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A lot of code improvements to many elements in this mod and less MCreator generated code overall.
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Removed Ghosts Completely.
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Removed Ectoplasm but kept texture just in case for later.
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Temporally Disabled Merfolk (their code were lost due to a computer issue and haven't gotten to remaking them yet since they weren't doing much in the mod).
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-Might Rework when returned.
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Added Supernatural Config.
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-vampire_speed : true - Enables/Disables Vampire Speed Buff.
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-vampire_strength : true - Enables/Disables Vampire Strength Buff.
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-vampire_haste : true - Enables/Disables Vampire Haste Buff.
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-vampire_invis : true - Enables/Disables Vampire Invisibility while sneaking.
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-vampire_sun : true - Enables/Disables Vampire Sun damage.
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-vampire_sun_damage : 4 - Set the damage of Sun Damage.
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-vampire_wooden_death_req : 0.6 - Set the health requirement for triggering instant death to wooden swords (0.0 to disable. 1.0 is max).
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Added "Spook".
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-Note: Will be getting new sounds Soon#TM.
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-Replaces ghosts in Graveyards.
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-Can possess animals, or monsters if they don't have a Spook already in them or don't have the Glowing effect.
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-Can possess a full suit of armor from the armor stand.
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-Glowing effect will instantly remove a Spook from the target.
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-Spooks become persistent if they were inside of a player, animal, or the monster was persistent.
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-Possessed Armor now has the possession effect too and cannot live without it.
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Vex Changes
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-Now has 1.19.3 updated model and textures.
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-Will always have a lifetime of 100 seconds no matter how it spawns.
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-Will always have a home block position upon spawn.
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-Will always attempt to mark a nearby Spellcaster Illager as their owner, else just sets it to null.
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Vampirism can now be cured if the player was struck by lightning while having an Totem of Undying in their inventory.
- Updated base code.
- Removed "vampire_curse" & "vampire_cure" commands in favor of "vampirism" command.
- -Vampirism can give/cure vampirism to the targeted player and works as "/vampirism [action] [target]"
- -Giving Vampirism via command will remove Vampiris effect from the player if it is there.
- -Curing Vampirism via command will remove the Strength, Haste, and Speed effects now.
- Sun damage will now damage headwear on vampires. Unbreaking enchantment slows this down.
- Ghosts:
- -Updated AI movement control.
- -Ghosts will now automatically float up if stuck within full blocks.
- -Removed Knockback Resistance.
- Added Merfolk
- -Three variations (Amethyst, Emerald, and Diamond).
- -Drops common loot base on variation.
- -All three can drop nautilus shells.
- -All three can drop tridents (even while trident attack is on cooldown).
- -Spawns in ANY Ocean tagged biome at y level 52 or below.
- -Note: Sounds not fully completed yet.
- Brought back the missing "Haunted Helmets" as "Gothic Helmets" and made them craftable this time around instead of being exclusive to Possessed Armor. Note: Possessed Armor will NOT convert your helmets into Gothic Helmets anymore either. This is merely just me bringing back these helmets as they fit the theme of the mod.
*Added Reworked Ghosts
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-Two Variations:
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-1. Ecto: Aggressive variation that deals 1 physical damage + 1 *(difficulty) magic damage, and attacks the living.
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-2. Spooky: Supportive variation that enjoys possession and debuffing the player. Only deals 1 physical damage and has much weaker health, which is why the spiritual energy is used up completely during possession.
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Added Possessed Armor
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-Spooky Ghosts can possess armor from an armor stand if it is a full set (otherwise would destroy armor stand in anger). Gaining the defense of whatever armor it has possessed. A shield and sword will be materialize as well, though the shield seems more decorative than actual useful.
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Grave Soil can now spawn ghosts.
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Ecto Ghosts can spawn naturally in the swamps and drops ectoplasm which can be used to make bottles of enchanting. Using an ectoplasm up will leave behind a slime ball too.
!WARNING! THIS IS A REWORK UPDATE!
!BACK UP YOUR WORLDS!
Note: This update reworked the mod as a whole and has a lot of changes, including temporally removal of ghosts, possessed armor, and other things that hasn't been reworked yet. A lot of this is due to the lower quality this mod felt like from before, especially for 1.18.2 version of Minecraft, and I want to fix up everything to a much better experience overall but this means I have to rework everything. I am just going to focus on vampires first to make sure everything feels right and balance them before adding back ghosts and potentially possessed armor, once I figure out how I want to adjust or change them that is. (and giving them a better overall use).
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Vampirism Changes:
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-Blood bar is back.
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-Blood is similar to hunger in that it does goes down naturally but it will not go down during healing or sprinting.
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-Support for "Forbidden Fruit" from Enigmatic Legacy mod where blood bar will be invisible if Fruit's effects are active (only works if fruit was consumed AFTER installing this mod though).
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-You can gather bottled blood by simply attacking animals, villagers, or other players while holding empty bottles in your off-hand.
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-You have all your passives in the daylight now.
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-Invisibility passive while sneaking only works when not in daylight though. Also doesn't work in Creative or Spectator mode.
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-ANY headgear can protect you from sun damage now.
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-Wooden Sword instant-kill threshold changed from 45% to 60%.
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-Vampire Slayer advancement now requires killing a vampire with a wooden sword to obtain.
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-Bats no longer spawn on vampire death but instead if a vampire is killed by a wooden sword.
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-Leeching now gives blood instead of health per hit.
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-All forms of gathering blood applies the bleeding effect and you cannot gather more blood from a target that is bleeding (this acts as a cooldown). Leeching has the lowest cooldown while collecting player blood has the highest.
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Graveyards:
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-Decrease height generation down by one (last update increased it by two and made them too high).
- Fixed Ghost Damage not changing base on difficulty.
- Fixed missing sounds for the Vampire mob.
- Removed abilities and blood for vampires.
- Leeching now heals the vampire's health as long as target isn't bleeding.
- Sneaking automatically now cloaks the vampire in invisibility.
- Hunger is completely disabled for vampires.
- Vampires no longer get a debuff from eating food.
- Vampires lose benefits in the sunlight.
- Vampires will NOT take damage in the sunlight if wearing a HAUNTED Diamond or Netherite Helmet.
Note: I honestly have no idea on how I wanna approach abilities and blood magic for vampires and this mod wasn't intended to be a vampire focus mod to begin with anyways. So instead, the benefits and negatives of being a vampire are all now passives instead. I also wanted to improve compatibility with other mods so that a vampire player doesn't feel too limited.
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Removed Ectoplasm (Was Useless).
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Removed Curse of Vampirism (Was Useless).
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Updated Back-End Code quite a bit.
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Added /vampire code to instantly turn yourself into a vampire (requires OP rank 4).
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Vampires no longer loses blood passively (only when using abilities).
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At full blood, Vampires have a slow regen effect.
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Increase Sun Damage for all vampires to 4.
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Sun damage now applies every 20 ticks instead of 30 ticks (every one second).
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Ghost experience increased to 8 due to removal of Ectoplasm.
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Ghosts now can only possess one thing and will despawn forever.
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Ghosts now do magic damage instead of setting non-possessable targets on fire.
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-Vampires are immune to a Ghost's magic damage.
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Updated Ghost visual effects and changed texture (name a ghost to "Classic" to see old version for comparison).
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Haunted Helms uses their respective ingots now for repairing due to removal of Ectoplasm.
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Fixed "Curse of Vampirism" being found as treasure loot.
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Vampire Illagers now properly uses the Illager Model instead of a mimic version I made.
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-Vampire Illagers will have their weapon hidden when not aggressive but will not have arms crossed.
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-Vampire Illagers will now only spawn with iron swords.
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-Vampire Illagers will now apply their deflect ability once aggressive.
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-Vampire Illagers will now have a 40% chance of using invisibility when a player target is nearby instead of when aggressive.
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-Vampire Illagers will boost their speed and strength when aggressive by default (no weapon requirement).
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-Vampire Illagers now have custom sounds.
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Updated Vampirism for the Player:
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-All Vampire abilities now requires a sword.
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-Invisibility activates when sneaking.
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-Buff to speed and strength activates when sprinting.
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-Deflect is the default right click activation.
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-Cost of deflect reduce from 2 to 1.
- Ghost Experience value reduced from 5 to 1.
- Removed Glowing Potions
- Ectoplasm can now be used to make experience bottles in the brewing stand instead. (Glowing potions was pretty useless).
- Removed Protection IV from Haunted Helmets dropped by Possessed Armor.
- Immunity to Ghost's fire now requires your helmet to have Curse of Vampirism instead of being a Haunted Helmet. Note: The Curse is only applicable to Haunted Helmets anyways.
- Vampires are now immune to the negative effect of Bleeding and Leeching should no longer work on Vampires.
- Decrease health threshold for wooden swords to instantly kill a vampire from 70% to 45%.
- Increased invisibility duration for vampires from 60 seconds to 150 seconds.
- Increased axe ability duration for vampires from 45 seconds to 120 seconds.
- Invisibility now requires the vampire to be sneaking to activate it.
- Added a new ability for the sword which allows the vampire to deflect common arrows, costing one blood droplet per arrow deflected.