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Add a guide for Custom Enchantments #134
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Quite a bit to do, but it's a great start - the structure is definitely there, it just needs the following done:
- Breaking up larger paragraphs into seperate paragraphs (especially the start and the "Creating The Enchantment" first paragraph.
- Delegating the datagen setup information to the relevant Fabric Wiki page
- Fix issues with markdown-lint, see either the files tab on this PR to see the issues, or view the github action logs, you can also use the vscode plugin to find all lint issues.
- Moving code from code blocks into the reference mod.
- Using either an LLM or a tool such as LanguageTool to ensure grammar and readability is good.
Overall, this is a great guide, it really uses all the features of the wiki, and will be really useful for many developers! Good job! 👍
reference/latest/src/main/java/com/example/docs/FabricDocsReference.java
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reference/latest/src/main/java/com/example/docs/data/EnchantmentGenerator.java
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reference/latest/src/main/java/com/example/docs/data/EnchantmentGenerator.java
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Co-authored-by: Calum H. <[email protected]>
Co-authored-by: Calum H. <[email protected]>
Co-authored-by: Calum H. <[email protected]>
…c-docs into customEnchantments
Just went through and fixed everything mentioned in the code review |
applied suggested grammar fixes Co-authored-by: Miroma <[email protected]>
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accepted fixes in grammar
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I am only reviewing the Markdown file, not the Java code; that should be reviewed by someone else.
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Just some small and mostly "clean-code" related stuff.
...nce/latest/src/main/java/com/example/docs/enchantment/effect/LightningEnchantmentEffect.java
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reference/latest/src/main/java/com/example/docs/enchantment/ModEnchantmentEffects.java
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reference/latest/src/main/java/com/example/docs/data/EnchantmentGenerator.java
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I have cleaned up the introduction and final sentences, this is good IMO. |
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## Custom Enchantment Effects {#custom-enchantment-effects} | ||
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Start by creating an `enchantment` folder, and within it create a folder `effect`. Within the `effect` folder, we'll create the `LightningEnchantmentEffect` record. |
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Start by creating an `enchantment` folder, and within it create a folder `effect`. Within the `effect` folder, we'll create the `LightningEnchantmentEffect` record. | |
Start by creating an `enchantment` folder, and within it, create an `effect` folder. Within that, we'll create the `LightningEnchantmentEffect` record. |
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Start by creating an `enchantment` folder, and within it create a folder `effect`. Within the `effect` folder, we'll create the `LightningEnchantmentEffect` record. | ||
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Next, we can create a constructor and override the `EnchantmentEntityEffect` interface methods. We'll also create `CODEC` variable to encode and decode our effect; you can read more about [Codecs here](../codecs). |
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Next, we can create a constructor and override the `EnchantmentEntityEffect` interface methods. We'll also create `CODEC` variable to encode and decode our effect; you can read more about [Codecs here](../codecs). | |
Next, we can create a constructor and override the `EnchantmentEntityEffect` interface methods. We'll also create a `CODEC` variable to encode and decode our effect; you can read more about [Codecs here](../codecs). |
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Next, we can create a constructor and override the `EnchantmentEntityEffect` interface methods. We'll also create `CODEC` variable to encode and decode our effect; you can read more about [Codecs here](../codecs). | ||
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The bulk of our code will go into the `apply()` event, which is called when the criteria for your enchantment to work is met. We'll later configure this `Effect` to be called when an entity is hit, but for now let's write simple code to strike the target with lightning. |
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The bulk of our code will go into the `apply()` event, which is called when the criteria for your enchantment to work is met. We'll later configure this `Effect` to be called when an entity is hit, but for now let's write simple code to strike the target with lightning. | |
The bulk of our code will go into the `apply()` event, which is called when the criteria for your enchantment to work is met. We'll later configure this `Effect` to be called when an entity is hit, but for now, let's write simple code to strike the target with lightning. |
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@[code transcludeWith=#entrypoint](@/reference/latest/src/main/java/com/example/docs/enchantment/effect/LightningEnchantmentEffect.java) | ||
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Here the `amount` variable indicates a value scaled to the level of the enchantment. We can use this to modify how effective the enchantment is based on level. In the code above, we are using the level of the enchantment to determine how many lightning strikes are spawned. |
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Here the `amount` variable indicates a value scaled to the level of the enchantment. We can use this to modify how effective the enchantment is based on level. In the code above, we are using the level of the enchantment to determine how many lightning strikes are spawned. | |
Here, the `amount` variable indicates a value scaled to the level of the enchantment. We can use this to modify how effective the enchantment is based on level. In the code above, we are using the level of the enchantment to determine how many lightning strikes are spawned. |
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## Registering the Enchantment Effect {#registering-the-enchantment-effect} | ||
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Like every other component of your mod, we'll have to add this `EnchantmentEffect` to Minecraft's registry. To do so, add a class `ModEnchantmentEffects` (or whatever you want to name it) and a helper method to register the enchantment. Be sure to call the `registerModEnchantmentEffects()` in your main class which contains the `onInitialize()` method. |
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Like every other component of your mod, we'll have to add this `EnchantmentEffect` to Minecraft's registry. To do so, add a class `ModEnchantmentEffects` (or whatever you want to name it) and a helper method to register the enchantment. Be sure to call the `registerModEnchantmentEffects()` in your main class which contains the `onInitialize()` method. | |
Like every other component of your mod, we'll have to add this `EnchantmentEffect` to Minecraft's registry. To do so, add a class `ModEnchantmentEffects` (or whatever you want to name it) and a helper method to register the enchantment. Be sure to call the `registerModEnchantmentEffects()` in your main class, which contains the `onInitialize()` method. |
"enchantment.FabricDocsReference.thundering": "Thundering", | ||
``` | ||
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You should now have a working custom enchantment effect! You can test it by enchanting a weapon with the enchantment and hitting a mob, an example is given in the following video. |
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You should now have a working custom enchantment effect! You can test it by enchanting a weapon with the enchantment and hitting a mob, an example is given in the following video. | |
You should now have a working custom enchantment effect! Test it by enchanting a weapon with the enchantment and hitting a mob. An example is given in the following video: |
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# Custom Enchantments {#custom-enchantments} | ||
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Starting from version 1.21, custom enchantments in Minecraft use a "data-driven" approach. This makes it easier to add simple enchantments, like increasing attack damage, but more challenging to create complex ones. The process involves breaking down enchantments into _effect components_. |
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Starting from version 1.21
Does this have to be mentioned here? The plugin already highlights it.
in Minecraft
Again, the entire Fabric project revolves around Minecraft, no need to specify it in every page IMO.
An effect component contains the code that defines the special effects of an enchantment. Minecraft supports various default effects, such as item damage, knockback, and experience. | ||
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However, this guide focuses on creating custom enchantment effects that aren't supported by default. | ||
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**Before continuing, please check if the default Minecraft effects can work for your needs by visiting [the Minecraft Wiki's Enchantment Effect Components page](https://minecraft.wiki/w/Enchantment_definition#Effect_components)**. The rest of the guide assumes you understand how to configure "simple" data-driven enchantments. |
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An effect component contains the code that defines the special effects of an enchantment. Minecraft supports various default effects, such as item damage, knockback, and experience. | |
However, this guide focuses on creating custom enchantment effects that aren't supported by default. | |
**Before continuing, please check if the default Minecraft effects can work for your needs by visiting [the Minecraft Wiki's Enchantment Effect Components page](https://minecraft.wiki/w/Enchantment_definition#Effect_components)**. The rest of the guide assumes you understand how to configure "simple" data-driven enchantments. | |
An effect component contains the code that defines the special effects of an enchantment. Minecraft supports various default effects, such as item damage, knockback, and experience. | |
::: tip | |
Be sure to check if the default Minecraft effects satisfy your needs by visiting [the Minecraft Wiki's Enchantment Effect Components page](https://minecraft.wiki/w/Enchantment_definition#Effect_components). This guide assumes you understand how to configure "simple" data-driven enchantments and focuses on creating custom enchantment effects that aren't supported by default. | |
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Starting from version 1.21, custom enchantments in Minecraft use a "data-driven" approach. This makes it easier to add simple enchantments, like increasing attack damage, but more challenging to create complex ones. The process involves breaking down enchantments into _effect components_. | ||
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An effect component contains the code that defines the special effects of an enchantment. Minecraft supports various default effects, such as item damage, knockback, and experience. |
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An effect component contains the code that defines the special effects of an enchantment. Minecraft supports various default effects, such as item damage, knockback, and experience. | |
An effect component contains the code that defines the special effects of an enchantment. Minecraft supports various default effects, such as item damage, knockback, and experience. |
I wrote a guide for creating Custom Enchantment Effects as 1.21 completetly changes how enchantments must be made.