over time to entities inside, in this order:
    • First checks Fire Freeze Melt on frozen targets
    • Then checks Wetness for a High-Heat Steam Cloud
    • Finally applies Scorched
  • If the target has Poison or Flammable Spores, the Scorched trigger chance is boosted to 100% and damage is amplified

Nature Spell Reactions

  • Nature spells (Acid Orb, Poison Arrow, Earthquake, Firefly Swarm, Poison Spray, Poison Splash, Root, Stomp) trigger Nature Parasite (apply Flammable Spores) on hit
  • Poison-type spells (Poison Arrow, Poison Spray, Poison Splash) do not apply Spores — they only apply vanilla Poison
  • Acid Orb applies Spores in an AoE (3.5 block radius) on impact, affecting all nearby entities
  • Root:
    • Applies initial Spores on hit
    • While the target remains Rooted, additional Spores are applied continuously over time
    • If a Rooted target is hit by Scorched, Root is removed and the Scorched duration and damage are enhanced (same as Poison Boost)

Thunder Spell Reactions

  • Thunder spells (Lightning Lance, Chain Lightning, Ball Lightning, Electrocute, Lightning Bolt, Shockwave, Thunderstorm, Ascension, Volt Strike) apply Static Shock stacks based on the caster's Thunder Enhancement
  • If the target has Wetness → triggers Paralysis (clears Wetness, converts to Paralysis)
  • If the target is in water → triggers Water Electrification: creates a persistent electrified water zone that periodically damages and paralyzes entities in the water
  • If the target has Flammable Spores → triggers Spore Blast
  • If the target is in a Low-Heat Steam Cloud → electrifies the cloud, dealing damage and Paralysis to entities inside
  • Electrocute can refresh Paralysis duration on paralyzed targets; the caster enters a cooldown after the spell ends
  • Vanilla Lightning Bolt hitting a wet target: triggers Water Electrification if available; otherwise applies max Static Shock stacks and resolves the Wetness conflict

Frost Spell Reactions

  • Frost spells (Cone of Cold, Icicle, Ray of Frost, Frostwave, Ice Spikes, Snowball, Frostbite, Blizzard, Ice Tomb, Summon Polar Bear) have a chance to apply Frostbite based on the caster's Frost Enhancement
  • Blizzard AoE continuously applies Frostbite every second to all entities inside
  • Ice Tomb is specially handled for caster mobs — directly traps the target for a short duration
  • If the target has Wetness → triggers Freeze (Frostbite + Wetness → Freeze)
  • Frost spells hitting an already-frozen target refresh the Freeze duration, keeping the target immobilized longer
  • ISS's Chilled effect combined with Wetness converts to Freeze automatically
  • Polar Bear casters track their summoned bear and re-summon if killed (up to 3 times); bears are removed when the caster dies

Poison Cloud + Fire Reaction

  • When a Scorched target enters an ISS Poison Cloud, the cloud enhances the Scorched duration and damage multiplier (Poison Boost), then dissipates with a puff effect
  • Scorched Aura entities near a Poison Cloud can also trigger this reaction

ROOT Spell Integration

  • The ROOT spell applies Flammable Spores stacks on hit based on the caster's Nature Enhancement
  • While ROOTed, additional Spores are applied over time
  • If a ROOTed target is hit by Scorched, ROOT is removed and the Scorched duration and damage are enhanced (same as Poison Boost)
  • ROOT immobilization suppresses mob flee behavior — affected mobs stop fleeing

Caster Mob AI

All 4 element caster mobs share the following behaviors:

  • Automatically equipped with the corresponding element's spell scroll and elemental Aspect enchantment at spawn
  • Spell level is selected based on the mob's enhancement points via a rarity-matching algorithm to pick the most appropriate level
  • Enters aggressive mode (more frequent casting) below 50% health
  • Scroll drop chance is configurable (default: 100%)
  • Drop enchantment cleansing: items with elemental Aspect enchantments dropped by ISS caster mobs are automatically de-enchanted (prevents infinite farming of elemental enchantments from mob kills)

Fire Casters

  • Equipped with a Splash Potion of Poison in the offhand
  • Throws poison at the target before casting spells:
    • If the target is wet, a High-Heat Steam Cloud triggers first (consumes Wetness)
    • Once Wetness is cleared, Poison ensures a 100% Scorched trigger chance and enhances duration
  • Enters a cooldown if the poison fails to apply multiple times

Nature Casters

  • Do not throw any potions
  • With Acid Orb — special AI loop:
    • Casts, waits for the hit, then checks if the target has the REND effect
    • If REND is applied: switches to melee and waits for REND to end
    • If not: retries casting; 2 consecutive misses trigger a cooldown
  • With other spells: standard casting, checks target paralysis immunity

Thunder Casters

  • Equipped with a Splash Water Bottle in the offhand
  • Throws water to apply Wetness before casting, to trigger Paralysis
  • Tracks the target's Wetness status; only throws if the target is not already wet
  • If the target remains dry after throwing, it counts as a miss; 2 misses trigger a cooldown
  • Does not equip water bottles in the Nether if wetnessNetherDimensionImmune is enabled

Frost Casters

  • Equipped with a Splash Water Bottle in the offhand (Summon Polar Bear casters excepted)
  • Throws water to apply Wetness before casting, to trigger Freeze
  • Same miss-tracking as Thunder casters
  • Summon Polar Bear casters do not equip water bottles: after casting they check if the bear is alive (48-block range) and re-summon if dead (up to 3 times); bears are removed when the caster dies
  • Does not equip water bottles in the Nether if wetnessNetherDimensionImmune is enabled

Other Integration Details

  • Non-aggressive spell exclusion: Heat Surge, Acid Orb, Oakskin, Fire Breath, Cone of Cold, and Electrocute do not trigger aggressive casting
  • Scroll rarity matching: mobs calculate the best spell level from their enhancement points by matching the closest rarity value
  • Player spell tracking: the last spell ID, level, and cast source are tracked on the player's NBT data, used for reaction calculations on subsequent hits
  • Thunder spell enchantment handling: Thunder caster mob spells temporarily save and clear enchantments on the target's items during damage calculation, then restore them after, ensuring accurate damage tracking

🔗 L_Ender's Cataclysm Integration

When L_Ender's Cataclysm is installed, Cataclysm's Wetness effect is replaced by the Wetness system of Elemental : Reactions:

  • Wetness applied by Cataclysm (e.g. wetness-inflicting attacks) becomes the Wetness of Elemental : Reactions instead — with the same stacking, natural decay, and access to all elemental reactions (steam, paralysis, freeze, spores, etc.)
  • Consecutive hits stack the Wetness higher, up to the usual maximum
  • Cataclysm's "Wetness + Lightning" bonus is preserved: lightning deals extra damage against wet targets (up to +100%)
  • Cataclysm bosses can be affected by Elemental : Reactions effects
  • The mod has no effect when Cataclysm is not installed

属性锻造:元素反应

现已支持 1.21.1 和 NeoForge 26.2

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。

✨ 特性一览

  • 4 种基础元素——赤焰、自然、雷霆、冰霜,附带完整克制链
  • 12 种专属附魔——每系武器的"属性"附魔 + 防具的"强化 / 抗性"附魔
  • 6 种全新状态效果——潮湿、易燃孢子、静电、麻痹、霜冻、冻结
  • 30 余种元素反应——蒸汽云、毒火爆燃、麻痹、冻结、濒血反制等
  • 元素生物 AI——带属性生物会自动获得附魔装备、战术药水,甚至成为施法者
  • 群系元素偏向——生成生物的元素倾向由所在群系决定
  • 分级视觉特效——近战弧光、弹道轨迹、撞击爆发,随强化点数逐级增强
  • 管理员指令系统——/elemental,支持 Tab 补全与配置热加载
  • 模组联动——Iron's Spellbooks 法术反应、L_Ender's Cataclysm 潮湿兼容

如果你有好的想法或遇到问题,请在GitHub(https://github.com/Accidey/Elemental-Reactions/issues) 上提交 issue,我会尽快查看和处理。

🌟 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
雷霆thunder紫色
冰霜frost蓝色
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(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。持续时间、伤害等参数均可在配置文件中调整。

潮湿(Wetness)

层数型效果,是元素反应的**"催化剂"**。

  • 获得方式:浸水、雨雪、喷溅水瓶、低温蒸汽云(冷凝)
  • 干燥:离开水源后会逐渐衰减,干燥速度受群系温度和附近热源(火、熔岩、营火、熔炉)影响——炎热群系加速干燥,寒冷群系减缓
  • 交互:
    • 触发麻痹(配合静电)和冻结(配合霜冻)的必要条件,也可转化为孢子
    • 火焰和灼烧会立即清除潮湿
    • 潮湿状态下饱食度消耗增加

易燃孢子(Flammable Spores)

层数型寄生感染,周期性造成毒伤并腐蚀装备耐久。

  • 获得方式:自然攻击(自然寄生)、孢子传播、潮湿转化
  • 交互:
    • 霜冻会抑制孢子(暂停伤害和腐蚀,加快衰减);冻结会完全清除孢子
    • 赤焰和静电会引爆孢子 → 毒火爆燃(伤害和范围随层数提升,低层数为弱效点燃)
    • 持续时间受目标自身元素影响:火属性缩短,自然、雷霆、冰霜延长;寒冷群系也会缩短
  • 传播:高层数时会向附近敌对生物传播
  • 免疫:自然抗性极高或处于黑名单中的实体

静电(Static Shock)

层数型电荷效果,周期性造成随机伤害。

  • 光环:层数足够时形成静电光环——伤害周围实体、引爆孢子、引燃苦力怕、迫使生物逃跑
  • 交互:
    • 潮湿时会导电(触发麻痹或感电水域)
    • 可破除冰冻
    • 伤害类型和倍率受目标自身元素影响
  • 免疫:雷霆抗性极高或处于黑名单中的实体

麻痹(Paralysis)

强力控制效果,由静电 + 潮湿反应触发。

  • 禁锢:完全禁锢目标——无法移动、攻击、施法、使用物品,生物 AI 被禁用
  • 水中:以每秒 1 格的速度下沉,并每秒受到溺水伤害
  • 免疫:黑名单中的实体

霜冻(Frostbite)

层数型冻伤效果,周期性造成冰冻伤害。

  • 减速:降低移动速度和攻击速度,层数越高减速越严重(最高 90%)
  • 光环:层数足够时形成霜冻光环——对范围内实体施加临时霜冻、冻结潮湿目标、清除灼烧并迫使逃跑
  • 抑制:受热源抑制,被火焰或灼烧立即清除;炎热群系和热源附近加速衰减
  • 免疫:冰霜抗性极高或处于黑名单中的实体

冻结(Freeze)

毁灭性控制效果,由霜冻 + 潮湿反应触发。

  • 禁锢:完全禁锢目标(无法移动、攻击,AI 禁用),并周期性承受冰冻伤害
  • 冰壳:格挡所有物理近战和投射物伤害;元素攻击(赤焰、冰霜、雷霆、自然、ISS 魔法)穿透并造成全额伤害
  • 水中:以每秒 2 格的速度加速下沉(麻痹的两倍),并每秒受到溺水伤害
  • 破除:
    • 强力的赤焰攻击 → 破除并转化为潮湿
    • 灼烧 → 转化为蒸汽
    • 静电有概率破除
  • 其他:冻结会清除孢子;冰霜法术可刷新持续时间
  • 免疫:黑名单中的实体

💥 元素反应

🔥 赤焰相关反应

自我干燥

触发: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,生成低温蒸汽云

灼烧

触发: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

触发:灼烧实体的赤焰强度足够高

  • 周期性伤害光环范围内实体,并施加临时灼烧
  • 清除附近实体的霜冻,引爆苦力怕,迫使附近生物逃跑

中毒增幅

触发:灼烧目标带有中毒效果

  • 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

触发: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

触发: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

自然寄生

触发: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

孢子传播

触发:孢子层数达到阈值(默认 3 层)

  • 孢子效果持续期间,每 20 刻周期性向附近实体传播
  • 转移层数 = 源层数 − 2(最低 1 层),半径随层数增长
  • 目标自身的潮湿会先转化为孢子
  • 每个实体在同一孢子持续期间只会被传染一次,且不会传染回其原传染源;效果结束后可再次被传染
  • 默认传播给范围内所有未携带孢子的实体(包括玩家与驯服动物),可在配置中限制为仅敌对生物
  • 被传染者默认不会继续扩散(可在配置中开启链式传染)

毒火爆燃

触发: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

静电附着

触发: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

触发: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

触发: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

触发: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

触发:静电目标获得潮湿状态(或静电光环命中潮湿目标)

  • 清除静电和潮湿状态,转化为麻痹效果,并结算剩余静电伤害

感电蒸汽云

触发: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

霜冻

触发: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

触发: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

触发: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

触发: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

触发: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

触发: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

触发: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

触发: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

触发: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

触发: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

热冲击

触发: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,并蒸发接触点的水

🩸 元素反制(濒血反击机制)

当携带元素属性的生物受到伤害、血量将跌破配置的血线阈值时,可能触发强力反制。所有反制共享同一框架:

  • 实体的元素属性必须与反制属性匹配
  • 实体对应属性的强化点数必须达到反制的强度阈值
  • 触发后进入血量回复式冷却:实体必须将血量回复到配置的回复阈值以上,才能再次触发反制

🔥 赤焰反制

触发:赤焰属性实体濒血(赤焰强化 ≥ 阈值;赤焰抗性低于灼烧免疫阈值)

  • 自身原地锁定,期间减免 90% 的所有类型受到伤害
  • 收缩的火环将附近实体拉向中心
  • 随后爆炸:范围击退 + 赤焰伤害 + 对所有受影响实体无条件施加灼烧,伴随火龙卷视觉特效

🌿 自然反制

触发:自然属性实体濒血(自然强化 ≥ 阈值)

  • 爆发排斥波击退附近所有敌人,并对其施加孢子
  • 根据配置可清除自身的灼烧状态

⚡ 雷霆反制

触发:雷霆属性实体濒血(雷霆强化 ≥ 阈值)

  • 召唤局部雷暴并扩张至最大半径:周期性落雷造成闪电伤害
  • 施加满层麻痹和额外静电层数,并随时间对受影响实体强制施加潮湿

❄️ 冰霜反制

触发:冰霜属性实体濒血(冰霜强化 ≥ 阈值)

  • 以自身为中心生成冰霜爆发(冰暴),扩张至最大半径后驻留 40 tick
  • 范围内敌人:施加霜冻(层数基于施法者冰霜强化点数),潮湿目标额外触发冻结
  • 同时生成霜寒蒸汽云

所有反制参数(血线阈值、强度阈值、回复比例、半径、伤害)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

生物在生成时按照以下优先级获取元素属性:

属性分配优先级

  1. 黑名单:处于属性黑名单中的生物不会获得任何属性
  2. 强制属性(指令配置):若管理员通过指令(/elemental entity add)为该生物类型配置了强制属性,则优先应用
  3. 维度默认值:若未配置强制属性:
    • 下界:生物默认为赤焰属性(点数可配置)
    • 末地:生物默认为雷霆属性(点数可配置)
  4. 随机生成(概率):
    • 敌对生物(Monster)有可配置的概率获得属性
    • 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(如沙漠 → 赤焰、雪原 → 冰霜)
    • 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)
    • 抗性类型有可配置的概率是攻击元素的克制元素(如火属性生物带冰霜抗性)

装备与耐久

拥有攻击属性的生物会获得:

  • 武器:一把随机武器(剑、斧、镐、锹等),附带对应的元素攻击附魔和耐久 III
  • 已有手持武器:直接在其武器上附加元素攻击附魔和耐久 III,不替换
  • 防具:防具会自动生成(若缺失),附带强化和/或抗性附魔 + 耐久 III,强化 / 抗性点数按比例分配到 4 个防具槽位

所有装备掉落概率默认设为 0%(不掉落装备本身)。属性数据会存入 NBT,用于附魔书掉落判定。

附魔书掉落

  • 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)
    • 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

  • 靠近拥有灼烧光环、霜冻光环或静电光环的实体时,生物会尝试逃跑(远离光环来源寻路,可通过配置选项关闭)
  • 逃跑机制:
    • 生物 AI 被暂时禁用(setNoAi(true)),并清除当前攻击目标
    • 生物计算远离光环来源的逃生路径,并尝试避开障碍物
    • 若卡住(5 tick 内位移小于 0.05 格),会尝试跳跃越过 1 格高的障碍物,或传送至有效的可站立方块位置
    • 逃跑持续最多 200 tick(10 秒),到达目标点或远离光环源后停止
  • 抑制:若被 Iron's Spellbooks 的**根须缠绕(Root)**法术禁锢,则禁止逃跑

战术药水投掷(所有元素属性生物)

  • 所有拥有攻击元素的生物(赤焰、自然、雷霆、冰霜)且不是 ISS 施法者,都有可配置的概率在副手装备一瓶喷溅药水
  • 药水类型取决于生物的元素属性:
    • 赤焰属性生物装备喷溅剧毒药水(用于触发灼烧的中毒增幅效果)
    • 自然、雷霆、冰霜属性生物装备喷溅水瓶(用于施加潮湿,以触发自然寄生的潮湿加成、雷霆的麻痹或冰霜的冻结)
  • 投掷行为:
    • 当目标在 12 格内、有视线、尚未被所需效果影响且不是灼烧状态(对水瓶而言)时,生物向目标投掷药水
    • 投掷后等待 20 tick 判定结果:
      • 成功(效果生效):重置连续未命中计数
      • 失败(效果未生效):连续未命中 +1
    • 连续未命中 3 次后,生物放弃投掷(进入长冷却)
  • 若配置 wetnessNetherDimensionImmune 为 true,下界生物不会装备水瓶(但剧毒药水可能仍会使用,取决于配置)

🛠️ 指令系统(管理员 / OP 专用)

所有指令均以 /elemental 开头,支持 Tab 补全。

调试模式

/elemental 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

/elemental reload     # 从磁盘重新加载所有配置缓存

群系偏向管理

/elemental biome add <元素> <概率>
/elemental biome remove <元素>
/elemental biome list

强制实体属性

/elemental entity add <攻击元素> [强化元素] [强化点数] [抗性元素] [抗性点数]
/elemental entity remove        # 清除手持刷怪蛋对应的实体强制属性
  • 示例:/elemental 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)

实体属性黑名单

/elemental 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)
/elemental entity blacklist remove <元素>
/elemental entity blacklist list

强制物品属性

武器:

/elemental item weapon add <元素>      # 绑定攻击属性(手持武器)
/elemental item weapon remove          # 移除强制武器属性(手持武器)

防具:

/elemental item armor add <强化元素> [强化点数] [抗性元素] [抗性点数]
/elemental item armor remove           # 移除强制防具属性(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)

效果免疫黑名单

/elemental blacklist scorched add|remove|list    # 以灼烧为例
  • 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/elemental/ 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 elemental-visuals.toml 中调整

冰霜专属视觉效果

  • 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/elemental/ 目录下:

文件用途
elemental-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
elemental-forced-items.toml强制物品属性配置(可通过指令添加)
elemental-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、赤焰/自然反制等)
elemental-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、雷霆/冰霜反制等)
elemental-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

当 Iron's Spellbooks(铁的法术书)与 Elemental : Reactions 同时安装时,将启用额外的联动功能。所有法术反应的触发概率和强度基于施法者的对应元素强化点数计算,并自动匹配最佳法术等级。

施法者生物生成

  • 拥有攻击元素的生物在生成时,有概率成为 ISS 法术施法者
  • 施法者生成概率由统一配置项 casterMobChance 控制(各元素共用此值)
  • 施法者类型与攻击元素绑定(雷霆 → 雷霆施法者,自然 → 自然施法者,等)
  • 施法者黑名单可阻止特定实体成为施法者
  • 自然施法者装备酸液球法术时,卷轴放在副手,额外获得一把随机武器(主手)
  • 冰霜施法者装备召唤北极熊法术时,卷轴放在副手,额外获得一把随机武器(主手)

赤焰法术反应

  • 赤焰法术(火矢、火球术、烈焰冲刺、岩浆炸弹、烈焰弹幕、烈焰打击、灼烧、热浪、烈焰风暴、龙息术、火焰箭矢)命中时,根据施法者的赤焰强化点数概率触发灼烧效果,替换 ISS 自带的着火效果
  • 烈焰风暴(Blaze Storm)的每一发小型火球均可独立触发灼烧判定,但触发之间有内置冷却
  • 烈焰打击(Flaming Strike)和地狱浮现(Raise Hell)有专属处理器,通过法术反应路径触发灼烧
  • 火墙 / 岩浆场(Fire Field / Wall of Fire)持续对范围内实体施加灼烧,按以下顺序判定:
    • 先检查赤焰融冰(若目标被冻结)
    • 再检查潮湿(触发高温蒸汽云)
    • 最后施加灼烧
  • 若目标同时有中毒或易燃孢子,灼烧触发概率提升至 100%,并增幅灼烧伤害

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、毒液溅射、根须缠绕、践踏等)命中时触发自然寄生(施加易燃孢子)
  • 毒属性法术(毒箭、毒雾喷射、毒液溅射)不施加孢子——仅施加原版中毒效果
  • 酸液球(Acid Orb)命中时触发 AoE 孢子施加(半径 3.5 格内所有实体)
  • 根须缠绕(Root):
    • 命中时施加初始孢子层数
    • 缠绕持续期间,持续根据施法者自然强化点数追加孢子层数
    • 若被 Root 的目标受到灼烧,Root 被移除,同时灼烧持续时间和伤害倍率增强(与中毒增幅机制相同)

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 → 触发麻痹(清除潮湿,转化为麻痹)
  • 若目标在水中 → 触发感电水域:按维度创建持久的感电区域,周期性伤害和麻痹水中的实体
  • 若目标有易燃孢子 → 触发孢子引爆
  • 若目标在低温蒸汽云中 → 使蒸汽云感电,对云中实体施加伤害和麻痹
  • 电击(Electrocute)法术可刷新麻痹目标的麻痹持续时间;电击结束后,施法者进入麻痹冷却
  • 原版闪电束击中潮湿目标时:若感电水域可用则触发感电;否则施加最大静电层数并立即解决潮湿冲突

冰霜法术反应

  • 冰霜法术(寒冰锥、冰锥术、霜冻射线、霜浪、冰刺、雪球、霜咬、暴风雪、冰墓、召唤北极熊)根据施法者的冰霜强化点数概率触发霜冻效果
  • 暴风雪(Blizzard)AoE 每秒对范围内所有实体施加霜冻判定
  • 冰墓(Ice Tomb)被生物施法者特殊处理——直接封锁目标 5 秒(不造成伤害,仅禁锢)
  • 若目标已有潮湿效果 → 触发冻结(霜冻 + 潮湿 → 冻结)
  • 冰霜法术命中已冻结的目标会刷新冻结持续时间,延长目标被禁锢的时间
  • ISS 的 Chilled 效果与潮湿叠加时自动转化为冻结
  • 北极熊施法者会持续检测北极熊是否存活(48 格搜索范围),若死亡则重新召唤(最多 3 次);施法者死亡时其召唤的北极熊自动移除

毒雾云 + 赤焰反应

  • 灼烧目标进入 ISS 的毒雾云范围时,毒雾云会增强灼烧的持续时间和伤害倍率(中毒增幅),然后消散(伴随粒子效果)
  • 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
  • ROOT 持续期间,持续根据施法者自然强化点数追加孢子层数
  • 若被 ROOT 的目标受到灼烧(赤焰攻击触发),ROOT 被移除,同时灼烧持续时间和伤害倍率增强(与中毒增幅机制相同)
  • ROOT 禁锢期间抑制目标逃跑行为——受影响的生物停止逃跑尝试

生物施法 AI

所有 4 种元素的施法生物共享以下行为:

  • 出生时自动装备对应元素的法术卷轴(主手 / 副手)和元素攻击附魔
  • 法术等级基于生物的元素强化点数,通过稀有度匹配算法选取最合适的等级
  • 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%)
  • 掉落附魔净化:ISS 施法者掉落的物品若带有元素攻击附魔,会被自动清除(防止通过击杀生物无限获取元素附魔书)

赤焰施法生物

  • 副手装备喷溅剧毒药水瓶
  • 战斗时先向目标投掷毒药水瓶,再施放法术:
    • 若目标潮湿,优先触发高温蒸汽云(消耗潮湿)
    • 潮湿清除后,中毒效果确保灼烧 100% 触发并增强持续时间
  • 若毒药未命中多次,施法者会进入冷却

自然施法生物

  • 不投掷任何药水
  • 装备酸液球时——特殊 AI 循环:
    • 施法 → 等待命中判定 → 检测目标是否带有 REND 效果
    • 若 REND 生效:转为近战攻击,等待 REND 消失
    • 若 REND 未生效:重新尝试施法,连续 2 次未命中进入冷却
  • 其他法术:常规施法,检测目标麻痹免疫状态

雷霆施法生物

  • 副手装备喷溅水瓶
  • 战斗时先向目标投掷水瓶施加潮湿,再施放法术以触发麻痹
  • 追踪目标潮湿状态,仅当目标未潮湿时才投掷水瓶
  • 若目标仍未被潮湿,计为一次未命中;连续 2 次未命中进入冷却
  • 若 wetnessNetherDimensionImmune 开启且在下界维度,不装备水瓶(潮湿效果已禁用)

冰霜施法生物

  • 副手装备喷溅水瓶(召唤北极熊施法者除外)
  • 战斗时先向目标投掷水瓶施加潮湿,再施放法术以触发冻结
  • 采用与雷霆施法者相同的命中追踪机制
  • 召唤北极熊施法者不装备水瓶:施法后持续检测北极熊是否存活(48 格搜索范围),若死亡则重新召唤(最多 3 次);施法者死亡时自动移除其召唤的北极熊
  • 若 wetnessNetherDimensionImmune 开启且在下界维度,不装备水瓶(潮湿效果已禁用)

其他联动细节

  • 非攻击法术排除:热浪、酸液球、橡木皮肤、龙息术、寒冰锥、电击等非攻击或持续施法法术不会触发激进施法
  • 卷轴稀有度匹配:生物根据自身强化点数计算法术最优等级(通过稀有度值匹配最接近的等级)
  • 玩家法术追踪:玩家最后一次施法的法术信息会被记录,用于后续命中的反应计算
  • 雷霆法术附魔处理:雷霆施法生物在伤害计算期间会临时处理目标物品附魔,确保伤害追踪准确

🔗 L_Ender's Cataclysm 灾厄联动

当安装 L_Ender's Cataclysm(灾厄)模组时,灾厄的潮湿效果会被 Elemental : Reactions 的潮湿系统取代:

  • 来自灾厄的潮湿(例如潮湿类攻击命中)会变为 Elemental : Reactions 的潮湿,享受相同的叠加、自然衰减以及全部元素反应(蒸汽、麻痹、冻结、孢子等)
  • 连续命中会逐层叠加潮湿,最高可叠满
  • 保留灾厄的"潮湿 + 闪电"增伤机制:对潮湿目标,闪电会造成额外伤害(最高 +100%)
  • 灾厄 Boss 也可以受到 Elemental : Reactions 效果的影响
  • 未安装灾厄时,本模组不产生任何影响

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Elemental : Reactions 4.2.0

4.2.0
21 окт. 2026 г.52Minecraft: 26.3neoforge
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Updated for NeoForge 26.3.0.95 适配 NeoForge 26.3.0.95
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Elemental : Reactions 4.1.0

4.1.0
2 окт. 2026 г.62Minecraft: 26.3neoforge
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## ✨ 新增 / Additions ### Jade 改为客户端必须依赖 / Jade is now a required client dependency 客户端必须安装 Jade 才能启动本模组(用于悬浮提示展示);服务端不需要安装 Jade。 Jade is now a **required client dependency** — the client needs it installed, while dedicated servers do not. ### Jade 悬浮提示显示全部属性强化 / Jade tooltip lists every enhancement 此前一只生物只显示第一种元素的属性强化数值,现按元素逐条列出「属性强化」下的所有条目。 Previously a creature only showed the first element's enhancement value; now every entry under 「属性强化 / Elemental Enhancements」is listed per element. ### 生物属性标记特效 / Elemental attribute mob markings 四种属性的**强化生物**现在会在身上/脚下显示专属视觉标记,便于远距离辨认属性与强化等级, 帮助识别混在敌群里的强化个体。全部为**纯客户端渲染**,不产生任何服务端广播或网络流量, 可在配置中逐项开关。 All four elements now give **enhanced (marked) creatures** a dedicated visual signature so their attribute and tier can be read at a glance. Rendering is **entirely client-side** — no server broadcasts and no network traffic — and each element can be toggled independently in the config. --- ## ⚖️ 调整 / Changes ### 潮湿触发药水范围调整 / Wetness potion sources 现在只有**喷溅水瓶**能触发潮湿(此前任意投掷药水都会加潮湿)。 **喷溅型平凡药水**与**喷溅型浓稠药水**同样能触发潮湿。 Now only **splash water bottles** can trigger 潮湿 (previously any thrown potion did). **Splash mundane** and **splash thick** potions also trigger 潮湿. ### 配置目录改名 / Config directory renamed 配置目录从 `config/ElementalCraft/` 改名为 **`config/Elemental_Reactions/`**, 其中的配置文件同时去掉 `elementalcraft-` 前缀。**启动时自动迁移,旧配置不会丢失**—— 升级时的旧配置文件会改名为 `.bak` 备份而不是直接删除,误操作可手工恢复; 若新旧文件同名同时存在,以新文件为准。 The config directory has been renamed from `config/ElementalCraft/` to **`config/Elemental_Reactions/`**, and the config files inside dropped their `elementalcraft-` prefix. Migration runs **automatically at startup** so your existing settings carry over — old files are renamed to `.bak` rather than deleted, so you can recover them by hand if needed. If both an old and a new file exist, the new one wins. ### 元素克制关系不允许自克制 / Self-restraint no longer allowed in config 元素克制关系里此前可以填「赤焰->赤焰」这类自克制条目,导致伤害倍率异常。 现在会在保存时拒绝。 Entries like "fire->fire" in the restraint table used to be accepted and produced abnormal damage multipliers. They are now rejected on save. ### 配置注释与实际默认值对齐 / Config comments match actual defaults 修正了多处配置注释中标错的默认值,并清理了若干从未被读取、写了也没用的配置项。 Several config comments listed the wrong default value; these are corrected, and a number of never-read config options that did nothing have been removed. ### 配置注释排版统一 / Config comment formatting 配置项之间的空注释分隔统一为 `#` 加空格,主配置与各反应配置的每个配置项前都插入独立空行, 与配置规范及其他各段保持一致,生成出来的配置文件可读性明显改善。 Blank separator lines between config entries are now consistently `#` plus a space, and every entry gets its own preceding blank line, matching the config style guide and the other sections. Generated config files are noticeably cleaner. ### 界面提示统一为「XX反制」/ Counter wording unified 自然与雷霆反制的成功提示与失败提示此前叫法不一致,现已统一为「自然反制」「雷霆反制」。 The success and failure messages for Nature and Thunder counters used different wording; they are now consistently 「自然反制」and 「雷霆反制」. --- ## ⌨️ 命令变更 / Commands ### 根命令最终为 `/elemental` / Final root command: `/elemental` 开发过程中根命令曾短暂从 `/elementalcraft` 改名为 `/element`,**现已改回 `/elemental`**。 下面所有示例请以 `/elemental` 为准。 During development the root command was briefly renamed from `/elementalcraft` to `/element`, but it has since been changed **back to `/elemental`**. Use `/elemental` in all examples below. ### 权限调整 / Permission changes - `/elemental` 根命令与 `/elemental debug`:**所有玩家可用**。debug 只影响你自己, 收到的日志也只与你的战斗相关,不会泄露其他玩家的信息。 - `/elemental reload`、`entity`、`item`、`biome`、`blacklist` 等写配置命令:需要管理员权限。 此前普通玩家可以调用写配置的命令,现已修正。 - The `/elemental` root command and `/elemental debug` are available to **all players**. Debug only affects you, and the messages you receive relate to your own combat — no one else's information leaks. - Write commands such as `/elemental reload`, `entity`, `item`, `biome`, and `blacklist` require operator permission. Ordinary players could previously run these write commands; that is now fixed. ### 命令输出错位修复 / Command output misalignment fixed `/elemental biome` 与 `/elemental blacklist` 的中文输出此前字段错位,例如群系名后多出半个字符。 现已按正确顺序显示。 Chinese output for `/elemental biome` and `/elemental blacklist` previously showed fields out of order, e.g. a stray character after the biome name. The order is now correct. ### 强制属性命令补回输入校验 / Forced attribute commands validate input again 用 `/elemental entity` 或 `/elemental item` 写入非法强化点数时,此前会提示成功并写入一条 实际不生效甚至让配置解析报错的记录。现在会明确报错并拒绝写入,点数格式应为 非负整数或形如 `50-200` 的区间。 Writing an invalid enhancement point value used to report success and store a config line that either did nothing or broke later parsing. It now reports the error and refuses to write; the point format must be a non-negative integer or a range like `50-200`. ### 无 key 的自定义群系不再报错 / Unregistered biomes no longer error 群系偏向命令遇到数据包动态生成、没有注册表 key 的群系时,此前会直接抛异常导致命令刷屏报错、 补全失效。现在会给出明确提示并正常返回。 Biome bias commands used to throw on data-pack-generated biomes with no registry key, spamming errors and breaking tab completion. They now show a clear message and return normally. ### 界面提示不再显示原始键名 / No more raw translation keys in messages 部分命令在条件不满足时(如非玩家执行)会显示原始的翻译键名而不是正常提示,现已修正。 Some commands showed the raw translation key instead of a proper message when a condition wasn't met (e.g. non-player execution); this is now fixed. --- ## 🛠️ 修复 / Fixes ### 赤焰反制按施法者独立计算 / Fire Counter is now per-caster 赤焰反制、感电水域与雷暴此前按维度记录,同一维度只能存在一个实例——第二个玩家触发时会被静默丢弃, 雷暴还会覆盖上一场。现在改为按施法者记录,**同一维度可并存多场**,联机时不再互相顶掉。 赤焰反制, 感电水域 and 雷暴 were tracked per dimension, so only one could exist per dimension — a second player's trigger was silently dropped and a new 雷暴 overwrote the previous one. Tracking is now per-caster, so **multiple instances coexist** in one dimension. ### 赤焰反制不再造成永久减伤 / Fire Counter no longer causes permanent damage reduction 赤焰反制的免伤此前写成实体身上的一个标记,只有在特定条件下才会清除。生物一旦在反冲期间走出加载范围, 或玩家在 4 秒窗口内掉线、传送、进传送门,标记就会永远残留——**该实体后续所有伤害都被默认减免 90%**, 几乎无法击杀,且无法自愈。现在改为按「这个实体是否还有正在进行的反冲」判定, 无论卸载、换维度还是离线,反制一结束减伤就随之消失。 Fire Counter's immunity was stored as a marker on the entity and only cleared under specific conditions. If a mob left the loaded area during the counter, or a player disconnected, teleported or entered a portal during the 4-second window, the marker stuck — **all subsequent damage to that entity was reduced by the default 90%** with no way to recover. Immunity is now derived from whether a counter is actually running, so it ends correctly on unload, dimension change or disconnect. ### 赤焰反制不再让生物永久静止 / Fire Counter no longer leaves mobs permanently immobile 赤焰反制会把生物的移动速度基础值存进数据再置 0,但有三处恢复路径里有一处被条件挡住, 导致反冲因区块卸载中断后**生物带着速度 0 永久静止**。现在恢复逻辑已统一,并在登录/重生时兜底还原。 Fire Counter stores a mob's base movement speed, sets it to 0, then restores it through three paths — one of which was gated behind a condition that never held during a counter, so a counter interrupted by unloading left the mob **permanently frozen at speed 0**. Restoration is now unified and also runs as a backstop on login and respawn. ### 定身标志不再跨会话残留 / Immobilisation flag no longer survives a session 赤焰反制的定身标志是纯客户端状态,只靠服务端补发解锁包复位。玩家断线后若连到没装本模组的服务器, **前进/左/后/右/跳跃会被永久屏蔽**。现在断线时直接复位,切换维度与登录时也会复位。 The Fire Counter immobilisation flag lived purely on the client and relied on the server sending an unlock packet. If a player disconnected and then joined a server without the mod, **forward/left/back/right/jump stayed blocked permanently**. It is now reset on disconnect, on dimension change and on login. ### 霜冻减慢与霜冻效果不再互相顶替 / Temporary Frostbite slowness no longer clashes with the effect 临时霜冻减速与霜冻效果自带的减速此前使用同一套标识,两条路径互相顶替:效果结束会把临时减速一并删掉, 临时清理也会删掉效果自身的减速。现已改为各自独立,两者互不干扰。 Temporary frostbite slowness and 霜冻's own slowness used the same identifiers, so the two paths clobbered each other in both directions. They now use separate identifiers and no longer interfere. ### 霜冻与冻结不再让生物永久失去 AI / Frostbite and Freeze no longer leave mobs permanently AI-less 逃跑、冻结、麻痹三者的 AI 开关状态此前相互覆盖,最坏情况是**逃跑过的怪被永久定住不动**。 状态守卫已补齐:逃跑期间不由效果恢复 AI、冻结麻痹期间不动 AI、本就无 AI 的怪(刷怪笼、 指令生成)不再被强行开启。冻结与麻痹现在各自独立记录原始状态,不再互相覆盖。 The AI state of fleeing, freezing and paralysis could overwrite each other; worst case a creature that had fled stayed permanently unable to move. Guards were added: effects no longer restore AI during a flee, 冻结 and 麻痹 no longer touch AI, and creatures that were already AI-less (spawners, command-summoned) are no longer force-enabled. 冻结 and 麻痹 now record their original state separately instead of overwriting each other. ### 冰暴覆盖时释放旧标记 / Overlapping frost bursts release old markers 同一玩家在旧冰暴未结束时再次触发,旧爆发标记的实体再也不会被解冻,**静电破冰**与蒸汽云的冻结清理 被永久跳过。现在覆盖时会释放上一轮的全部标记。 When the same player triggered a new 冰暴 before the previous one ended, entities marked by the old burst were never released, so 静电破冰 and steam cloud freeze cleanup was permanently skipped. Markers from the previous round are now released on overlap. ### 风暴麻痹标记不再永久残留 / Paralysis markers no longer linger forever 雷暴的麻痹标记此前只在风暴结束的结算范围内清除,带标记离开范围的实体永远不会被清理, **再次进入任意风暴就会被无限麻痹**。现在风暴结束时会把范围内所有带标记的实体一并解除。 Paralysis markers were only cleared inside the storm's final area, so entities that left the range kept their marker forever and **were paralysed indefinitely by any later storm**. All marked entities are now cleared when the storm ends. ### 关闭冻结不再反而冻住玩家 / Disabling Freeze no longer freezes the player 把冻结层数上限设为 0 意为关闭冻结反应,但有一条路径没有对应守卫,会给玩家施加一个强度为负的 **冻结**效果——而冻结完全不看强度,导致玩家反而被永久定住。现已在设为 0 时直接跳过。 Setting the 冻结 stack cap to 0 is meant to disable the freeze reaction, but one path had no such guard and applied a 冻结 with negative strength — and 冻结 ignores strength entirely, leaving the player permanently locked. The effect is now skipped entirely at 0. ### 冻结与麻痹的溺水计时不再翻倍 / Freeze and Paralysis drowning timers no longer double 冻结与麻痹此前共用一个溺水计时键,两者同时生效时每刻各加一次,**溺水伤害频率翻倍** (配置里没有任何东西能表达这个行为)。现在两者各用各的计时,互不干扰。 冻结 and 麻痹 shared one drowning timer key, so with both active the counter rose twice per tick and **drowning damage triggered at double the intended rate** — a behaviour no config could express. They now use separate timers. ### 冻结时界面仍可正常点击 / GUI clicks still work while frozen 被冻结或麻痹时,玩家的鼠标点击此前会被无条件拦截,导致**暂停菜单、背包、聊天按钮、死亡界面全部点不动**, ESC 能打开菜单却点不了「保存并退出」。现在只在游戏世界内拦截,界面打开时一律放行。 While frozen or paralysed, mouse clicks were blocked unconditionally, so the **pause menu, inventory, chat button and death screen all became unclickable** — you could open the menu with ESC but not click "Save and Quit". Clicks are now only blocked inside the game world; any open GUI passes through. ### 潮湿等级上限为 0 时不再死锁 / No deadlock when wetness max level is 0 潮湿等级上限设为 0 时,属性生物会永久卡在等待状态**再也不投掷瓶子**。现在会直接跳过。 With the wetness level cap set to 0, elemental mobs waited forever and **never threw a bottle**. They now skip the wait entirely. ### 投掷命中误判修复 / Bottle hit-miss misjudgment fix 投掷命中判定此前读取生物的当前目标,若目标中途换了目标就会误判。现在按投掷时的目标本身记录。 Bottle hit detection used the mob's current target, so changing targets mid-throw caused misjudgement. The target is now recorded at throw time. ### 元素克制配置写错不再导致服务器崩溃 / Invalid element restraint config no longer crashes the server 元素克制关系里写错属性名时会产生空值并抛异常,异常一路上抛导致服务器崩溃。 现在会跳过该条并记一次警告。 An invalid element name in the restraint table produced a null and threw, and the exception propagated all the way up and crashed the server. The entry is now skipped with a one-time warning. ### 毒火爆燃不再作用在已死亡实体上 / Toxic blast no longer affects already-dead entities 毒火爆燃的连锁引爆是延迟执行的,此前不检查目标是否还活着,**可能对已卸载或已死亡的实体继续结算**。 现在范围遍历与连锁调度都会复核存活状态。 Toxic blast's chain detonation is delayed and used to skip the alive check, so it could apply to unloaded or already-dead entities. Both the area sweep and the chain scheduling now re-verify. ### 雷击闪电实体数量收敛 / Lightning bolt count capped 雷暴范围内每个目标原本都会生成一道真实闪电实体,密集刷怪时**单场雷暴每秒可产生上千个实体**。 现每击最多生成 4 道,超出的目标照常结算伤害但不再生成闪电,伤害本身不受影响。 Every target in a 雷暴's radius used to spawn a real lightning entity, which in dense spawns could produce **over a thousand entities per second per storm**. Each strike now spawns at most 4 bolts; extra targets still take damage, just without a bolt entity. ### 雷电充能云伤害不再对部分地区完全失效 / Static cloud damage no longer fails entirely in some regions 雷电充能云把结算伤害格式化成文本再读回来,在以逗号作小数分隔符的地区(德语、法语、俄语等系统语言) 会解析失败,**这些地区的玩家彻底吃不到结算伤害,且没有任何报错**。现已改为与地区无关的格式。 The static cloud formatted its settlement damage to text and read it back; on systems using a comma decimal separator (German, French, Russian, …) parsing failed, so **affected players took no settlement damage at all, silently**. The format is now locale-independent. ### 免疫黑名单真正生效 / Immunity blacklists now respected 配置为免疫的元素此前在部分施加路径上完全没被判定,与配置语义相反。现已补齐免疫判定。 Elements listed as immune were not checked on some application paths, the opposite of what the config says. Immunity checks are now applied consistently. ### 蒸汽烫伤重复减免修复 / Steam scald double-reduction fix 高温蒸汽云每 20 tick 结算一次伤害时已经算过一次火焰保护+保护减免,伤害事件里又算一遍等于 **双倍减伤**——四件火焰保护 IV 加保护 IV 本应减伤 75%,实际只剩 6.25% 伤害, 且调试日志报的值与实际落地伤害对不上。现已移除事件侧的重复计算,附魔对每一跳蒸汽伤害仍持续生效。 The 高温蒸汽云 already applied fire-protection + protection reduction when settling damage, and the damage event applied it a second time — **double reduction**. With four Fire Protection IV and Protection IV pieces, 75% reduction should have left 6.25% damage taken, and the debug log reported a value that didn't match the real damage. The duplicate event-side calculation has been removed; enchantment reduction still applies to every steam damage tick. ### 自定义元素伤害消除击退 / Custom elemental damage no longer causes knockback 26.3 的伤害管线重构后,即使伤害没有攻击者也可能产生击退与位移同步,看起来"像被攻击打飞"。 现为 7 个自定义伤害类型(高温蒸汽烫伤 / 熔岩魔法 / 易燃孢子 / 静电 / 霜冻 / 热休克 / 毒火爆燃) 关闭击退与位移同步,行为与其他版本一致——**只扣血,不击退**。 易燃孢子与毒火爆燃保留受击反馈,因此只去击退、不去位移同步。 After the damage-pipeline rework, damage without an attacker could still produce knockback and motion sync, making enemies look "knocked back by an attack". Seven custom damage types (steam scald / lava magic / spores / static shock / frostbite / thermal shock / toxic blast) now have knockback and motion sync disabled — **damage only, no knockback**. Spores and toxic blast keep their hit feedback, so they drop knockback without dropping motion sync. ### 死亡消息不再显示原始键名 / Death messages no longer show raw keys 被霜冻或热休克致死时,死亡界面此前显示的是原始翻译键名。现在中英文都已补齐。 The death screen used to show the raw translation key when you died to frostbite or thermal shock. Both languages are now complete. ### Jade 悬浮提示现在能显示模组效果 / Jade now shows mod effects NeoForge 版 Jade 会过滤隐藏的模组状态效果,导致**易燃孢子、静电、麻痹、霜冻、冻结、潮湿** 这些模组自己的效果在悬浮提示里完全看不到。现已让所有模组效果正常参与 Jade 显示。 NeoForge Jade filters out hidden mod status effects, which made the mod's own effects — 易燃孢子, 静电, 麻痹, 霜冻, 冻结 and 潮湿 — **completely invisible in the tooltip**. All of them now show in Jade correctly. ### 霜冻与冻结外观不显示修复 / Frostbite and frozen visuals not showing 26.3 上被霜冻的生物看不到积雪与冰壳效果。原因是这一版本的游戏在客户端读不到生物的状态效果列表, 即便 HUD 有霜冻图标、Jade 也能正常显示有几层霜冻。现已改用不依赖该读取方式的方案, 霜冻雪块与冻结冰块均恢复正常显示,且两种效果不再同时误显示在同一个生物身上。 On 26.3 creatures with 霜冻 showed no snow or ice shell, because this version's client cannot read the entity's status-effect list — even while the HUD shows the frostbite icon and Jade reports the correct number of stacks. The mod now uses an approach that doesn't rely on that read, so 霜冻 snow and 冻结 ice both display correctly and the two effects no longer appear on the same creature by mistake. ### 三叉戟元素判定修复 / Trident element detection fix 26.3 已移除三叉戟读取武器物品的旧字段,原反射查找必然失败,导致三叉戟武器元素判定退化为空、 等同于没附魔。现已改用新的公开接口。 26.3 removed the legacy field used to read a trident's weapon item, so the old lookup always failed and trident element detection degraded to empty — behaving as if unenchanted. The mod now uses the new public accessor. ### 粒子与结算伤害的异常数值修复 / Invalid particle and periodic damage values fixed 距离过近时粒子数量会被算成 0,源与目标同坐标时插值点数为 0 会产生无效坐标, 表现为**特效异常或崩溃**;部分结算路径在计时器为 0 时也会算出 0 伤害,表现为"打了没反应"。 已统一补上下界,默认配置不受影响。 When the distance was too small the particle count could compute to 0, and a zero interpolation count at identical coordinates produced invalid coordinates, causing broken effects or a crash; some damage paths computed 0 when the timer was 0, appearing as "hits that do nothing". Lower bounds are now enforced consistently; default configs are unaffected. ### 粒子数量上限化,配置拉满也不失控 / Particle counts capped so extreme configs stay safe 元素视觉、雷暴、静电光环、霜冻光环的粒子数此前都按配置值线性增长且没有上限。 把相关配置拉到极端时,**单个弹射物每 tick 可发出上百个粒子包,雷暴每 tick 上万个**, 全部落在客户端渲染线程上导致帧率骤降。现在各组均补上硬上限,取值都高于默认配置能达到的最大值, 所以默认表现完全不变。 Particle counts for elemental visuals, 雷暴, 静电光环 and 霜冻光环 all scaled with config values and had no ceiling. With extreme settings **a single projectile could emit over a hundred particle packets per tick and a 雷暴 tens of thousands**, all on the client render thread. Hard caps are now applied, all set above what the default configs can reach, so default appearance is unchanged. ### 感电水域的边界特效不再拖垮服务器 / Electrified-water edge particles no longer stall the server 感电水域生效时会在以源点为中心的立方体里逐格扫描,只为画水面火花。作用范围上限配得极大时, 需要遍历的格子数是半径的三次方量级,**会直接把服务器卡死**。现在这段纯表现用的扫描加了半径上限, 实际伤害与麻痹判定范围不变。默认配置完全不受影响。 Electrified water scanned every block in a cube around the source just to draw surface sparks. With a very large configured range the cell count scales with the cube of the radius and **could lock the server up**. This purely cosmetic scan now has a radius cap; the actual damage and paralysis range is unchanged. The default configuration is unaffected. ### 除零与异常数值不再污染计算 / Division by zero no longer corrupts values 属性强化换算、元素书掉落等级、附魔减伤、概率分段、战斗伤害计算的分母此前没有下界保护, 配置为 0 时会得出异常数值,表现为**0 伤害、反向回血、附魔全免或精英区间概率恒为 0**, 元素书掉落时甚至会直接崩服。分母统一加下界,概率与减伤率均钳制到合法区间。 Several divisors had no lower bound, so a value of 0 produced invalid results: **zero damage, healing on hit, full enchantment immunity, or an elite tier with a permanently 0% chance** — and dropping an elemental book could crash the server outright. Divisors are now floored and probabilities/reduction rates clamped to legal ranges. ### 赤焰反制减伤率不再造成回血 / Fire Counter reduction no longer causes healing 赤焰反制的减伤率配到 1 以上时新伤害会变成负值,**攻击处于反制中的目标会回血**。现已钳制到合理上限。 A fire counter reduction above 1 produced negative damage, so **hitting a countered target healed it**. The rate is now clamped to a sane maximum. ### 逃离与冻结麻痹不再互相解除 / Fleeing no longer cancels Freeze or Paralysis 生物逃跑结束时此前会无条件恢复 AI,导致同时被冻结或麻痹定身的生物**借逃跑挣脱了定身**。 现在检测到冻结或麻痹时保持定身。 Ending a flee unconditionally restored AI, letting a creature that was also frozen or paralysed **break free through the flee**. Fleeing now respects the immobilisation. ### 蒸汽致盲不再随重连残留 / Steam blinding no longer survives reconnect 蒸汽致盲时长极长,此前重连时只清理标记不清理效果,**玩家重连后若不在蒸汽云内仍会持续致盲**。 现在清理标记时同步移除致盲效果。 Steam blinding lasts an extremely long time, and reconnect cleanup only removed the marker, not the effect — so **players stayed blinded after reconnect even away from the steam cloud**. Both are now cleared together. ### 跨会话与退出时的状态清理 / State cleanup across sessions and server stop 多种临时状态(反制冷却、雷暴暴露计数、麻痹标记、待发数据包等)此前在生物卸载、玩家登出、 换维度或服务器停止时不会被清理,长会话下持续累积——其中**雷暴暴露计数跨会话保留会让玩家重登后 立刻吃满潮湿**。现在服务器停止时会重置全部反应状态,登录与重生时也会清理各类残留。 Various temporary states (counter cooldowns, 雷暴 exposure counters, paralysis markers, pending packets) were never cleaned up on unload, logout, dimension change or server stop, accumulating over long sessions — notably, **a carried-over 雷暴 exposure counter would instantly max out your Wetness on relog**. All reaction state is now reset when the server stops, and leftovers are cleared on login and respawn. ### 后台任务异常不再中断其他功能 / Background task exceptions no longer break other features 后台任务抛出的异常此前会中断同一刻的其他监听器,导致**无关功能偶发失效**。现在单个任务失败只记录日志。 Exceptions from background tasks previously interrupted other listeners in the same tick, making unrelated features fail intermittently. A single failing task now only logs. ### 调试日志不再泄露他人战斗信息 / Debug logging no longer leaks other players' combat 服务器上只要有一名玩家开启调试,**全服每一次元素命中都会在控制台留下记录**, 与该玩家毫无关系的内容也会被算出来。现在只在确有相关玩家时才会记录, 并按「本人 / 该怪当前目标 / 最近攻击者」过滤接收者。 Whenever a single player enabled debug mode, **every elemental hit anywhere on the server was written to the console**, including content unrelated to them. Logging now happens only when a relevant player is watching, and recipients are filtered to the executor / the creature's current target / its recent attacker. ### 界面与背包在冻结时可用 / Menus remain usable while frozen 被冻结时鼠标滚轮会连带取消容器与聊天界面的操作,现已改为界面打开时不拦截。 While frozen, the scroll wheel also blocked container and chat screens. Scrolling is no longer intercepted when a GUI is open. ### 元素随机选择不再依赖内部顺序 / Element selection no longer depends on internal order 新增元素或调整内部顺序不再导致随机分配出错或崩溃,分布仍然均匀。 Adding a new element or reordering the internal list can no longer cause mis-assignment or a crash; the distribution stays uniform. ### 配置强制属性不再每轮抖动 / Forced attribute values stop fluctuating 强制护甲的「属性强化 + 属性抗性」点数此前每次检查都会重新随机,导致同一件护甲的等级不断变化; 且点数曾被向下截断到 10 的倍数,**写 15-30 可能只给 2 级而不是 3 级**。 现在一次生成后固定不变,点数也按配置区间如实取值。 Forced armor's enhancement/resistance points were re-rolled on every check, so the same piece kept changing levels, and points were truncated down to a multiple of 10 — **a range of 15-30 could yield level 2 instead of 3**. Values are now rolled once and used as configured. ### 首次加载时配置立即生效 / Config takes effect on first load 首次加载时强制物品与群系偏向配置要等下一轮才生效,现在启动即生效。 Forced item and biome bias configuration now takes effect immediately on startup instead of one cycle later. ### 硬性除法与玩家输入的健壮性 / Robust division and player input handling 配置里把换算除数设为 0、概率之和超过 1、强化点数写成非数字等情况此前会产出异常结果甚至让命令崩溃。 现在都有兜底或明确报错。 Setting a divisor to 0, having probabilities sum above 1, or entering a non-numeric point value used to produce invalid results or even crash the command. All are now floored, clamped, or rejected with a clear error. ### 配置保存失败不再让命令崩溃 / Config save failure no longer crashes commands 写配置时若磁盘不可写,命令此前会直接抛异常。现在会给出明确的失败提示并安全返回。 If the disk wasn't writable, write commands used to throw. They now show a clear failure message and return safely. ### 附魔与概率计算跨地区一致 / Enchantment and probability maths are locale-independent 非英语系统语言下,数字格式化会使用本地小数点(逗号),导致配置与调试输出出现异常值、 部分结算直接失效。现已统一使用与地区无关的格式。 On non-English system locales, number formatting used a local decimal separator (comma), producing invalid values in configs and debug output and making some settlements fail outright. Formatting is now locale-independent.
release

Elemental : Reactions 3.1.0

3.1.0
2 окт. 2026 г.40Minecraft: 26.2neoforge
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## ✨ 新增 / Additions ### Jade 改为客户端必须依赖 / Jade is now a required client dependency 客户端必须安装 Jade 才能启动本模组(用于悬浮提示展示);服务端不需要安装 Jade。 Jade is now a **required client dependency** — the client needs it installed, while dedicated servers do not. ### 生物属性标记特效 / Elemental attribute mob markings 四种属性的**强化生物**现在会在身上/脚下显示专属视觉标记,便于远距离辨认属性与强化等级, 帮助识别混在敌群里的强化个体。全部为**纯客户端渲染**,不产生任何服务端广播或网络流量, 可在配置中逐项开关。 All four elements now give **enhanced (marked) creatures** a dedicated visual signature so their attribute and tier can be read at a glance. Rendering is **entirely client-side** — no server broadcasts and no network traffic — and each element can be toggled independently in the config. --- ## ⚖️ 调整 / Changes ### 潮湿触发药水范围调整 / Wetness potion sources 现在只有**喷溅水瓶**能触发潮湿(此前任意投掷药水都会加潮湿)。**喷溅型平凡药水**与**喷溅型浓稠药水**同样能触发潮湿。 Now only **splash water bottles** can trigger 潮湿 (previously any thrown potion did). **Splash mundane** and **splash thick** potions also trigger 潮湿. ### 配置注释排版统一 / Config comment formatting 配置项之间的空注释分隔统一为 `#` 加空格,主配置与 ISS 联动配置 的每个配置项前都插入独立空行,与配置规范及其他各段保持一致, 生成出来的配置文件可读性明显改善。 Blank separator lines between config entries are now consistently `#` plus a space, and every entry in the main config and the ISS integration config gets its own preceding blank line, matching the config style guide and the other sections. Generated config files are noticeably cleaner. --- ## ⌨️ 命令变更 / Commands ### 根命令最终为 `/elemental` / Final root command: `/elemental` 开发过程中根命令曾短暂从 `/elementalcraft` 改名为 `/element`,**现已改回 `/elemental`**。 下面所有示例请以 `/elemental` 为准。 During development the root command was briefly renamed from `/elementalcraft` to `/element`, but it has since been changed **back to `/elemental`**. Use `/elemental` in all examples below. ### 权限调整 / Permission changes - `/elemental` 根命令与 `/elemental debug`:**所有玩家可用**(仅影响执行者自身的调试开关, 且推送日志时只发给"本人 / 该怪当前目标 / 最近攻击者",不会泄露他人战斗信息)。 - `/elemental reload`、`entity`、`item`、`biome`、`blacklist` 等写配置命令:仍需要管理员权限(LEVEL_GAMEMASTERS)。 - The `/elemental` root command and `/elemental debug` are available to **all players** (they only toggle the executor's own debug output, and messages are filtered to the executor / the creature's current target / its recent attacker). - Write commands such as `/elemental reload`, `entity`, `item`, `biome`, and `blacklist` still require operator permission (LEVEL_GAMEMASTERS). --- ## 🛠️ 修复 / Fixes ### 自定义元素伤害消除击退 / Custom elemental damage no longer causes knockback 1.21.1 的伤害管线重构后,即使伤害没有攻击者也可能产生击退与位移同步,看起来"像被攻击打飞"。 现为 7 个自定义伤害类型(高温蒸汽烫伤 / 熔岩魔法 / 易燃孢子 / 静电 / 霜冻 / 热休克 / 毒火爆燃) 关闭击退,其中 5 个(高温蒸汽烫伤 / 熔岩魔法 / 静电 / 霜冻 / 热休克) 额外关闭位移同步,行为与 1.20.1 一致——**只扣血,不击退**。 易燃孢子与毒火爆燃保留受击反馈,因此只去击退、不去位移同步。 After the 1.21.1 damage-pipeline rework, damage without an attacker could still produce knockback and motion sync, making enemies look "knocked back by an attack". Seven custom damage types (steam scalding / lava magic / spores / static shock / frostbite / frostbite thermal shock / toxic blast) now have knockback disabled, and five of them additionally have motion sync disabled, matching 1.20.1 behaviour: **damage only, no knockback**. Spores and toxic blast keep their hit feedback, so they drop knockback without dropping motion sync. ### Jade 悬浮提示现在能显示模组效果 / Jade now shows mod effects NeoForge 版 Jade 会过滤隐藏的模组状态效果,导致**易燃孢子、静电、麻痹、霜冻、冻结、潮湿** 这些模组自己的效果在悬浮提示里完全看不到。现已让所有模组效果正常参与 Jade 显示。 NeoForge Jade filters out hidden mod status effects, which made the mod's own effects — 易燃孢子, 静电, 麻痹, 霜冻, 冻结 and 潮湿 — **completely invisible in the tooltip**. All of them now show in Jade correctly. ### 霜冻与冻结外观客户端不渲染修复 / Frostbite & frozen visuals not rendering on client 1.21.1 起游戏内部查询状态效果的方式变了,旧写法在客户端上**必然查不到任何效果**—— 霜冻雪花层、冻结冰块层、屏幕覆盖、输入封锁全部失效。现已适配新的查询方式,全部恢复正常。 Since 1.21.1 the game's internal status-effect lookup changed, and the old approach **could never find any effect on the client** — the 霜冻 snow layer, 冻结 ice layer, screen overlay and input blocker all failed. The mod is now adapted to the new lookup and everything works again. ### 三叉戟元素判定修复 / Trident element detection fix NeoForge 1.21.1 已移除三叉戟读取武器物品的旧字段,原反射查找必然失败, 导致三叉戟武器元素判定退化为空。现改用新的公开接口。 NeoForge 1.21.1 removed the legacy field used to read a trident's weapon item, so the old lookup always failed and trident weapon element detection degraded to empty. The mod now uses the new public accessor. ### 蒸汽烫伤重复减免修复 / Steam scald double-reduction fix 高温蒸汽云 tick 结算伤害时已按配置算过一次火焰保护+保护减免,伤害事件里又算一遍等于**双倍减伤**。 现已整体移除事件侧的重复计算,附魔对每一跳蒸汽伤害仍持续生效。 The 高温蒸汽云 tick already applied fire-protection + protection reduction, and the damage event applied it a second time — resulting in **double reduction**. The duplicate event-side calculation has been removed; enchantment reduction still applies to every steam damage tick. ### 命令中文字符串错位修复 / Command translation misalignment fix `/elemental biome` 与 `/elemental blacklist` 的中文输出此前字段错位,例如群系名后多出半个字符。 现已按正确顺序显示;同时固定数字格式的区域设置,防止在特殊区域下把 `100.0` 写成 `100,0` 导致解析失败。 Chinese output for `/elemental biome` and `/elemental blacklist` previously showed fields out of order, e.g. a stray character after the biome name. The order is now correct. Number formatting is also pinned to a fixed locale so special locales can't write `100,0` instead of `100.0` and break parsing.
release

Elemental : Reactions 2.1.0

2.1.0
2 окт. 2026 г.112Minecraft: 1.21.1neoforge
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## ✨ 新增 / Additions ### Jade 改为客户端必须依赖 / Jade is now a required client dependency 客户端必须安装 Jade 才能启动本模组(用于悬浮提示展示);服务端不需要安装 Jade。 Jade is now a **required client dependency** — the client needs it installed, while dedicated servers do not. ### 适配 Patchouli 手册 / Patchouli guidebook added 新增游戏内 Patchouli 指南手册(中英双语)。 Adds an in-game Patchouli guidebook (English & Chinese). ### 生物属性标记特效 / Elemental attribute mob markings 四种属性的**强化生物**现在会在身上/脚下显示专属视觉标记,便于远距离辨认属性与强化等级, 帮助识别混在敌群里的强化个体。全部为**纯客户端渲染**,不产生任何服务端广播或网络流量, 可在配置中逐项开关。 All four elements now give **enhanced (marked) creatures** a dedicated visual signature so their attribute and tier can be read at a glance. Rendering is **entirely client-side** — no server broadcasts and no network traffic — and each element can be toggled independently in the config. --- ## ⚖️ 调整 / Changes ### 潮湿触发药水范围调整 / Wetness potion sources 现在只有**喷溅水瓶**能触发潮湿(此前任意投掷药水都会加潮湿)。**喷溅型平凡药水**与**喷溅型浓稠药水**同样能触发潮湿。 Now only **splash water bottles** can trigger 潮湿 (previously any thrown potion did). **Splash mundane** and **splash thick** potions also trigger 潮湿. ### 配置注释排版统一 / Config comment formatting 配置项之间的空注释分隔统一为 `#` 加空格,主配置与 ISS 联动配置 的每个配置项前都插入独立空行,与配置规范及其他各段保持一致, 生成出来的配置文件可读性明显改善。 Blank separator lines between config entries are now consistently `#` plus a space, and every entry in the main config and the ISS integration config gets its own preceding blank line, matching the config style guide and the other sections. Generated config files are noticeably cleaner. --- ## ⌨️ 命令变更 / Commands ### 根命令最终为 `/elemental` / Final root command: `/elemental` 开发过程中根命令曾短暂从 `/elementalcraft` 改名为 `/element`,**现已改回 `/elemental`**。 下面所有示例请以 `/elemental` 为准。 During development the root command was briefly renamed from `/elementalcraft` to `/element`, but it has since been changed **back to `/elemental`**. Use `/elemental` in all examples below. ### 权限调整 / Permission changes - `/elemental` 根命令与 `/elemental debug`:**所有玩家可用**(仅影响执行者自身的调试开关, 且推送日志时只发给"本人 / 该怪当前目标 / 最近攻击者",不会泄露他人战斗信息)。 - `/elemental reload`、`entity`、`item`、`biome`、`blacklist` 等写配置命令:仍需要管理员权限(LEVEL_GAMEMASTERS)。 - The `/elemental` root command and `/elemental debug` are available to **all players** (they only toggle the executor's own debug output, and messages are filtered to the executor / the creature's current target / its recent attacker). - Write commands such as `/elemental reload`, `entity`, `item`, `biome`, and `blacklist` still require operator permission (LEVEL_GAMEMASTERS). --- ## 🛠️ 修复 / Fixes ### 自定义元素伤害消除击退 / Custom elemental damage no longer causes knockback 1.21.1 的伤害管线重构后,即使伤害没有攻击者也可能产生击退与位移同步,看起来"像被攻击打飞"。 现为 7 个自定义伤害类型(高温蒸汽烫伤 / 熔岩魔法 / 易燃孢子 / 静电 / 霜冻 / 热休克 / 毒火爆燃) 关闭击退,其中 5 个(高温蒸汽烫伤 / 熔岩魔法 / 静电 / 霜冻 / 热休克) 额外关闭位移同步,行为与 1.20.1 一致——**只扣血,不击退**。 易燃孢子与毒火爆燃保留受击反馈,因此只去击退、不去位移同步。 After the 1.21.1 damage-pipeline rework, damage without an attacker could still produce knockback and motion sync, making enemies look "knocked back by an attack". Seven custom damage types (steam scalding / lava magic / spores / static shock / frostbite / frostbite thermal shock / toxic blast) now have knockback disabled, and five of them additionally have motion sync disabled, matching 1.20.1 behaviour: **damage only, no knockback**. Spores and toxic blast keep their hit feedback, so they drop knockback without dropping motion sync. ### Jade 悬浮提示现在能显示模组效果 / Jade now shows mod effects NeoForge 版 Jade 会过滤隐藏的模组状态效果,导致**易燃孢子、静电、麻痹、霜冻、冻结、潮湿** 这些模组自己的效果在悬浮提示里完全看不到。现已让所有模组效果正常参与 Jade 显示。 NeoForge Jade filters out hidden mod status effects, which made the mod's own effects — 易燃孢子, 静电, 麻痹, 霜冻, 冻结 and 潮湿 — **completely invisible in the tooltip**. All of them now show in Jade correctly. ### 霜冻与冻结外观客户端不渲染修复 / Frostbite & frozen visuals not rendering on client 1.21.1 起游戏内部查询状态效果的方式变了,旧写法在客户端上**必然查不到任何效果**—— 霜冻雪花层、冻结冰块层、屏幕覆盖、输入封锁全部失效。现已适配新的查询方式,全部恢复正常。 Since 1.21.1 the game's internal status-effect lookup changed, and the old approach **could never find any effect on the client** — the 霜冻 snow layer, 冻结 ice layer, screen overlay and input blocker all failed. The mod is now adapted to the new lookup and everything works again. ### 三叉戟元素判定修复 / Trident element detection fix NeoForge 1.21.1 已移除三叉戟读取武器物品的旧字段,原反射查找必然失败, 导致三叉戟武器元素判定退化为空。现改用新的公开接口。 NeoForge 1.21.1 removed the legacy field used to read a trident's weapon item, so the old lookup always failed and trident weapon element detection degraded to empty. The mod now uses the new public accessor. ### 蒸汽烫伤重复减免修复 / Steam scald double-reduction fix 高温蒸汽云 tick 结算伤害时已按配置算过一次火焰保护+保护减免,伤害事件里又算一遍等于**双倍减伤**。 现已整体移除事件侧的重复计算,附魔对每一跳蒸汽伤害仍持续生效。 The 高温蒸汽云 tick already applied fire-protection + protection reduction, and the damage event applied it a second time — resulting in **double reduction**. The duplicate event-side calculation has been removed; enchantment reduction still applies to every steam damage tick. ### 命令中文字符串错位修复 / Command translation misalignment fix `/elemental biome` 与 `/elemental blacklist` 的中文输出此前字段错位,例如群系名后多出半个字符。 现已按正确顺序显示;同时固定数字格式的区域设置,防止在特殊区域下把 `100.0` 写成 `100,0` 导致解析失败。 Chinese output for `/elemental biome` and `/elemental blacklist` previously showed fields out of order, e.g. a stray character after the biome name. The order is now correct. Number formatting is also pinned to a fixed locale so special locales can't write `100,0` instead of `100.0` and break parsing.
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Elemental : Reactions 1.8.0

1.8.0
2 окт. 2026 г.172Minecraft: 1.20.1forge
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## ✨ 新增 / Additions ### Jade 改为客户端必须依赖 / Jade is now a required client dependency 客户端必须安装 Jade 才能启动本模组(用于悬浮提示展示);服务端不需要安装 Jade。 Jade is now a **required client dependency** — the client needs it installed, while dedicated servers do not. ### 适配 Patchouli 手册 / Patchouli guidebook added 新增游戏内 Patchouli 指南手册(中英双语)。 Adds an in-game Patchouli guidebook (English & Chinese). ### 生物属性标记特效 / Elemental attribute mob markings 四种属性的**强化生物**现在会在身上/脚下显示专属视觉标记,便于远距离辨认属性与强化等级, 帮助识别混在敌群里的强化个体。全部为**纯客户端渲染**,不产生任何服务端广播或网络流量, 可在配置中逐项开关。 All four elements now give **enhanced (marked) creatures** a dedicated visual signature so their attribute and tier can be read at a glance. Rendering is **entirely client-side** — no server broadcasts and no network traffic — and each element can be toggled independently in the config. --- ## ⚖️ 调整 / Changes ### 配置目录改名 / Config directory renamed 配置目录从 `config/ElementalCraft/` 改名为 **`config/Elemental_Reactions/`**, 其中的 `elementalcraft-*.toml` 同时改名为 `elemental-*.toml`。**启动时自动迁移,旧配置不会丢失**; 若新旧文件同名同时存在,旧文件会被删除并以新文件为准。 Patchouli 手册内的配置文件路径说明已同步更新。 The config directory has been renamed from `config/ElementalCraft/` to **`config/Elemental_Reactions/`**, with `elementalcraft-*.toml` files renamed to `elemental-*.toml`. Migration runs **automatically at startup**, so existing settings carry over. If both an old and a new file exist, the old one is deleted in favour of the new one. The Patchouli guidebook's config path pages were updated to match. ### 潮湿触发药水范围调整 / Wetness potion sources 现在只有**喷溅水瓶**能触发潮湿(此前任意投掷药水都会加潮湿)。同时允许**喷溅型平凡药水**与**喷溅型浓稠药水**也能触发潮湿。 Now only **splash water bottles** can trigger Wetness (previously any thrown potion did). **Splash mundane** and **splash thick** potions also trigger Wetness. ### 雷暴/带电更稳定 / More stable Thunder & electrified water 雷暴与水体带电的追踪改为按实体记录,多人不再互相覆盖或阻塞;实体离开或服务器停止时自动清理。 Thunder & electrified-water tracking is now per-entity, so multiple players no longer overwrite or block each other. Effects are cleaned up when the entity leaves or the server stops. ### 霜冻周期伤害节奏调整 / Frostbite DoT timing rework 霜冻周期伤害改为按实际效果时长计时,每次伤害至少间隔 20 刻,不再被无敌帧吞掉。 Frostbite DoT now follows the actual effect duration and has a 20-tick floor between hits, so it can no longer be swallowed by invulnerability frames. --- ## ⌨️ 命令变更 / Commands ### 根命令最终为 `/elemental` / Final root command: `/elemental` 开发过程中根命令曾短暂从 `/elementalcraft` 改名为 `/element`,**现已改回 `/elemental`**。 下面所有示例请以 `/elemental` 为准。 During development the root command was briefly renamed from `/elementalcraft` to `/element`, but it has since been changed **back to `/elemental`**. Use `/elemental` in all examples below. ### 权限调整 / Permission changes - `/elemental` 根命令与 `/elemental debug`:**所有玩家可用**(仅影响执行者自身的调试开关, 且推送日志时只发给"本人 / 该怪当前目标 / 最近攻击者",不会泄露他人战斗信息)。 - `/elemental reload`、`entity`、`item`、`biome`、`blacklist` 等写配置命令:仍需要管理员权限 (LEVEL_GAMEMASTERS)。 - The `/elemental` root command and `/elemental debug` are available to **all players** (they only toggle the executor's own debug output, and messages are filtered to the executor / the creature's current target / its recent attacker). - Write commands such as `/elemental reload`, `entity`, `item`, `biome`, and `blacklist` still require operator permission (LEVEL_GAMEMASTERS). --- ## 🛠️ 修复 / Fixes ### 赤焰反击定身软锁修复 / Fire Counter soft-lock fix 跨维度、实体卸载后不再永久卡住,伤害减免标记不再残留。 Fixed Fire Counter immobilization soft-lock across dimensions and after entity unload. ### 蒸汽致盲永久失明修复 / Permanent blindness fix 重登后不再永久失明。 Fixed permanent blindness after re-login caused by steam. ### 蒸汽烫伤重复减免修复 / Steam scald double-reduction fix 之前同一跳蒸汽伤害会被附魔减免两次,现在每次蒸汽伤害只正常减免一次(附魔对每一跳蒸汽伤害都持续生效)。 Previously a single steam damage tick could be reduced twice by enchantments; now each steam hit is reduced exactly once (enchantment reduction still applies to every steam tick). ### 雷法术附魔永久丢失修复 / Lost enchantment fix after thunder spells 雷法术命中后,怪物武器附魔被剥离却无法还原的问题已修复。 Fixed ISS caster mobs permanently losing weapon enchantments after being hit by thunder spells. ### 冻结/麻痹叠加 AI 卡死修复 / Frozen-paralysed AI lock fix 冻结与麻痹叠加时生物 AI 恢复错乱、卡住不动的问题已修复。 Fixed mobs staying frozen/permanently no-AI when Freeze and Paralysis overlapped. ### 雷暴麻痹标记残留修复 / Lingering paralysis marker fix 离开风暴范围后麻痹标记不再残留。 Fixed paralysis marker lingering after leaving a thunderstorm. ### 毒爆链式传染稳定性修复 / Toxic blast chain stability fix 增加存活与区块加载校验。 Fixed spore-blast chain infection stability (alive & chunk-load checks). ### 投掷水瓶死锁修复 / Water bottle throw deadlock fix `wetnessMaxLevel<=0` 配置下不再死锁。 Fixed a deadlock when throwing water bottles with max wetness set to 0. ### 投掷命中误判修复 / Bottle hit-miss misjudgment fix 现在按目标 UUID 记录,不会因为怪物更换目标而误判。 Fixed bottle hit/miss misjudgment by tracking the target UUID. ### 火焰反制减伤上限修复 / Fire Counter reduction cap fix 现在 clamped 到 99%,避免完全无敌。 Fixed Fire Counter reduction now capped at 99%. ### 寒冷生物群系冻结负面等级修复 / Cold-biome freeze amplifier fix 不再出现 amplifier=-1。 Fixed negative freeze amplifier in cold biomes. ### 静电/临时静电抖动修复 / Static flicker fix 伤害路径覆盖导致的抖动问题已修复。 Fixed temporary static flicker caused by overlapping tracking paths. ### `chance_80_100` 配置项生效修复 / chance_80_100 config now works `chance_80_100` 配置项现在真正生效(默认分布保持不变)。 The `chance_80_100` config option now actually takes effect (default distribution unchanged). ### 命令中文字符串错位修复 / Command translation misalignment fix `/elemental biome add` 与 `/elemental blacklist` 命令输出不再错位。 Fixed placeholder misalignment in biome & blacklist command messages (Chinese).
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Elemental : Reactions 4.0.0

4.0.0
19 сент. 2026 г.46Minecraft: 26.3neoforge
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ElementalCraft: Reactions 3.0.0

3.0.0
6 сент. 2026 г.47Minecraft: 26.2neoforge
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**First release for NeoForge 26.2. This build may contain many issues — if you run into any problems, please submit an issue on GitHub.** **第一个 26.2 NeoForge 版本,可能存在大量问题,如遇问题请在GitHub中提交 issue。**
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Elemental : Reactions 2.0.0

2.0.0
5 сент. 2026 г.76Minecraft: 1.21.1neoforge
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**This is the first Neoforge version for 1.21.1, containing all content from the 1.20.1 version. There may be issues—if you encounter any, please submit an issue on GitHub.** **这是第一个1.21.1 Neoforge版本,包含完整1.20.1版本内容,可能存在问题,如果你遇到问题请在github提交issue**
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ElementalCraft: Reactions 1.7.6

1.7.6
5 сент. 2026 г.107Minecraft: 1.20.1forge
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### Changed - Water-bottle-throwing mobs (attribute mobs and ISS caster mobs) now check whether the target can currently gain the Wetness effect before throwing. They stop throwing while the target is Scorched, Wetness-immune (Nether dimension / water animals / blacklist), afflicted by Paralysis or Freeze, or at maximum Flammable Spores stacks, and resume once the target can gain Wetness again. - 投掷水瓶的属性生物与ISS施法生物现在会在投掷前检测目标当前能否获得潮湿效果:目标处于灼烧、潮湿免疫(下界维度/水生生物/黑名单)、麻痹或冻结状态,或易燃孢子满层时停止投掷,待目标能再次获得潮湿时恢复投掷。 - The Fire Counter, Frost Counter, Thunder Counter and Nature Counter now check whether the health drop was actually caused by an entity attack, avoiding meaningless counters triggered by self-inflicted damage such as falls, burning, starvation, poison ticks or the mod's own damage-over-time effects. - 赤焰反制、冰霜反制、雷霆反制与自然反制现在会检测血量下降是否由实体攻击导致,避免因自行受伤(摔落、灼烧、饥饿、中毒或本Mod自身的持续伤害等)触发无意义的反制。 - Attribute attack effects are now bound to the attacking item itself. Projectile attacks (tridents, thrown potions and other thrown items, arrows fired from a bow or crossbow) only carry the Fire/Frost/Nature/Thunder Aspect enchantment of the projectile itself or of the weapon that fired it, and melee only considers the main-hand item: holding an Aspect-enchanted weapon in one hand no longer applies its effects to a splash potion thrown from the other hand, and the melee slash visual no longer triggers when using or throwing an offhand item — it now only triggers on actual main-hand attack swings. - 属性攻击特效现在只认实际进行攻击的物品。投射物攻击(三叉戟、投掷的药水等投掷物、弓弩射出的箭)只携带投射物自身或发射它的弓弩上的赤焰/冰霜/自然/雷霆属性附魔,近战也只认主手物品:另一只手持有属性附魔武器时,投掷喷溅药水不再触发任何属性特效;副手使用或投掷物品时也不会再误触发近战挥砍特效,该特效现在仅在真正的主手攻击挥动时触发。 ### Note - This is likely the last version for 1.20.1 Forge; the next version may be the official release for 1.21.1 NeoForge. - 这可能是1.20.1 Forge的最后一个版本,下一个版本可能是1.21.1 NeoForge正式版。
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ElementalCraft: Reactions 1.7.5

1.7.5
3 сент. 2026 г.40Minecraft: 1.20.1forge
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### Changed - Flammable Spore equipment corrosion now damages durability as a percentage of each item's max durability (configurable, default 1% per second) instead of a fixed amount. - 易燃孢子的装备耐久腐蚀由固定点数改为按装备最大耐久的百分比计算(可配置,默认每秒 1%)。 - Debug mode now only shows messages related to you: your own reactions, or those of mobs currently fighting you. Events between other creatures are no longer displayed. - Debug 模式现在只显示与自身相关的信息:你自己的反应,或正在与你战斗的生物的反应;其它生物之间的事件不再显示。