Vampires are fast, strong and blood-thirsty entities, which do not like the sun, but don't fear the night, and the best thing is: You can become one!
This mod allows you to become a vampire with all its benefits and drawbacks.
After being bitten by a vampire or manually injecting some vampire blood you get an effect called "Sanguinare Vampiris" which eventually turns you into a vampire.
For a more detailed description head over to the Minecraft Forum or the Curseforge page.
Downloads on CurseForge
Downloads on Modrinth
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Short feature overview
- maxanier
- Cheaterpaul
- 1LiterZinalco Triage/Support/Community/Official Server/Art
- Piklach Community/Official Server
- xXvPendragonvXx Community/Official Server
- PixelEyeStudios Models/Textures
- TinkerHatWill Textures
- Alis Textures
- dimensionpainter Textures
- S_olace Textures
- Mistadon Code/Models
- wildbill22 Code
- LRA_10 Models/Textures
- Oreo365 Models
- Slippingchip400 Models
- Йода Textures
- XxKidDowdallxX Textures
- F_Spade Textures
- Matheo Lore
- cournualllama2 Lore
- Random Textures/Models
- Shumnik Textures/Models
Vampirism has an API you can use to add blood values to your mod's creatures or make them convertible and more.
You should be able to include it with the following in your build.gradle
:
repositories {
//Maven repo for Vampirism
maven {
url = "https://maven.maxanier.de"
}
}
dependencies {
//compile against the Vampirism API
compileOnly fg.deobf("de.teamlapen.vampirism:Vampirism:${mc_version}-${vampirism_version}:api")
//at runtime (in your development environment) use the full Vampirism jar
runtimeOnly fg.deobf("de.teamlapen.vampirism:Vampirism:${mc_version}-${vampirism_version}")
}
${mc_version}
gets replaced by the current Minecraft version. (i.e. 1.16.5
)
${vampirism_version}
gets replaced by the version of Vampirism you want to use (i.e 1.7.12
)
For a list of available Vampirism version, see CurseForge or the maven listing .
These properties can be set in a file named gradle.properties
, placed in the same directory as your build.gradle
file. Example gradle.properties
:
mc_version=1.16.5
vampirism_version=1.7.12
Please run the commands that you used to setup your development environment again. E.g. gradlew
or gradlew build --refresh-dependencies
Refresh/Restart your IDE afterwards.
Vampirism uses mixins. To be able to apply them in a deobfuscated environement using a different set of mappings ( from the one Vampirism uses) you have to enable remapping the refmap: Add
property 'mixin.env.remapRefMap', 'true'
property 'mixin.env.refMapRemappingFile', "${projectDir}/build/createSrgToMcp/output.srg"
to your run configurations in your build.gradle
and then regenerate your IDE run configurations (genIntelliJRuns
or
similar). If that does not work you can also try property 'mixin.env.disableRefMap', 'true'
If you still run into issues with the mixins you can also set mixin.env.ignoreRequired
to true
. However, not all of
Vampirism will work correctly then.
Checkout this example project: https://github.com/TeamLapen/VampirismAPIExample
If you want to create an addon which access all of Vampirism's classes, not just the API, checkout this https://github.com/TeamLapen/VampirismAddonExample and consider contacting @maxanier.
The minecraft_version branch serves as the main development branch. There might be older (stable) branches for the
same MC version postfixed with the Vampirism main version.
It may receive bugfixes until the latest branch is released.
The source code is currently divided into three parts, which might be split in the future.
Located in de.teamlapen.vampirism
Contains the mod source code. Depends on the other two parts.
Located in de.teamlapen.vampirism.api
Designed to be used by mods that only optionally interact with Vampirism as well as addon mods depending on Vampirism.
Located in de.teamlapen.lib
Independent mod (Contains @Mod).
Provides Helpers and Registries to automate stuff like EntityUpdates.
Provides abstract classes/default implementations/interfaces to simplify things (located under de.teamlapen.lib.lib).
If you would like to compile your own versions or even contribute to Vampirism's development you need to setup a dev environment. The following example instructions will setup IntelliJ (Free community edition or Non-Free Ultimate edition). If you already have a setup or want to use another IDE, jump here.
- Make sure you have the Java JDK (minimum Java 8) as well as the IntelliJ IDE installed.
- If you want to contribute to the development (via pull requests), fork Vampirism on Github.
- (Optionally) Install Git, so you can clone the repository and push changes.
- Clone (
git clone https://github.com/TeamLapen/Vampirism
) or download Vampirism to a new "Vampirism" folder. - In IntelliJ use
New...
->New from Version Control
-> Fill out repo, directory and name - After cloning is done IntelliJ offers you to import a unlinked Gradle Project. Click this.
- Refresh the gradle project
- Run
genIntellijRuns
and edit the run config to use the correct module - Make sure
Settings -> Build, Execution, Deployment -> Compiler -> 'Add runtime assertions for not-null-annotated methods and parameters' is disabled
(Unfortunately required, requires rebuild if the project has been built before) - You might have to modify the projets compiler output path
That's it.
If you would like to setup Vampirism in another way or another IDE, you should pay regard to the following points.
- Make sure
src/main/java
,src/api/java
andsrc/lib/java
are marked as source folders andsrc/main/resources
andsrc/lib/resources
are marked as resource folders. - Vampirism might have a few dependencies (e.g. Waila), which are specified in the gradle files and should be automatically downloaded and added when you run
ideaModule
oreclipse
. - Vampirism requires at least Java 8
The code style used in this project is the IntelliJ default one.
For Eclipse you can use the settings created by @Cheaterpaul FormatFile ImportOrder
This mod is licenced under LGPLv3 except for the following parts:
Any textures included in this mod are licenced under the following terms:
Any textures (and models) included in the mod may be used, remixed and distributed for anything related to Vampirism (fan art, addon mods, forks, reviews, ...) excluding resource packs.
If you want to use them in a resource/texture pack, you must credit the Vampirism project or the individual creator where applicable and it must not be used commercially.
This mod uses these sounds from freesound:
DST-VampireMonk.mp3 by Striderjapan -- http://www.freesound.org/people/Striderjapan/sounds/141368/ -- License: CC Attribution
vampire bites by Bernuy -- http://www.freesound.org/people/Bernuy/sounds/268501/ -- License: CC Attribution
bow02.ogg by Erdie https://www.freesound.org/people/Erdie/sounds/65734/ -- Licence: CC Attribution
the swarm v31m3 by Setuniman https://www.freesound.org/people/Setuniman/sounds/130695/ -- Licence: CC Attribution
Boiling Towel by unfa https://www.freesound.org/people/unfa/sounds/174499/ -- Licence: CC Attribution
Pepper mill grinds pepper by Black_River_Phonogram https://freesound.org/people/Black_River_Phonogram/sounds/424605/ -- Licence: CC0
Slimey by Nebulasnails https://freesound.org/people/nebulasnails/sounds/495116/ -- Licence: CC0