Description
**Requires FORGE**
Versions have been recompiled specifically for 1.7.2 and 1.7.10. Therefore, v2.0.1 and higher are no longer cross-compatible. Download the appropriate version for your SSP/SMP games.
Please donate to help keep this mod up-to-date! Thank you! :)
Minecraft Forum: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2204031-demi-gods
Please message me (or post below) suggestions that you would like to see. Thanks to:
- FirstOni for suggesting hearts:heartStart implementation
BUILT UPON: Hearts & Damage (Craftable/Permanent)
http://www.curse.com/mc-mods/minecraft/223742-hearts
- These two mods are incompatible when applied simultaneously. I changed so much to Hearts that it made more sense to start a new project entirely. Use this mod for extra weapons/armor, or Hearts if you just want the hearts/damage crafting, less food, and no armor/weapons.
Suggestion
As I basically balanced this mod around it, I highly recommend that you pair this mod with AtomicStriker's Infernal Mobs - Diablo Style Modifiers as the monster buffs that his(her?) brilliant mod adds is a beautiful complement to your newly found strength ;)
Abstract
Introduces late-game items and armor to wield the power of the gods through pretty resource-intensive crafting and slow growth in strength to ensure a medium-to-long term play-style. Adds craftable permanent health and base damage increases. Additionally, some extra recipes are included (food, drink, and later-game).
Configuration
legacy : legacyMitigator (integer -- Default: 75)
Legacy weapons gain strength in predictable fashions (roughly) according to: Kill Count / legacyMitigator = Bonus. Effectively, reducing this number will make "buffs" happen more frequently.
legacy : legacyNotifications (boolean -- Default: true)
Each legacy weapon will send the player GUI updates on the right side and bottom right side of the screen. A Resource Bar (blue) and a Kill Count Bar (red) will be displayed alongside the Item Name, Item Total Kill Count, and Item Bonuses in the bottom right screen. Disabling this will disable this GUI entirely.
legacy : legacyThresholdHammer (integer -- Default: 200)
The hammer uses 200 summoning power to cast lightning, and the game counts back (according to random numbers and tick counts) to 0 before the player can cast again. Lowering this number brings that to use X summoning power, therefore allowing more frequent castings before weapon buffs.
legacy : legacyThresholdScythe (integer -- Default: 150)
Same thing for hammer, except that the scythe always uses 75 summoning power before sicknesses are incurred. Setting this threshold higher prevents this from happening as fast.
item_ignore : ignoreList (String -- Default: )
Enter a comma separated list of DISPLAY NAMES to prevent the player from picking up those items (e.g. Carrot,Cheese,Diamond Sword). The mod will attempt to remove excessive white space and capitalize accordingly, but I encourage you to enter as the example illustrates to prevent errors (no spaces before/after commas, proper item name spacing and capitalization).
consume_effect : enabled (boolean -- Default: true)
Determines whether or not CONSUMING either health heart or the damage will actually affect the player's stats (items will still be in game and consumable, they just won't do anything useful)
damage : damageLimit (integer -- Default: -1 [no limit])
Imposes a "count" restriction on the damage buff. This is effectively how many times a player can consume a damage buff item before it now longer grants any benefit.
damage : damageModifier (double -- Default: 0.5)
Determines how much of a damage buff should be granted when a player eats a damage buff. Minecraft sets base damage to 1.0 without modifiers (i.e. how much your punching damage is) for reference.
damage : damageRetrofit (boolean -- Default: false)
This will OVERWRITE your characters NBT data for the damage buff count. If you impose a damage:damageLimit that is LESS THAN your current base damage and you set this to true, it will effectively undo any buffs consumed in excess of the limit. (same idea as below, read hearts:heartRetrofit)
hearts:heartStart (double -- Default: 20.0 [10 Hearts])
Sets player base health to the double provided here. The Mod will impose a value of 0.5 if this entry is less than 0.5 in order to prevent the player from instantly dying on world entry. There is no "official" upper limit, shy of the "count" restriction that you impose in hearts:heartLimit. This is applied EVERY time the player enters the world, allowing you to affect old maps to the new number. This number is also used as the base upon which extra hearts are added.
hearts : heartLimit (integer -- Default: -1 [no limit])
Imposes a "count" restriction on the health heart buff. This is effectively how many times a player can consume a health heart item before it now longer grants any benefit.
hearts : heartModifier (double -- Default: 2.0)
Determines how many hearts should be granted when a player eats a damage buff. Minecraft sets base health to 20.0 without modifiers (i.e. 10 hearts) for reference. Hearts are intervals of 2.0, while half hearts are 1.0 intervals.
hearts : heartRetrofit (boolean -- Default: false)
This will OVERWRITE your characters NBT data for the heart health count. If you impose a hearts:heartLimit that is LESS THAN your current health and you set this to true, it will effectively undo any buffs consumed in excess of the limit. (e.g. hearts:heartLimit = 3, hearts:heartRetrofit = true, player health = 30 [15 hearts] ==> player health will be PERMANENTLY changed to 26 [3 counts of health heart]. No effect if limit is more than current health)
Pro Tips:
1) PERMANENTLY Resetting Buffs to 0 -- Set respective limit(s) to 0 AND set respective retrofit to true. Load world, exit, change limit back to whatever you like and retrofit back to false. This will "clean the slate" and play as though you never consumed any (respective) buffs.
2) Play-as-though Buffs at 0 -- Set respective limit(s) to 0. (NOTE: Setting either limit to 0 will mean that you can no longer consume either buff for benefit)
3) Limits are Retroactive -- If you have more health/damage than the limit would impose, the mod will scale you down to the limit until the limit is removed or modified, at which point you will default back to either the new limit or your previous count, whichever is lower. If you are still at the limit, you will no longer be able to consume the respective buffs for benefit.
(FROM DEMI GODS)
Item Information
Thunder Armor
- Better than <Diamond>
+ ArmorMaterial(Lapis Armor Pieces/Storm Shards, 35, {5,8,7,4}, 35)
- 4/4 Set Bonus:
+ Fire Resistance
+ Speed I
+ Strength I (if it is raining)
Thunder Hammer
- +8.5 Attack Damage
- EFFECTS
+ Snare
- Casts Slowness III on entity hit for 3 seconds
+ Indefatigable
- 100% on kill to gain 1/2 hunger
- 25% on hit to gain 1/2 hunger
+ Hardened
- No durability loss on entity hit
+ Hurricane
- Reduces summoning fatigue by 5%(ABP) per 75 kills (weapon must get KB)
- Summoning fatigue reduced by 10%(ABP) when raining
- ABILITY (Right Click)
+ "Summon the wrath of the gods"
+ Summon lightning bolt at graticule
- Thunder Set 4/4 bonus will prevent damage from lightning
Concurrent Equip Bonus (Must be currently select item AND 4/4 armor equipped)
- Strength I (if it is not raining)
- Strength II (if it is raining)
Reaper Armor
- Better than <Diamond>
+ ArmorMaterial(Bone Armor Pieces/Blood Shards, 35, {5,8,7,4}, 35)
- 4/4 Set Bonus:
+ Night Vision
+ Water Breathing
+ Slowness II (during day time)
+ Speed I (during night time)
Reaper Scythe
- +4.5 Attack Damage
- EFFECTS
+ Decay
- Casts Wither II on entity hit for 4 seconds
+ Reaping
- 100% on kill to heal 1 heart
- 25% on hit to heal 1/2 heart
+ Hardened
- No durability loss on entity hit
+ Crucible
- Gains +0.5 Attack Damage per 75 kills (weapon must get KB)
- ABILITY (Right Click)
+ "Step through the Void"
+ Teleport player to graticule
+ Excessive usage/attempts will invoke scaling and dire consequences
+ Changes blocks around the player
- Water => Ice
- Grass => Dirt
- Logs => Cobblestone
- Leaves => Cobblestone
- Plants/Crops => Dead Shrub
- Corners => Fire
+ EFFECTS
- Slowness VII for 2 seconds (immobilized) (during day time)
- Speed III for 3 seconds (during night time)
- Fire Resistance for 4 seconds
Concurrent Equip Bonus (Must be currently select item AND 4/4 armor equipped)
- Fire Resistance
Bone Armor
+ Between <Leather> and <Iron>
+ ArmorMaterial(Bones, 15, {2,4,3,1}, 22)
+ 4/4 Set Bonus:
- Night Vision
Lapis Armor
+ Between <Leather> and <Iron>
+ ArmorMaterial(Lapis Lazuli, 15, {2,4,3,1}, 22)
+ 4/4 Set Bonus:
+ Speed I
Emerald Armor
+ Between <Iron> and <Diamond>
+ ArmorMaterial(Emeralds, 26, {3,6,6,2}, 14)
+ 4/4 Set Bonus:
- Haste I
Recipes

- ALL legacy armors require their respective gem in the middle slot. Armors are crafted using their respective "First Tier" armors in the archetypical "armor" fashion shown above. (e.g. Thunder Boots => Lapis Boots x 4 [keypad slots: 4, 1, 6, 3] + Storm Shard x 1 [keypad slot: 5])
- Bone Armor => Reaper Armor
- Lapis Armor => Thunder Armor


(FROM HEARTS -- see changelog)
Recipes
Health Heart -- (Adds 2.0D Health [1 Heart]) {64 Stack}



Damage Buff -- (Adds 0.5D Damage [Base Damage is 1.0D]) {64 Stack}



FOOD
Bacon Strips -- (Adds 1 Saturation [0.5 Hunger] per strip) {64 Stack, Shapeless}

Bacon -- (Adds 3 Saturation [1.5 Hunger] per strip) {64 Stack}

Bread Slices -- (Adds 1 Saturation [0.5 Hunger] per slice) {64 Stack, Shapeless}

Caramel -- (Adds 3 Saturation [1.5 Hunger]) {64 Stack}

Caramel Apple -- (Adds 9 Saturation [4.5 Hunger]) {64 Stack, Shapeless}

Cheese -- (Adds 5 Saturation [2.5 Hunger]) {64 Stack}

Chocolate -- (Adds 4 Saturation [2.0 Hunger]) {64 Stack, Shapeless}

Fried Egg -- (Adds 4 Saturation [2.0 Hunger]) {64 Stack}

Toast -- (Adds 2 Saturation [1.0 Hunger] per slice) {64 Stack}

DRINKS
Grain Alcohol -- (Player gains 4 effects for 20 seconds) {64 Stack, Always Edible, Shapeless}
- Resistance II
- Strength II
- Slowness III
- Nausea IV

Vodka -- (Player gains 4 effects for 20 seconds) {64 Stack, Always Edible, Shapeless}
- Resistance II
- Strength II
- Slowness III
- Nausea IV

ITEMS
Blaze Charge -- (Revertible) {64 Stack, Shapeless}

Essence of Flame -- (Revertible) {16 Stack, Shapeless}

Diamond -- {Shapeless}

v1.1.1 to v2.0 Changelog
v2.0.1
* Implemented config option to set starting hearts
+ hearts:heartStart (defaults to 20.0 [10 Hearts])
+ Mod forces 0.5 if number is less than 0.5 to prevent instant spawn death
* Corrected recipe for Bacon Dealies
+ Was from Bacon Strips, changed to Bacon
v2.0.0
* Emerald Items
+ Emerald Armor
- Between <Iron> and <Diamond>
+ ArmorMaterial(Emeralds, 26, {3,6,6,2}, 14)
- 4/4 Set Bonus:
+ Haste I
* Lapis Items
+ Lapis Armor
- Between <Leather> and <Iron>
+ ArmorMaterial(Lapis Lazuli, 15, {2,4,3,1}, 22)
- 4/4 Set Bonus:
+ Speed I
* Bone Items
+ Bone Armor
- Between <Leather> and <Iron>
+ ArmorMaterial(Bones, 15, {2,4,3,1}, 22)
- 4/4 Set Bonus:
+ Night Vision
* Legacy Constructs
* Reaper Set
+ Reaper Armor
- Better than <Diamond>
+ ArmorMaterial(Bone Armor Pieces/Blood Shards, 35, {5,8,7,4}, 35)
- 4/4 Set Bonus:
+ Night Vision
+ Water Breathing
+ Slowness II (during day time)
+ Speed I (during night time)
+ Reaper Scythe
- +4.5 Attack Damage
- EFFECTS
+ Decay
- Casts Wither II on entity hit for 4 seconds
+ Reaping
- 100% on kill to heal 1 heart
- 25% on hit to heal 1/2 heart
+ Hardened
- No durability loss on entity hit
+ Crucible
- Gains +0.5 Attack Damage per 75 kills (weapon must get KB)
- ABILITY
+ "Step through the Void"
+ Teleport player to graticule
+ Excessive usage/attempts will invoke scaling and dire consequences
+ Changes blocks around the player
- Water => Ice
- Grass => Dirt
- Logs => Cobblestone
- Leaves => Cobblestone
- Plants/Crops => Dead Shrub
- Corners => Fire
+ EFFECTS
- Slowness VII for 2 seconds (immobilized) (during day time)
- Speed III for 3 seconds (during night time)
- Fire Resistance for 4 seconds
+ Concurrent Equip Bonus
- Fire Resistance
* Thunder Set
+ Thunder Armor
- Better than <Diamond>
+ ArmorMaterial(Lapis Armor Pieces/Storm Shards, 35, {5,8,7,4}, 35)
- 4/4 Set Bonus:
+ Fire Resistance
+ Speed I
+ Strength I (if it is raining)
+ Thunder Hammer
- +8.5 Attack Damage
- EFFECTS
+ Snare
- Casts Slowness III on entity hit for 3 seconds
+ Indefatigable
- 100% on kill to gain 1/2 hunger
- 25% on hit to gain 1/2 hunger
+ Hardened
- No durability loss on entity hit
+ Hurricane
- Reduces summoning fatigue by 5%(ABP) per 75 kills (weapon must get KB)
- Summoning fatigue reduced by 10%(ABP) when raining
- ABILITY
+ "Summon the wrath of the gods"
+ Summon lightning bolt at graticule
- Thunder Set 4/4 bonus will prevent damage from lightning
+ Concurrent Equip Bonus
- Strength I (if it is not raining)
- Strength II (if it is raining)
* Added Items
+ Salt
+ Reaper Scythe Construct
+ Reaper Scythe
+ Blood Shard
+ Blood Fragment
+ Thunder Hammer Construct
+ Thunder Hammer
+ Storm Shard
+ Storm Fragment
+ Bone Armor
- Bone Helment
- Bone Chestplate
- Bone Leggings
- Bone Boots
+ Lapis Armor
- Lapis Helment
- Lapis Chestplate
- Lapis Leggings
- Lapis Boots
+ Emerald Armor
- Emerald Helment
- Emerald Chestplate
- Emerald Leggings
- Emerald Boots
+ Reaper Armor
- Reaper Helment
- Reaper Chestplate
- Reaper Leggings
- Reaper Boots
+ Thunder Armor
- Thunder Helment
- Thunder Chestplate
- Thunder Leggings
- Thunder Boots
* Changed Items
+ Nova Sphere renamed Essence of Flame
* Changed Food Recipes
+ Caramel Apple
- Saturation to 9, up from 6
* Added Food Recipes
+ Cooked Carrot
- 6 Saturation
- Furnace => Carrot
+ Grilled Cheese
- 12 Saturation
- Crafting => Toast + Toast + Cheese
+ Bacon Dealies
- 0 Saturation
- Crafting => Bacon
+ Loaded Potato
- 8 Saturation
- Crafting => Potato + Cheese + Bacon Dealies
+ Loaded Baked Potato
- 11 Saturation
- Crafting => Baked Potato + Cheese + Bacon Dealies
- Furnace => Loaded Potato
+ Edible Mushroom
- 1 Saturation
- Crafting => Red Mushroom
- Crafting => Brown Mushroom
* Refactored code
+ Rewritten for Minecraft 1.7.10
+ Item Recipes
+ Smelting Recipes
* NOTES
+ ArmorMaterial(<Crafting Material>, <Durability>, <Reduction Amounts {head,chest,legs,feet}>, <Enchantibility>)
+ 4/4 Set Bonuses require that all items be equipped simultaneously to persist the effect(s).
+ Concurrent Equip Bonus requires 4/4 Set be equipped AND that the respective weapon is the player's CURRENT ITEM simultaneously to persist the effect.
- Selecting a different item than the respective weapon will cause effect to fade, until reselected.
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What means Verified?
-
Compatibility: The mod should be compatible with the latest version of Minecraft and be clearly labeled with its supported versions.
-
Functionality: The mod should work as advertised and not cause any game-breaking bugs or crashes.
-
Security: The mod should not contain any malicious code or attempts to steal personal information.
-
Performance: The mod should not cause a significant decrease in the game's performance, such as by causing lag or reducing frame rates.
-
Originality: The mod should be original and not a copy of someone else's work.
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Up-to-date: The mod should be regularly updated to fix bugs, improve performance, and maintain compatibility with the latest version of Minecraft.
-
Support: The mod should have an active developer who provides support and troubleshooting assistance to users.
-
License: The mod should be released under a clear and open source license that allows others to use, modify, and redistribute the code.
-
Documentation: The mod should come with clear and detailed documentation on how to install and use it.
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How to Install
Download Forge & Java
Download Forge from the offical Site or here. If you dont have Java installed then install it now from here. After Downloading Forge you can run the file with Java.
Prepare
Lounch Minecraft and select your Forge istallation as Version this will create a Folder called Mods.
Add Mods
Type Win+R and type %appdata% and open the .minecraft Folder. There will you find your Folder called Mods. Place all Mods you want to play in this Folder
Enjoy
You are now Ready. Re-start your Game and start Playing.