Welcome to ElementalCraft: Reactions! This Minecraft mod introduces a new elemental attribute system, reaction mechanics, dedicated enchantments, and visual effects on top of vanilla survival and combat.
The following content applies to V1.6.0+. Frost-related effects, reactions, and Iron's Spellbooks integration were added in V1.7.0. All content is written based on the actual code.
The mod includes 4 base elements + None:
| Element | ID | Color |
|---|---|---|
| Fire | fire | Red |
| Nature | nature | Green |
| Thunder | thunder | Purple |
| Frost | frost | Blue |
| None | none | White |
Each element has a Strike enchantment (weapon), Enhancement enchantment (armor), and Resistance enchantment (armor).
The mod adds 12 dedicated enchantments (3 per element) for weapons and armor:
All enchantments are obtainable through enchanting tables, villager trading, loot chests, and commands.
Elements have a restraint relationship (configurable):
The mod adds 6 new status effects:
| Effect | Description |
|---|---|
| Wetness | Triggers elemental reactions when hit by elemental attacks. Slowly fades away from water; maintained or increased in rain/water. Increases hunger exhaustion. |
| Flammable Spores | Parasitic spores deal poison damage over time and corrode equipment durability. Fire and Static Shock detonate them; Frostbite suppresses them. |
| Static Shock | Takes random damage periodically. At high stacks, forms a Static Aura that damages nearby entities, detonates Spores and Creepers, and causes them to flee. Conducts electricity when wet; can also break Freeze. |
| Paralysis | Unable to act; mob AI is disabled. Continuously sinks and takes drowning damage in water. |
| Frostbite (V1.7.0) | Takes ice damage every 5 seconds; movement speed and attack speed are reduced. At high stacks, forms a Frostbite Aura that applies frostbite to entities in range and forces them to flee. Contact with Wetness causes freezing! |
| Freeze (V1.7.0) | Completely immobilized! Unable to move or attack; takes periodic ice damage; mob AI disabled. Physical melee/projectile attacks are blocked by the ice shell, but elemental attacks penetrate and deal attribute damage. Fire attacks (strong enough) instantly break Freeze and convert it to Wetness. |
Duration, damage, and other parameters are configurable.
| Reaction | Trigger | Effect |
|---|---|---|
| Self-Drying | Self has Wetness + Fire attack | Reduces own Wetness stacks; fire damage reduced. If Fire power ≥ Low-Heat Steam threshold and not on cooldown, spawns a Low-Heat Steam Cloud. |
| Scorched | Fire attack (target not wet, not in 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 (V1.7.0) | Scorched entity has high enough Fire power | Periodically damages entities in range, applies temporary Scorched, clears Frostbite from nearby entities, detonates Creepers, forces nearby mobs to flee. |
| Poison Boost (V1.7.0) | Scorched target has Poison effect | Consumes the Poison effect to boost Scorched: extends duration and increases damage multiplier. |
| High-Heat Steam Cloud | Fire attack + target is Wet | Spawns a High-Heat Steam Cloud. 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 | Generated from Self-Drying, Thermal Shock, or Freeze→Steam | Slowly applies Wetness (condensation) and Blindness to entities inside. (V1.7.0) Can be electrified by Static entities (→ damage + Paralysis) or frosted by Frostbite entities (→ freeze entities inside). Electrified/Frosted clouds prevent further condensation. |
| Reaction | Trigger | Effect |
|---|---|---|
| Nature Parasite | Nature attack (chance scales with Nature Enhancement; Wetness bonus, stacking bonus) | Applies Flammable Spores stacks. Immune if Nature Resistance ≥ threshold. Frozen targets are immune. |
| Nature Counter | Nature-aligned entity enters Scorched state (victim's Nature Enhancement ≥ threshold) | Knocks back nearby hostile enemies and applies Spores to them. Can optionally clear the victim's Scorched state. |
| Spore Contagion | Spore stacks reach threshold | Periodically spreads Spores to nearby entities. Wetness on targets converts Wetness stacks to additional Spore stacks. Only spreads to hostile mobs, not players or tamed animals. |
| Toxic Blast | Scorched target has Flammable Spores | Low stacks (< threshold): Weak blast — applies reduced Scorched without 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. |
| Reaction | Trigger | Effect |
|---|---|---|
| Static Attachment | 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 (V1.7.0) | Static stacks ≥ aura threshold | Periodically damages entities in range; paralyzes wet targets; detonates Spores; breaks Freeze; detonates Creepers; forces nearby mobs to flee. |
| Water Electrification (V1.7.0) | 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 | Entity with Static (or in Static Aura range) has Spores | Chance to detonate Spores based on Static and Spore stacks. |
| Paralysis | Static target gains Wetness (or Static Aura hits wet target) | Clears Static and Wetness, converts to Paralysis, deals remaining Static damage. |
| Thunder Counter | Nature attack hits a Thunder-aligned entity with Spores | Thunder entity counter-attacks the attacker with lightning, applying Paralysis (if wet) or Static (if not wet). |
| Static Steam Cloud (V1.7.0) | Static entity enters Low-Heat Steam Cloud | Electrifies the steam cloud, dealing settlement damage and Paralysis to all entities inside. |
| Reaction | Trigger | Effect |
|---|---|---|
| Frostbite | 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 | Frostbite stacks ≥ aura threshold | Applies temporary Frostbite to entities in range (slows and deals periodic ice damage). Freezes wet targets. If target is Scorched: clears Scorched and forces fleeing (no frostbite applied). |
| Freeze | Frostbite + target has Wetness | Completely immobilizes target (AI disabled, periodic ice damage). Physical attacks blocked by ice shell; elemental attacks penetrate and deal attribute damage. Fire attacks (strong enough) break Freeze and convert to Wetness. Generates a cold mist cloud on freeze. |
| Fire Freeze Melt | Fire attack + target is Frozen (Fire power ≥ threshold) | Instantly breaks Freeze; clears Scorched; converts to Wetness (stacks = freeze stacks). |
| Freeze→Steam | Frozen entity gains Scorched (via aura or Fire attack) | Scorched melts the freeze, generating a Low-Heat Steam Cloud. |
| Frostbite→Wetness | Scorched + target has Frostbite | Converts Frostbite stacks to Wetness stacks; clears both Scorched and Frostbite. |
| Frosted Steam Cloud | Frostbite Aura entity enters Low-Heat Steam Cloud | Steam cloud becomes frosted, freezing entities inside. |
| Frostbite Suppresses Spores | Entity has both Frostbite and Spores | Spores are suppressed during Frostbite; Spore duration decays faster. Spores resume when Frostbite ends. |
| Scorched Aura Clears Frostbite | Scorched Aura hits Frostbite/temporary Frostbite target | Clears Frostbite state, forces fleeing. |
| Condensation | Standing in Low-Heat Steam Cloud | Slowly accumulates Wetness stacks. Electrified/Frosted steam clouds prevent condensation. |
| Reaction | Trigger | Effect |
|---|---|---|
| Thermal Shock | Scorched target contacts water | Instantly deals remaining Scorched damage and clears Scorched. Generates Low-Heat Steam Cloud. Vaporizes water at the contact point. |
All reaction parameters are configurable.
Different biomes grant element tendencies to spawned mobs:
Mobs can randomly gain elemental attributes at spawn based on biome bias and configuration:
All commands start with /elementalcraft and support Tab completion.
/elementalcraft debug # Toggle debug mode, shows elemental damage calculation and reaction info
/elementalcraft reload # Reload all config caches from disk
/elementalcraft biome add <element> <probability>
/elementalcraft biome remove <element>
/elementalcraft biome list
/elementalcraft entity add <attack element> [enhancement element] [enhancement points] [resistance element] [resistance points]
Example: /elementalcraft entity add fire fire 50 frost 20
Points support fixed values (e.g. 50) or ranges (e.g. 20-80)
All parameters after attack element are optional (default: none, 0, none, 0)
/elementalcraft entity remove # Clears forced attributes for the held spawn egg
/elementalcraft entity blacklist add <element> # Held spawn egg: prevent this entity from gaining the specified element (or "all" for all elements)
/elementalcraft entity blacklist remove <element>
/elementalcraft entity blacklist list
/elementalcraft item weapon add <element> # Bind attack attribute (held weapon)
/elementalcraft item weapon remove # Remove forced weapon attribute (held weapon)
/elementalcraft item armor add <enhancement element> [enhancement points] [resistance element] [resistance points]
# Bind enhancement + resistance attributes (held armor)
# Enhancement element is required; points, resistance element, and resistance points are optional (default: 0, none, 0)
/elementalcraft item armor remove # Remove forced armor attributes (held armor)
# Command format (using Scorched as example):
/elementalcraft blacklist scorched add/remove/list
# All effects: scorched, spore, static, paralysis, frostbite, freeze, steam, wetness
config/ElementalCraft/; the mod auto-detects and refreshes configuration every 100 ticks.When enhancement points reach the threshold (maxStatCap from config), visual effects trigger:
elementalcraft-visuals.toml.Config files are located in config/ElementalCraft/:
| File | Purpose |
|---|---|
| elementalcraft-common.toml | Element restraints, damage multipliers, biome bias, enchantment stats, forced entities/blacklists, dimension attributes, etc. |
| elementalcraft-forced-items.toml | Forced item attributes (can be added via commands). |
| elementalcraft-fire-nature-reactions.toml | Fire and Nature reaction parameters (Scorched, Spores, Steam, Toxic Blast, etc.). |
| elementalcraft-thunder-frost-reactions.toml | Thunder and Frost reaction parameters (Static, Paralysis, Frostbite, Freeze, Water Electrification, etc.). Frost parameters added in V1.7.0. |
| elementalcraft-visuals.toml | Particle effect toggles, density, angles, speed, etc. |
Hot-reload supported: configurations refresh automatically after save.
When Iron's Spellbooks is installed alongside ElementalCraft, additional integration features are enabled. All spell reaction chances and intensities are calculated based on the caster's corresponding element enhancement points (spell rarity → stacks, best spell level matched to enhancement points).
casterMobChance (shared across all elements).All 4 element caster mobs share the following behaviors:
Fire caster mobs: Equipped with splash poison potions. Throws poison at the target before casting fire spells — if target is wet, triggers High-Heat Steam Cloud first (consumes Wetness); once Wetness is cleared, Poison guarantees 100% Scorched trigger chance and enhances Scorched duration.
Nature caster mobs:
Thunder caster mobs:
wetnessNetherDimensionImmune is enabled, does not equip water bottles in the Nether (Wetness is disabled).Frost caster mobs:
wetnessNetherDimensionImmune is enabled, does not equip water bottles in the Nether (Wetness is disabled).iss_integration section in elementalcraft-common.toml, only loaded when Iron's Spellbooks is installed.欢迎来到《属性锻造:元素反应》!这是一款围绕元素战斗打造的Minecraft模组,为原版生存与战斗玩法新增了全新的属性系统、元素反应机制、专属附魔以及炫酷的视觉特效。
以下内容适用于V1.6.0版本。冰霜属性相关效果、元素反应及Iron's Spellbooks法术联动于V1.7.0版本更新。所有内容根据代码实际内容编写。
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。
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):
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。
元素之间存在克制关系(可在配置文件中自定义):
模组新增了6种全新的状态效果:
| 效果 | 描述 |
|---|---|
| 潮湿 | 受到元素攻击时会触发元素反应。远离水源时缓慢消退,在雨中或水中会维持/提升层数。会增加饱食度消耗。 |
| 易燃孢子 | 被孢子寄生,持续受到毒伤,装备耐久会被腐蚀。赤焰和静电会引爆它们,霜冻期间会抑制它们。 |
| 静电 | 每隔一段时间受到随机伤害。层数足够时会形成静电光环伤害光环范围内实体,可引爆孢子和苦力怕,并迫使它们逃跑。潮湿时会导电,但也能破除冰冻。 |
| 麻痹 | 无法做出任何动作,生物AI被禁用。在水中会持续下沉并受到溺水伤害。 |
| 霜冻 (V1.7.0) | 被冰霜侵蚀,每5秒受到一次冰冻伤害,移动速度和攻击速度降低。层数足够时形成霜冻光环,对光环范围内的实体施加霜冻并迫使它们逃跑。与潮湿效果接触时会被冻结! |
| 冻结 (V1.7.0) | 完全被冻住!无法移动和攻击,周期性受到冰冻伤害,生物AI被禁用。物理近战/投射物攻击被冰壳格挡,但元素攻击可以穿透并造成属性伤害。赤焰属性攻击(强度足够时)会立即解除冻结并转化为潮湿。 |
持续时间、伤害等参数均可在配置文件中调整。
| 反应名称 | 触发条件 | 效果 |
|---|---|---|
| 自我干燥 | 自身处于潮湿状态 + 赤焰攻击 | 降低自身潮湿层数,本次攻击的赤焰伤害降低。若赤焰强度 ≥ 低温蒸汽阈值且不在冷却中,则生成低温蒸汽云。 |
| 灼烧 | 赤焰攻击(目标无潮湿,不在低温蒸汽云中) | 造成高强度持续火焰伤害(灼烧),免疫普通火焰伤害,接触水时触发"热冲击"。赤焰强度足够时施加灼烧光环,伤害光环范围内实体。 |
| 灼烧光环 (V1.7.0) | 灼烧实体赤焰强度足够高 | 周期性伤害光环范围内实体,施加临时灼烧,清除附近实体的霜冻效果,引爆苦力怕,迫使附近生物逃跑。 |
| 中毒增幅 (V1.7.0) | 灼烧目标有效果 | 中毒效果被消耗以增幅灼烧:延长持续时间并提高伤害倍率。 |
| 高温蒸汽云 | 赤焰攻击 + 目标处于潮湿状态 | 生成高温蒸汽云。周期性烫伤云内实体(火焰伤害,随等级提升)。清除云内实体的潮湿和霜冻。施加致盲。清除生物仇恨。火焰免疫实体受到减伤。 |
| 低温蒸汽云 | 由自我干燥、热冲击或冻结→蒸汽生成 | 缓慢对云内实体施加潮湿(冷凝)和致盲效果。(V1.7.0)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。 |
| 反应名称 | 触发条件 | 效果 |
|---|---|---|
| 自然寄生 | 自然属性攻击(概率随自然强化点数提升,潮湿加成,叠加加成) | 附加易燃孢子层数。自然抗性 ≥ 阈值则免疫。冻结目标免疫。 |
| 自然反制 | 自然属性实体进入灼烧状态(受害者的自然强化 ≥ 阈值) | 击退附近敌对敌人并对其施加孢子。根据配置可清除受害者的灼烧状态。 |
| 孢子传播 | 孢子层数达到阈值 | 定期向附近实体传播。潮湿目标的潮湿层数会转化为额外孢子层数。仅传播至敌对生物,不会传播给玩家或已驯服动物。 |
| 毒火爆燃 | 灼烧目标带有易燃孢子 | 低层数(< 阈值): 弱效爆燃——仅施加伤害降低的灼烧,无爆炸。高层数(≥ 阈值): 完整爆炸——造成范围爆炸伤害,范围随孢子层数增长,对附近所有实体施加增强灼烧。可连锁引爆附近孢子 ≥ 阈值的目标。 |
| 反应名称 | 触发条件 | 效果 |
|---|---|---|
| 静电附着 | 雷霆属性攻击(概率随雷霆强化点数提升,潮湿加成,叠加加成) | 附加静电层数,对潮湿目标概率更高。雷霆抗性 ≥ 阈值则免疫。 |
| 静电光环 (V1.7.0) | 静电层数 ≥ 光环阈值 | 周期性伤害光环范围内实体,可麻痹潮湿目标、引爆孢子、破除冰冻、引爆苦力怕,迫使附近生物逃跑。 |
| 感电水域 (V1.7.0) | 静电实体进入/站在水中 | 使范围内的水域感电,对水中所有实体造成结算伤害和麻痹效果。清除源实体的静电和潮湿。 |
| 静电孢子引爆 | 带有静电效果或处于静电光环范围内的实体拥有孢子 | 基于静电和孢子层数的概率引爆孢子。 |
| 麻痹 | 静电目标获得潮湿状态(或静电光环 + 潮湿目标) | 清除静电和潮湿状态,转化为麻痹效果,结算剩余静电伤害。 |
| 雷霆反制 | 自然攻击带有孢子的雷霆属性实体 | 雷霆实体用闪电反击攻击者,施加麻痹(若潮湿)或静电(若不潮湿)。 |
| 感电蒸汽云 (V1.7.0) | 静电实体进入低温蒸汽云 | 使蒸汽云感电,对云中所有实体造成结算伤害和麻痹效果。 |
| 反应名称 | 触发条件 | 效果 |
|---|---|---|
| 霜冻 | 冰霜攻击(概率随冰霜强化点数提升,潮湿加成,叠加加成) | 施加霜冻层数,周期性造成冰冻伤害并减速移动/攻击速度。层数足够时 → 霜冻光环。 |
| 霜冻光环 | 霜冻层数 ≥ 光环阈值 | 对光环范围内的实体施加临时霜冻(减速并造成周期冰伤)。可冻结潮湿目标。若目标处于灼烧状态:清除灼烧并迫使其逃跑(不施加霜冻)。 |
| 冻结 | 霜冻 + 目标有潮湿效果 | 完全禁锢目标(生物AI禁用,周期性冰伤),物理攻击被冰壳格挡,元素攻击可穿透并造成属性伤害。赤焰属性攻击(强度足够时)可解除冻结并转化为潮湿。冻结时生成寒冷云雾。 |
| 赤焰融冰 | 赤焰攻击 + 目标被冻结(赤焰强度 ≥ 阈值) | 立即解除冻结,清除灼烧,转化为潮湿状态(层数 = 冻结层数)。 |
| 冻结→蒸汽 | 被冻结的实体获得灼烧状态(通过光环或赤焰攻击) | 灼烧效果融化冻结,生成低温蒸汽云。 |
| 霜冻→潮湿 | 灼烧 + 目标带有霜冻 | 霜冻层数转化为潮湿层数,同时清除灼烧和霜冻。 |
| 霜寒蒸汽云 | 霜冻光环实体进入低温蒸汽云 | 蒸汽云变为霜寒状态,冻结云中的实体。 |
| 霜冻抑制孢子 | 实体同时拥有霜冻和孢子效果 | 霜冻期间孢子效果失效,并加速孢子持续时间衰减。霜冻消失后,孢子恢复生效。 |
| 灼烧光环清除霜冻 | 灼烧光环范围内有霜冻/临时霜冻目标 | 清除目标的霜冻状态,迫使逃跑。 |
| 冷凝 | 处于低温蒸汽云中 | 缓慢叠加潮湿层数。感电/霜寒的蒸汽云阻止冷凝。 |
| 反应名称 | 触发条件 | 效果 |
|---|---|---|
| 热冲击 | 处于灼烧状态的目标接触水 | 瞬间结算剩余灼烧伤害并清除灼烧状态。生成低温蒸汽云。蒸发接触点的水。 |
所有反应参数均可在配置文件中调整。
不同群系生成的生物会带有特定的元素倾向:
生物在生成时可以根据群系偏向和配置随机获得元素属性:
所有指令均以 /elementalcraft 开头,支持Tab补全。
/elementalcraft debug # 切换调试模式,显示元素伤害计算过程和反应相关信息
/elementalcraft reload # 从磁盘重新加载所有配置缓存
/elementalcraft biome add <元素> <概率>
/elementalcraft biome remove <元素>
/elementalcraft biome list
/elementalcraft entity add <攻击元素> [强化元素] [强化点数] [抗性元素] [抗性点数]
示例:/elementalcraft entity add fire fire 50 frost 20
点数支持固定值(如50)或范围值(如20-80)
攻击元素之后的所有参数均为可选(默认:无、0、无、0)
/elementalcraft entity remove # 清除手持刷怪蛋对应的实体强制属性
/elementalcraft entity blacklist add <元素> # 手持刷怪蛋,禁止该实体携带指定元素(或填写"all"表示所有元素)
/elementalcraft entity blacklist remove <元素>
/elementalcraft entity blacklist list
/elementalcraft item weapon add <元素> # 绑定攻击属性(手持武器)
/elementalcraft item weapon remove # 移除强制武器属性(手持武器)
/elementalcraft item armor add <强化元素> [强化点数] [抗性元素] [抗性点数]
# 绑定强化+抗性属性(手持防具)
# 强化元素为必填;点数、抗性元素、抗性点数为可选(默认:0、无、0)
/elementalcraft item armor remove # 移除强制防具属性(手持防具)
# 指令格式(以灼烧为例):
/elementalcraft blacklist scorched add/remove/list
# 全部效果:scorched(灼烧)、spore(孢子)、static(静电)、paralysis(麻痹)、frostbite(霜冻)、freeze(冻结)、steam(蒸汽)、wetness(潮湿)
config/ElementalCraft/ 目录下的TOML文件,模组每100刻会自动检测并刷新配置。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):
elementalcraft-visuals.toml 中调整。配置文件位于 config/ElementalCraft/ 目录下:
| 文件 | 用途 |
|---|---|
| elementalcraft-common.toml | 元素克制关系、伤害倍率、群系偏向、附魔加成、强制实体/黑名单、维度属性等。 |
| elementalcraft-forced-items.toml | 强制物品属性配置(可通过指令添加)。 |
| elementalcraft-fire-nature-reactions.toml | 赤焰与自然元素反应参数(灼烧、孢子、蒸汽、毒火爆燃等)。 |
| elementalcraft-thunder-frost-reactions.toml | 雷霆与冰霜元素反应参数(静电、麻痹、霜冻、冻结、感电水域等)。冰霜参数于V1.7.0版本添加。 |
| elementalcraft-visuals.toml | 粒子特效开关、密度、角度、速度等。 |
支持热加载:保存修改后配置会自动刷新。
当 Iron's Spellbooks(铁的法术书)与 ElementalCraft 同时安装时,将启用额外的联动功能。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(稀有度等级 → stacks,与强化点数匹配最佳法术等级)。
casterMobChance 控制(各元素共用此值)。所有4种元素的施法生物共享以下行为:
赤焰施法生物:配备喷溅剧毒水瓶,向目标投毒后施放赤焰法术——目标潮湿时优先触发高温蒸汽云(消耗潮湿),潮湿清除后灼烧由中毒确保100%触发并增强持续时间。
自然施法生物:
雷霆施法生物:
wetnessNetherDimensionImmune 开启且在下界维度,不给喷溅水瓶(潮湿效果已禁用)。冰霜施法生物:
wetnessNetherDimensionImmune 开启且在下界维度,不给喷溅水瓶(潮湿效果已禁用)。elementalcraft-common.toml 的 iss_integration 分类下,仅在Iron's Spellbooks安装时加载。