Class AccessoryEffectTypeRegistry

java.lang.Object
tech.anonymoushacker1279.immersiveweapons.init.AccessoryEffectTypeRegistry

public class AccessoryEffectTypeRegistry extends Object
  • Field Details

    • ACCESSORY_EFFECT_TYPE_KEY

      public static final net.minecraft.resources.ResourceKey<net.minecraft.core.Registry<AccessoryEffectType>> ACCESSORY_EFFECT_TYPE_KEY
    • ACCESSORY_EFFECT_TYPE_REGISTRY

      public static final net.minecraft.core.Registry<AccessoryEffectType> ACCESSORY_EFFECT_TYPE_REGISTRY
    • ACCESSORY_EFFECT_TYPES

      public static final net.neoforged.neoforge.registries.DeferredRegister<AccessoryEffectType> ACCESSORY_EFFECT_TYPES
    • FIREARM_AMMO_CONSERVATION_CHANCE

      public static final Supplier<AccessoryEffectType> FIREARM_AMMO_CONSERVATION_CHANCE
      Chance for firearms to not consume ammo.
    • FIREARM_RELOAD_SPEED

      public static final Supplier<AccessoryEffectType> FIREARM_RELOAD_SPEED
      Modifier for reload time for firearms.
    • MELEE_DAMAGE

      public static final Supplier<AccessoryEffectType> MELEE_DAMAGE
      Modifier for melee damage.
    • PROJECTILE_DAMAGE

      public static final Supplier<AccessoryEffectType> PROJECTILE_DAMAGE
      Modifier for projectile damage.
    • GENERAL_DAMAGE

      public static final Supplier<AccessoryEffectType> GENERAL_DAMAGE
      Modifier to all outgoing damage sources.
    • DAMAGE_RESISTANCE

      public static final Supplier<AccessoryEffectType> DAMAGE_RESISTANCE
      Modifier to all incoming damage sources.
    • MELEE_KNOCKBACK

      public static final Supplier<AccessoryEffectType> MELEE_KNOCKBACK
      Modifier to melee knockback.
    • MELEE_BLEED_CHANCE

      public static final Supplier<AccessoryEffectType> MELEE_BLEED_CHANCE
      Chance for melee attacks to inflict BleedingEffect.
    • MELEE_CRIT_DAMAGE_BONUS

      public static final Supplier<AccessoryEffectType> MELEE_CRIT_DAMAGE_BONUS
      Modifier to melee critical damage. Additive with vanilla critical damage, which is 50% by default. For example, a value of 0.5d will result in 100% critical damage.
    • MELEE_CRIT_CHANCE

      public static final Supplier<AccessoryEffectType> MELEE_CRIT_CHANCE
      Chance for any melee attack to become critical, regardless of vanilla critical hit conditions.
    • BLEED_CANCEL_CHANCE

      public static final Supplier<AccessoryEffectType> BLEED_CANCEL_CHANCE
      Chance for BleedingEffect to be cancelled each damage tick.
    • BLEED_RESISTANCE

      public static final Supplier<AccessoryEffectType> BLEED_RESISTANCE
      Modifier to BleedingEffect damage.
    • GENERAL_WITHER_CHANCE

      public static final Supplier<AccessoryEffectType> GENERAL_WITHER_CHANCE
      Chance for attacks to inflict MobEffects.WITHER.
    • EXPERIENCE_MODIFIER

      public static final Supplier<AccessoryEffectType> EXPERIENCE_MODIFIER
      Modifier for experience drops.
    • SONIC_BOOM_RESISTANCE

      public static final Supplier<AccessoryEffectType> SONIC_BOOM_RESISTANCE
      Modifier to DamageTypes.SONIC_BOOM damage.
    • LOOTING_LEVEL

      public static final Supplier<AccessoryEffectType> LOOTING_LEVEL
      Modifier to the looting level of the player.
  • Constructor Details

    • AccessoryEffectTypeRegistry

      public AccessoryEffectTypeRegistry()