Weapons Galore! A whole new arsenal of weaponry made for Minecraft!
The 1.19.2 version of the mod is finally here!
A lot has changed for this version! Find out about the changes in the changelog available here: https://modrinth.com/mod/spartan-weaponry/version/3.0.4-beta-2.
IMPORTANT:
The Spartan Weaponry issue tracker has been moved to GitHub. It can be found here: https://github.com/ObliviousSpartan/SpartanWeaponry/issues
If there is still an outstanding issue with the mod, please submit an issue there.
Version "2.2.0" for Minecraft version 1.16.5 is out now!
A lot has changed with this version! Find out about the changes in the changelog available here: https://modrinth.com/mod/spartan-weaponry/version/2.2.0
[IMPORTANT for the 1.12.2 version] This mod has replaced compatibility for Better Combat Rebirth with RLCombat, an updated fork of that mod. Find it here: https://www.curseforge.com/minecraft/mc-mods/rlcombat.
This mod now contains version 0.7 of Mixin. This might present compatibility issues with other mods using different versions of Mixin. This should be fixable by adding this mod: https://www.curseforge.com/minecraft/mc-mods/mixin-0-7-0-8-compatibility

Weapons Galore! A whole new arsenal of weaponry made for Minecraft. Inspired by Balkon's WeaponMod, it adds new versions of weapons from that mod, as well expanding the arsenal with a bunch of original weapons, including a variety of swords, polearms, blunt and ranged weapons.
Most of these weapons can be made from the five vanilla tool materials, and each type of weapon has different properties that help with combat in certain situations, such as extended reach, damage bonuses, etc.
There is now compatibility with these modded materials (as of beta-1.1):
Copper, Tin, Bronze, Steel, Silver, Invar, Platinum, Electrum, Nickel & Lead

What it has so far:
Basic Materials
To craft any weapon in the mod, you will need to make either a Handle or a Pole.
Recipes in spoiler tag below.
Handles can be crafted individually with a piece of string or 4 at a time using either leather or wool


The Leather in the above recipe can be substituted for Wool of any colour.
Poles can be crafted in a similar way.


And of course, the Wool in the Pole recipe can be substituted for Leather.
Additionally, you can craft Explosive Charges, which are used in Explosive Arrows and Dynamite.

Bladed Weapons:
Dagger
Fast attack speed, but low damage. Can be thrown at foes in a pinch.
Properties: Throwable

Longsword
Stronger damage, but slightly slower attack speed.
Properties: Two-Handed I & Sweep I

Greatsword
High damage, extended reach and deals full damage to multiple foes. Unwieldy and slightly slow attack speed.
Properties: Reach I, Sweep III & Two-Handed II

Katana
Faster attack speed, but deals fairly low damage. Does more damage to foes without chest armour.
Properties: Chest Damage Bonus & Two-Handed I

Saber
Slightly faster attack speed, but deals slightly low damage. Does more damage to foes without chest armour.
Properties: Chest Damage Bonus, Damage Absorption & Sweep I

Rapier
Significantly faster attack speed, but deals quite low damage. Does significantly more damage to foes without any armour.
Properties: Unarmored Damage Bonus & Damage Absorption

Blunt Weapons:
Quarterstaff
Low damage but very cheap to craft. Now available in other materials!
Properties: Sweep II & Reach I

Club
Average damage for wood, though slightly slow. Can be crafted without the need of a crafting table. Can be upgraded to a Studded Club, for better damage.
Properties: Nauseous Blow

Battle Hammer (formerly Hammer)
High Damage, but very slow to use. Can knock foes back further away.
Properties: Enhanced Knockback & Nauseous Blow

Warhammer
Average damage, but quite slow attack speed. Has 50% armour piercing damage.
Properties: Armour Piercing & Two-Handed I

Cestus (Greek-Roman leather knuckles) (formerly Caestus)
Very fast attack speed, but also very low attack damage. Can be upgraded to the Studded Cestus for increased damage.
Properties: Quick Strike


Polearm Weapons:
Spear
Slightly slow attack speed and slightly low damage, but the attack can hit foes from further away.
Properties: Reach I

Halberd
High Damage, but quite slow attack speed. Has extended reach and can breach the foe's shield.
Properties: Shield Breach, Reach I & Two-Handed II

Pike
Slightly low attack damage and slightly slow attack speed. Has a longer reach than other polearms, such as the Spear.
Properties: Reach II & Two-Handed I

Lance
Average damage, but quite slow attack speed. Does extra damage when the user is riding a mob or entity like a Horse.
Properties: Reach I, Damage Bonus & Sweep I

1.12.2 Recipe 1.14.4+ Recipe


Ranged Weapons:
Longbow
An upgraded version of the vanilla Minecraft Bow. Has extra range and damage, but takes a bit longer to draw fully.

Heavy Crossbow (formerly Crossbow)
A ranged weapon with does significant damage, and has a better range than a Longbow. Needs to be loaded before every shot.
Uses Bolts as ammo. Bolts come in Iron or Diamond variants. Bolts can also be tipped like Arrows can, as well as having Glowstone applied to them to make Spectral Bolts.
1.12.2 Recipe 1.14.4+ Recipe


Bolt Recipes:

Throwing Knife
Throwing weapon which has average range and damage. Not recommended to use for melee fights. Now stackable up to 16! [1.14.4 only]
Properties: Throwable & Damage Bonus (thrown)

Tomahawk (formerly Throwing Axe)
Throwing weapon which has lower range but higher damage. Not recommended to use for melee fights. Now stackable up to 8! [1.14.4 only]
Properties: Throwable & Damage Bonus (thrown)

Javelin
Throwing weapon which has a long range and decent damage. Not recommended to use for melee fights. Now stackable up to 4! [1.14.4 only]
Properties: Throwable & Damage Bonus (thrown)

New Weapons from beta-1.2.0:
Boomerang
Throwing weapon that returns to the thrower, regardless of if it encounters an obstacle. Now bounces off of surfaces! [1.14.4 only]
Properties: Throwable

Battleaxe
A hard hitting and heavy weapon that also doubles as a wood chopping tool.
Properties: Two Handed I & Versatile (Axe)

Mace
A slightly slow but average damaging weapon that does extra damage to undead mobs.
Properties: Damage Bonus (Undead)

New Weapons from beta-1.3.0:
Glaive
A somewhat slow weapon with average damage, extended reach and the ability to hit non-direct foes with 50% normal damage in a sweep.
Properties: Two-Handed I, Reach I & Sweep II
1.12.2 Recipe 1.14.4+ Recipe


Weapon Traits (Formerly know as Weapon Properties):
Each of the weapons (with the exceptions of the Quarterstaff, Caestus, Longbow and Crossbow) have various weapon traits to give you different strategic options during combat.
Throwable
Weapons with this trait can be thrown at foes, dealing the weapon's damage to the foe it hits. Applies to the Dagger, Throwing Knife, Throwing Axe and the Javelin.
Two-Handed
Weapons with this trait are rather cumbersome to carry around and are optimally used with both hands. Attempting to use any item in your offhand will result in a Mining Fatigue effect being inflicted to the player.
Two-Handed I will inflict Mining Fatigue II, while Two-Handed II will inflict Mining Fatigue III.
Applies to the Longsword (I), Katana (I), Greatsword (II), Warhammer (I), Halberd (II) and the Pike (I)
Damage Bonus
Inflicts bonus damage to foes, depending if they have certain armour equipped or not.
Applies to the Dagger (3x to foes attacked from behind, either by melee attack or throwing it), Katana (2x to foes without Chestplate), Saber (Same as Katana), Rapier (3x to foes without any armour) and the Lance (2x to foes while the user is riding something like a horse)
Melee Block
Deflects melee damage when holding the Use key, like a Shield. Projectiles will not be blocked though.
Applies to the Parrying Dagger
Damage Absorption
Absorbs 25% of weapon damage inflicted to the user as durability damage to the weapon.
Applies to the Saber and Rapier
Reach
Weapons with this trait , due to their length, are able to hit foes from further away.
Reach II increases the hit distance even further.
Applies to the Greatsword (I), Spear (I), Halberd (I), Pike (II) and the Lance (I)
Sweep (formerly Wide Attack)
[1.14.4]
Weapons with this trait will inflict 1 attack damage (for level I), half attack damage (for level II) or full attack damage (for level III) to all targets that get hit by the sweep attack. Weapons without this trait will not have any sweep attack at all.
Applies to the Longsword(I), Saber(I), Greatsword (III), Lance(I), Glaive (II) and Quarterstaff (II)
[1.12.2 only]
Weapons with this property will inflict half attack damage (for level I) or full attack damage (for level II) to all targets that get hit by the sweep attack.
Applies to the Greatsword (II), Glaive (I) and Quarterstaff (I)
Enhanced Knockback
Weapons with this trait will knock foes further away.
Applies to the Hammer
Nauseous Blow
Inflicts the Nausea II effect on a foes the weapon hits for 5 seconds.
Applies to the Club and the Hammer
Armour Piercing
50% of the damage from a the weapon ignores the foe's armour.
Applies to the Warhammer
Shield Breach
Has a chance to make a foes shield unusable for a period of time, just like using an axe does.
Also works on Shields from other mods, like my own Spartan Shields.
Applies to the Halberd
Quick Strike
Shortens the struck foe's hurt resistance time, enabling the weapon using this property to hit the foe much more frequently than normal.
Applies to the Caestus
Versatile (Axe)
The weapon with this trait can be used as an axe.
Applies to the Battleaxe
Miscellaneous Items:
New Arrows
You can also make Arrows out of various materials such as Wood, Iron and Diamond.

Cause some bruises with Wooden Arrows, blast some Metal at your enemies with an Iron Arrow, or fling your bling with Diamond Arrows. The choice is yours!
You can even attach an Explosive Charge onto an Arrow for an Explosive Arrow. They explode on impact with a entity or a surface.

Dynamite
Dynamite can be lobbed at a short distance to either blow up your enemies or cause some damage to the terrain. Detonates after 3 seconds. Terrain damage can be disabled by the "mobGriefing" Gamerule or in the config file.

Quivers
A convenient storage solution for carrying lots of Arrows and Bolts! Comes in three varieties: Light (4 stacks), Medium (6 stacks) and Heavy(9 stacks). Right Click the item in your hand to access it's inventory.
Arrow Quiver Old 1.12.2 version (prior to 1.4.0) New version (1.12.2-1.4.0 and 1.14.x and above)


Bolt Quiver Old 1.12.2 version (prior to 1.4.0) New version (1.12.2-1.4.0 and 1.14.x and above)

Quivers passively provide Arrows or Bolts to the player from their own inventory (if there is any available) when they equip the appropriate weapon:
They also place the Arrows or Bolts back into the quiver when you unequip the Bow or Crossbow.
IMPORTANT: You need to place Arrows or Bolts into the appropriate Quiver before you can use them. Just right click the Quiver in your main hand to access the Quivers inventory.
Baubles (1.12.2) or Curios API (1.14.4 and above) compatible! (Optional)
These only work when in your hotbar (any hotbar slot) or in the Body Baubles or Back Curios slot.

When equipped as Baubles (1.12.2) or Curios (1.16.4), they show up on the players back. A HUD element shows up when using a Quiver with a weapon as well.
New Enchantments:
Requires Java 8!
The 3.x version of this mod for Minecraft 1.18.2 is currently in Beta, as there will likely need to be more fixes to be done before a full release.
Any Issues/Bugs/Balance Issues?
Let me know here: https://github.com/ObliviousSpartan/SpartanWeaponry/issues
Translations:
Any language translations anyone can do would be greatly appreciated! Leave a comment below if you can provide one.
Here is the English version of the Language file here for anyone wishing to provide translations
1.12.2 - 1.4.0: https://drive.google.com/file/d/1CQoL0i3Fz45wDcNfKBLZlykaEW1H6tKB/view?usp=sharing
1.16.4 - 2.2.0 rc1: Contribute the translations for this version here: https://crowdin.com/project/spartan-weaponry-minecraft-mod
1.18.2 - 3.0.0: Submit an issue on the issue tracker here and tag it with the translation tag: https://github.com/ObliviousSpartan/SpartanWeaponry/issues
The mod now has an API for making addon mods!
Find it here: https://github.com/ObliviousSpartan/SpartanWeaponry
Modpack permissions:
Permission granted! No need to ask. If you have a interesting modpack including this in it, let me know! I would love to see it.
Plans for Future Versions:
List of Addons (needs updating):
Adds weapons made from materials from the Twilight Forest mod. Features some unique Weapon Traits/Properties as well! Find it here: https://www.curseforge.com/minecraft/mc-mods/spartan-weaponry-twilight-forest
If you haven't already, check out my other mod, Spartan Shields!
https://minecraft.curseforge.com/projects/spartan-shields
Special thanks to xwerffx for most of the weapon art and ideas for the mod!
Copyright Notice:
[1.12.2 version only] Crossbow Firing sound: "Bow Fire Arrow Sound" by Stephan Schutze is licensed under CC BY-NC 3.0 (link: https://creativecommons.org/licenses/by-nc/3.0/) Source: http://soundbible.com/1780-Bow-Fire-Arrow.html
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Условия использования, изменения и распространения этого товара.
03.08.2025 · Modrinth
A lot of changes and bugfixes this time around. Many of which are overdue. Sorry about that
Скриншоты и изображения из оригинальной страницы Modrinth.













































































Опубликованные версии и оригинальные файлы Modrinth.
03.08.2025 · 818 862 загрузки
A lot of changes and bugfixes this time around. Many of which are overdue. Sorry about that
03.08.2025 · 194 249 загрузки
A few new things for the 1.12.2 version
05.08.2024 · 9 089 613 загрузки
java.lang.NoSuchMethodError: 'floatcom.oblivioussp.spartanweaponry.item.crafting.ITagCookingRecipe.m_43750_()'Another slew of bugfixes!
Quite a lot of bugfixes with this one
NOTE: Addon authors, there shouldn't be any breaking changes to the API, but test just in case!
It's finally here! Updated for Minecraft 1.20.1!
IMPORTANT: This release is *NOT* compatible from versions 1.20.2 to 1.20.6 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
03.08.2024 · 1 542 загрузки
Another slew of bugfixes!
Quite a lot of bugfixes with this one
NOTE: Addon authors, there shouldn't be any breaking changes to the API, but test just in case!
It's finally here! Updated for Minecraft 1.20.1!
IMPORTANT: This release is *NOT* compatible from versions 1.20.2 to 1.20.6 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
25.07.2024 · 106 331 загрузки
A few new things for the 1.12.2 version
16.07.2024 · 79 808 загрузки
Quite a lot of bugfixes with this one
NOTE: Addon authors, there shouldn't be any breaking changes to the API, but test just in case!
It's finally here! Updated for Minecraft 1.20.1!
IMPORTANT: This release is *NOT* compatible from versions 1.20.2 to 1.20.6 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
14.06.2024 · 12 598 загрузки
It's finally here! Updated for Minecraft 1.20.1!
IMPORTANT: This release is *NOT* compatible from versions 1.20.2 to 1.20.6 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
14.06.2024 · 117 426 загрузки
There is no datapack integration with Project War Dance and Cloak and Dagger… yet! Adding proper integration for those mods has been proven to be more complex than I thought and I plan on adding proper integration to the 1.20.1 version which I hope to release in a few weeks
Updated for Minecraft version 1.19.2!
IMPORTANT: This release is *NOT* compatible with versions 1.19.3 or 1.19.4 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
undefined
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
There is probably more that I've forgotten but that is most of the changes
12.06.2024 · 457 загрузки
There is no datapack integration with Project War Dance and Cloak and Dagger... yet! Adding proper integration for those mods has been proven to be more complex than I thought and I plan on adding proper integration to the 1.20.1 version which I hope to release in a few weeks
Updated for Minecraft version 1.19.2!
IMPORTANT: This release is *NOT* compatible with versions 1.19.3 or 1.19.4 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
undefined
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
There is probably more that I've forgotten but that is most of the changes
12.04.2024 · 1 248 866 загрузки
There is no datapack integration with Project War Dance and Cloak and Dagger... yet! Adding proper integration for those mods has been proven to be more complex than I thought and I plan on adding proper integration to the 1.20.1 version which I hope to release in a few weeks
Updated for Minecraft version 1.19.2!
IMPORTANT: This release is *NOT* compatible with versions 1.19.3 or 1.19.4 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
undefined
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
There is probably more that I've forgotten but that is most of the changes
12.04.2024 · 114 147 загрузки
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
undefined
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
There is probably more that I've forgotten but that is most of the changes
21.02.2024 · 132 067 загрузки
Updated for Minecraft version 1.19.2!
IMPORTANT: This release is *NOT* compatible with versions 1.19.3 or 1.19.4 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
undefined
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
There is probably more that I've forgotten but that is most of the changes
21.02.2024 · 1 649 загрузки
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
undefined
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
There is probably more that I've forgotten but that is most of the changes
21.02.2024 · 131 573 загрузки
Apologies this took so long. Been busy porting my mods to 1.18.x and 1.20.1. Should be releasing those soon.
[IMPORTANT] Addon mods will need to add their weapons to the respective tags for each weapon type (e.g. spartanweaponry:dagger, etc.)
This is especially important for Heavy Crossbows, because the tag is now used to detect the weapons to use the Bolt Quiver properly
Added the Scythe as a new weapon! It can be used to harvest heads from certain mobs, some of which don't have heads in vanilla! See below
Added 11 new heads/skulls for the following mobs:
- Blaze
- Enderman
- Spider
- Cave Spider
- Piglin
- Zombified Piglin
- Husk
- Stray
- Drowned
- Illager (for Pillager, Vindicator, Illusioner and Evoker)
- Witch
Added the Parrying Dagger as a returning weapon from 1.12.2! It can be used to block melee attacks
Overhauled how Throwing Weapons work to allow them to have a stack and durability!
- Lost ammo? No problem. You can replenish your precious ammo your enchanted Throwing Weapon by combining a fresh (or old) weapon of the same type in the Anvil
Added the following new Enchantments:
- Supercharge - Reduces charging time with Throwing Weapons - Max Levels: 2
- Expanse - Increases total ammo capacity for Throwing Weapons - Max Levels: 2
- Sharpshooter - Reduces aiming time with Crossbows - Max Levels: 2
There is probably a *lot* of fixes that I've forgotten to add to this log. Sorry it took so long since the last 1.16.x release. Once the bugs are ironed out for this version, 1.18.2 will come next!
14.02.2024 · 471 загрузки
Updated for Minecraft version 1.19.2!
IMPORTANT: This release is *NOT* compatible with versions 1.19.3 or 1.19.4 due to breaking changes that Mojang introduced in those versions. Thanks Mojang…
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
undefined
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
There is probably more that I've forgotten but that is most of the changes
29.01.2024 · 599 загрузки
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against… well, take a wild guess… (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- [spartanweaponry applyOil ]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil ]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil ]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
undefined
Tweaks:
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
There is probably more that I've forgotten but that is most of the changes
06.01.2024 · 538 загрузки
Additions:
Changes in Version 3.0.1 beta 2:
Bugfixes:
API Changes:
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against... well, take a wild guess... (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- [spartanweaponry applyOil <Player> <Effect>]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil <Player> <PotionEffect>]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil <Player>]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
Quality of Life Changes:
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
Compatibility:
API Changes:
There is probably more that I've forgotten but that is most of the changes
31.12.2023 · 180 загрузки
API Changes:
Changes in Version 3.0.0 beta 1:
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against... well, take a wild guess... (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- [spartanweaponry applyOil <Player> <Effect>]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil <Player> <PotionEffect>]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil <Player>]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
Quality of Life Changes:
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
Compatibility:
API Changes:
There is probably more that I've forgotten but that is most of the changes
31.12.2023 · 176 загрузки
Version 3.0.0 is finally here! Sorry for the long wait.
Updated for Minecraft 1.18.2! A version for 1.20.1 will be coming up next (and possibly 1.19.x if the demand is there)
Additions:
- Heavy II, and III: Reduces weapon attack/draw/load/aim speed of any weapon that has this trait. The original Heavy trait is now Heavy II and is still applied to Lead weapons
- Lightweight I, II and III: Opposite effect of Heavy. Increases weapon attack/draw/load/aim speed of any weapon that has this trait. By default, this applies to Aluminum weapons
- Harvester: Allows the weapon with this trait to harvest fully-grown crops in a 3x3 area. By default, this applies to any Scythe
- Hammer Slam: An action trait (more on that later). Using the weapon causes an area-of-effect attack to hurt multiple enemies at once at half-damage of the weapon. Has a sizeable cooldown. By default, this applies to any Battle Hammer
Most of these have a normal and a potent version, which have different damage bonuses (defaults: 20% for normal and 40% for potent). There is also a Sustained version for a few of them, which gives 30 uses by default
The currently implemented effects are:
- Hallowed Oil: Damage bonus against Undead creatures
- Arthropod Oil: Damage bonus against Spiders, Bees, Endermites, and Silverfish and other arthropods
- Cryotic Oil: Damage bonus against mobs that are weak to ice attacks (e.g Blazes)
- Necrotic Oil: Damage bonus against humanoid mobs (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Creeper Oil: Damage bonus against... well, take a wild guess... (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Aquatic Oil: Damage bonus against aquatic creatures, such as Fish, Guardians, etc.
- Ender Oil: Damage bonus against creatures of the End (NOTE: this uses a custom Entity Type Tag, so not all humanoid mobs will be have this applied to them. Let me know when this happens)
- Wither Oil: Applies the Wither effect on any struck creature or mob
- Potion Oil: Applies a specified potion effect on any struck creature or mob. Is compatible with modded potions, provided they don't have any positive effects on them.
- [spartanweaponry applyOil <Player> <Effect>]: Applies the specified oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid oil effect or if the weapon cannot be oiled
- [spartanweaponry applyPotionOil <Player> <PotionEffect>]: Applies the specified potion oil effect to the specified player on the weapon the player has on hand. Can fail if there is an invalid player, an invalid potion effect
- [spartanweaponry clearOil <Player>]: Clears the held weapon of any applied oil effects. Can fail if there is an invalid player or if the weapon cannot be oiled
Quality of Life Changes:
This also allows the player to automatically swap out ammo in a priority slot if the appropriate weapon is equipped and there is ammo in the slot already
- Weapon traits now have the following categories: Melee, Ranged, Throwing, and Action traits
- Weapon traits from base weapon archetypes (e.g. daggers, longswords, etc.) have filters that dictate which weapon traits can be assigned to them
- Traits can apply to multiple categories (e.g Heavy can be applied to all weapons so it can slow down what it needs to)
- An error will show up on the weapon's tooltip if an invalid trait has been assigned to it
There are a few restrictions on which traits can be assigned to which weapons though:
- Trying to assign a Ranged only Weapon Trait on a Melee only Weapon archetype will cause an error, for example
- A weapon can only have one Action weapon trait
- Material bonus weapon traits cannot have Action weapon traits
Compatibility:
API Changes:
There is probably more that I've forgotten but that is most of the changes
31.12.2023 · 2 483 загрузки
Apologies this took so long. Been busy porting my mods to 1.18.x and 1.20.1. Should be releasing those soon.
[IMPORTANT] Addon mods will need to add their weapons to the respective tags for each weapon type (e.g. spartanweaponry:dagger, etc.)
This is especially important for Heavy Crossbows, because the tag is now used to detect the weapons to use the Bolt Quiver properly
Bugfixes:
Tweaks:
Changes in version 2.2.0 Release Candidate 2:
Bugfixes:
Changes in version 2.2.0 Release Candidate 1:
Additions:
- Supercharge - Reduces charging time with Throwing Weapons - Max Levels: 2
- Expanse - Increases total ammo capacity for Throwing Weapons - Max Levels: 2
- Sharpshooter - Reduces aiming time with Crossbows - Max Levels: 2
API Changes:
There is probably a *lot* of fixes that I've forgotten to add to this log. Sorry it took so long since the last 1.16.x release. Once the bugs are ironed out for this version, 1.18.2 will come next!
31.05.2022 · 2 767 загрузки
[IMPORTANT] This version is considered to be the second Release Candidate for the full 2.2.0 release. As such, some bugs will most likely be found. Please let me know if you find any issues before I release 2.2.0 proper!
Additionally, addon mods will need to add their weapons to the respective tags for each weapon type (e.g. spartanweaponry:dagger, etc.)
This is especially important for Heavy Crossbows, because the tag is now used to detect the weapons to use the Bolt Quiver properly
Bugfixes:
Changes in version 2.2.0 Release Candidate 1:
Additions:
- Supercharge - Reduces charging time with Throwing Weapons - Max Levels: 2
- Expanse - Increases total ammo capacity for Throwing Weapons - Max Levels: 2
- Sharpshooter - Reduces aiming time with Crossbows - Max Levels: 2
API Changes:
There is probably a *lot* of fixes that I've forgotten to add to this log. Sorry it took so long since the last 1.16.x release. Once the bugs are ironed out for this version, 1.18.2 will come next!
31.05.2022 · 205 521 загрузки
Changes in version 1.4.0:
[IMPORTANT] This mod now contains version 0.7 of Mixin. This might present compatibility issues with other mods using different versions of Mixin. This should be fixable by adding this mod: https://www.curseforge.com/minecraft/mc-mods/mixin-0-7-0-8-compatibility
- Return (backported from vanilla's Loyalty) - Causes Throwing Weapons to return to the player after landing on the ground - Max Levels: 3
- Hydrodynamic (backported from Spartan Weaponry 2.x) - Allows Throwing Weapons to work better underwater. Incompatible with Incendiary - Max Levels: 1
- Supercharge [NEW] - Reduces charging time with Throwing Weapons - Max Levels: 2
- Expanse [NEW] - Increases total ammo capacity for Throwing Weapons - Max Levels: 2
- Rapid Load (backported from vanilla's Quick Charge) - Decreases Crossbow loading time - Max Levels: 3
- Spreadshot (backported from vanilla's Multishot) - Fires two extra Crossbow bolts in a spread around the original bolt - Max Levels: 1
- Sharpshooter [NEW] - Reduces aiming time with Crossbows - Max Levels: 2
Bugfixes:
There is probably a lot of stuff that I've forgotten about but here is the most important stuff. Have fun!