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Configurable Modifiers #7
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Current progress on this: the bauble modifier registry is implemented in modifier_registry, however it won't work for any non-attribute modifier effects, due to the hacky workaround that is currently used to apply modifiers - every 10 ticks, every single possible modifier is removed, then modifiers on the baubles players are wearing are reapplied. This is obviously far from ideal, and calling every single The reason I did this originally was due to the lack of events for bauble equips/unequips. I've asked for events in Azanor/Baubles#273, but haven't gotten any response yet. If events don't get implemented in Baubles, these are the possible ways I see of dealing with equipping/unequipping:
Also interesting to note that Quality Tools also implements bauble modifiers. Might be a good idea to investigate how it handles it, although it doesn't seem to be open source. |
Do the baubles not currently trigger a LivingEquipmentChangeEvent event? |
Just checked (with Baubles 1.5.2) and it appears they do not. |
Just sent a PR to add an event modeled after LivingEquipmentChangeEvent for you: Hopefully they will be receptive. |
Thanks. |
Looks like the Baubles PR is never going to be accepted, however Modifiers, the 1.14 version of this system for curios, does use the modifier registry. |
does curios replace bountiful baubles? |
Curios is basically the equivalent of Baubles for 1.14, except with a bunch of nicer features and a significantly more responsive developer. BountifulBaubles and Modifiers both use Curios instead of Baubles on 1.14. (Splitting Modifiers into its own mod was an unrelated decision to this, I just figured that doing so would allow me to expand on its features eventually.) |
Oh that's awesome. I'll be moving my development over to 1.14 pretty soon and will definitely be adding an integration for MK Ultra attributes on your modifiers. |
You might want to hold off on doing that just a bit, because I'll probably be refactoring how modifiers work - will probably have a registry for modifier effects, and have data pack-defined modifiers with 1 or more effects from those registered effects. That way it's configurable by non-modders but also extensible by modders. |
👍 |
I noticed you have a note for yourself in the code, but it would be really nice to switch away from the current EnumBaubleModifier to a real registry
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