This mod adds living weapons, tools, and armor through the use of a new enchantment, Living! Living lets your equipment grow stronger over time, and even have their own personalities!
Each enchanted item gains experience through use. There are 3 different types of ways to gain XP in this mod.
Mending-Style: Living items will consume some of your XP to level up, similar to how mending works.
Original: Living items gain XP instantly when killing a Mob or breaking a block (tools only)
Original with XP orbs: Similar to original, except instead of instantly adding XP, it spawns an XP orb (orb only works with living items, it is not a normal XP orb)
Each level increases the damage and effectiveness of the weapon by a set amount, 5% by default. For armor, the level of all pieces worn is added up, then the damage is divided by 1 + (0.05 * combined level). You can change a lot about the leveling process and other rates in mod config, which you can find in the mod settings or you can edit the config file in the config folder inside %appdata%/.minecraft.
So how do you obtain the enchantment in survival? By default, you can get the enchantment book or a unique enchanted item from fishing (1 in 40 default) or from any spawned chest (1 in 3 default). Villagers should also be able to sell them. Of course, if you're in creative you can just find the book in the Tools tab.
Because this enchantment is so strong (depending on how much you use the item), it is incompatible with all other damage or efficiency enchantments by default. Which is fine, you'll be able to outperform them if you put the time in. You can also enable other damage enchantments if you want, you cheeky dog. Protection is disabled by default for living armor too.
Enchantments also come with a personality. Each living item will respond to certain events in a way you might expect a person with that personality to respond! This below is a sample of Demonic speech:
You can also disable personalities, their ability to talk, and their frequency rates in the config
This mod is a Forge mod, and requires Forge to use.
Almost all the versions allow you to repair at an anvil. Only the earliest of the earliest have that bug. It will always show it as being reset when repairing, but once you finish the repair (ie pull it out of the anvil), it will still have all it's stats. The forge AnvilUpdateEvent is broken, so I can't properly update the output that you see when you hover over it in the anvil. It works though. Some mod anvils also don't throw an AnvilRepairEvent either, so I can't attach code that transfers stats for these mod anvils either.
Hey! I've really been loving this mod. Quick question: If I disenchant a Living weapon with this mod, will all the experience and personality of the enchantment be reset? I attached my Living enchantment to a somewhat weaker weapon with special abilities, but I'd like to know if I can move that enchantment off later.
I've been writing my own personalities, and I was wondering if there were more commands for the config? Like, it's nice being able to set different messages and frequencies to the durability of your tool, but I'd like to have a full list of conditions to reference. Things like hitting a particular level, or being able to set up an if statement would really sell the livingness of the tool. Like, when you first enchant the tool, it doesn't like you, but after hitting a certain level, its attitude towards you starts to change, and if you give it to someone else the tool would be like, 'who da heck r u?'
This mod adds living weapons, tools, and armor through the use of a new enchantment, Living! Living lets your equipment grow stronger over time, and even have their own personalities!
Each enchanted item gains experience through use. There are 3 different types of ways to gain XP in this mod.
Each level increases the damage and effectiveness of the weapon by a set amount, 5% by default. For armor, the level of all pieces worn is added up, then the damage is divided by 1 + (0.05 * combined level). You can change a lot about the leveling process and other rates in mod config, which you can find in the mod settings or you can edit the config file in the config folder inside %appdata%/.minecraft.
So how do you obtain the enchantment in survival? By default, you can get the enchantment book or a unique enchanted item from fishing (1 in 40 default) or from any spawned chest (1 in 3 default). Villagers should also be able to sell them. Of course, if you're in creative you can just find the book in the Tools tab.
Because this enchantment is so strong (depending on how much you use the item), it is incompatible with all other damage or efficiency enchantments by default. Which is fine, you'll be able to outperform them if you put the time in. You can also enable other damage enchantments if you want, you cheeky dog. Protection is disabled by default for living armor too.
Enchantments also come with a personality. Each living item will respond to certain events in a way you might expect a person with that personality to respond! This below is a sample of Demonic speech:
You can also disable personalities, their ability to talk, and their frequency rates in the config
This mod is a Forge mod, and requires Forge to use.
Planned features:
-Clownvin
New update, 2.1.0 Adds support for EnderIO's Enchanter. That is all.
-Clownvin
2.4.0 is out! It's mostly just some fixes/changes, with some config changes and minor bug/unintentional behaviour fixes.
You WILL probably want to delete your config, since some fields got renamed or changed into something else entirely.
-Clownvin
This mod is fun, really gives my items personality, heh! Only thing I don't like is the skill level resetting when I repair the item on the anvil.
Almost all the versions allow you to repair at an anvil. Only the earliest of the earliest have that bug. It will always show it as being reset when repairing, but once you finish the repair (ie pull it out of the anvil), it will still have all it's stats. The forge AnvilUpdateEvent is broken, so I can't properly update the output that you see when you hover over it in the anvil. It works though. Some mod anvils also don't throw an AnvilRepairEvent either, so I can't attach code that transfers stats for these mod anvils either.
-Clownvin
Hey! I've really been loving this mod. Quick question: If I disenchant a Living weapon with this mod, will all the experience and personality of the enchantment be reset? I attached my Living enchantment to a somewhat weaker weapon with special abilities, but I'd like to know if I can move that enchantment off later.
I've been writing my own personalities, and I was wondering if there were more commands for the config? Like, it's nice being able to set different messages and frequencies to the durability of your tool, but I'd like to have a full list of conditions to reference. Things like hitting a particular level, or being able to set up an if statement would really sell the livingness of the tool. Like, when you first enchant the tool, it doesn't like you, but after hitting a certain level, its attitude towards you starts to change, and if you give it to someone else the tool would be like, 'who da heck r u?'