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Documentation Index

Fetch the complete documentation index at: https://mintlify.com/ProfessorFichte/More-RPG-Classes/llms.txt

Use this file to discover all available pages before exploring further.

More RPG Library adds a comprehensive set of entity attributes that enable complex combat mechanics, elemental fusion, and status effect interactions.

Defensive Attributes

Damage Reflect

Reflects melee damage back to the attacker.Default: 100.0 (0% reflection)Range: 100.0 - 1024.0Formula: 200 = 100% reflectionIdentifier: more_rpg_classes:damage_reflect_modifier

Tenacity

Reduces the chance of harmful status effects being applied.Default: 100.0 (0% resistance)Range: 100.0 - 200.0Formula: 200 = 100% status effect resistanceIdentifier: more_rpg_classes:tenacity

Armor Piercing

Ignores target armor values before damage calculation.Default: 100.0 (0% armor ignored)Range: 100.0 - 200.0Formula: 200 = 100% armor ignoredIdentifier: more_rpg_classes:armor_piercing

Lifesteal & Healing

Lifesteal

Heals the player after dealing melee or projectile damage.Default: 100.0 (0% lifesteal)Range: 100.0 - 1024.0Formula: 200 = 100% damage converted to healingIdentifier: more_rpg_classes:lifesteal_modifier

Spell Vampire

Heals the player after dealing spell damage.Default: 100.0 (0% spell vamp)Range: 100.0 - 1024.0Formula: 200 = 100% spell damage converted to healingIdentifier: more_rpg_classes:spell_vampire
Lifesteal applies to physical attacks (melee and projectiles) while Spell Vampire applies to magical spell damage. This creates distinct sustain paths for different builds.

Rage System

Rage Modifier

Increases melee damage based on missing health percentage.Default: 100.0 (0% bonus)Range: 100.0 - 1024.0Formula: Base Attack Damage + (Generic Attack Damage × Rage % × Missing Health %)Identifier: more_rpg_classes:rage_modifier

Rage Damage Calculation

The Rage attribute is used by the Rage Melee spell school:
RAGE_MELEE.addSource(SpellSchool.Trait.POWER, SpellSchool.Apply.ADD, query -> {
    return query.entity().getAttributeValue(EntityAttributes.GENERIC_ATTACK_DAMAGE) +
            ((query.entity().getAttributeValue(MRPGCEntityAttributes.RAGE_MODIFIER)-100) / 10);
});
Rage is perfect for berserker-style builds that grow stronger as they take damage. Combine with high health pools and defensive stats for a truly dangerous low-health playstyle.

Elemental Fuse Attributes

Fuse attributes allow physical attacks (melee and projectiles) to deal additional magic damage based on spell power.

Air Fuse

Deal air magic damage with physical attacks.Formula: Spell Power × Fuse AttributeIdentifier: more_rpg_classes:air_fuse_modifier

Arcane Fuse

Deal arcane magic damage with physical attacks.Formula: Spell Power × Fuse AttributeIdentifier: more_rpg_classes:arcane_fuse_modifier

Earth Fuse

Deal earth magic damage with physical attacks.Formula: Spell Power × Fuse AttributeIdentifier: more_rpg_classes:earth_fuse_modifier

Fire Fuse

Deal fire magic damage with physical attacks.Formula: Spell Power × Fuse AttributeIdentifier: more_rpg_classes:fire_fuse_modifier

Frost Fuse

Deal frost magic damage with physical attacks.Formula: Spell Power × Fuse AttributeIdentifier: more_rpg_classes:frost_fuse_modifier

Healing Fuse

Deal healing magic damage with physical attacks.Formula: Spell Power × Fuse AttributeIdentifier: more_rpg_classes:healing_fuse_modifier

Water Fuse

Deal water magic damage with physical attacks.Formula: Spell Power × Fuse AttributeIdentifier: more_rpg_classes:water_fuse_modifier

All Fuse Attributes

  • Default Value: 100.0 (0% bonus damage)
  • Range: 100.0 - 1024.0
  • Applies To: Melee attacks and projectiles
Fuse attributes create hybrid playstyles where spellcasters can invest in physical weapons, or warriors can add magical damage to their attacks.

Status Effect Chance Attributes

These attributes provide a chance to apply status effects with melee attacks or projectiles. Amplifiers scale with attack damage where applicable.

Burning Chance

Chance to apply Ignited effect with attacks.Default: 100.0 (0% chance)Range: 100.0 - 200.0Amplifier: Scales with attack damageIdentifier: more_rpg_classes:burning_chance

Stagger Chance

Chance to apply Stagger effect with attacks.Default: 100.0 (0% chance)Range: 100.0 - 200.0Amplifier: Scales with attack damageIdentifier: more_rpg_classes:stagger_chance

Stun Chance

Chance to apply stun effect with attacks.Default: 100.0 (0% chance)Range: 100.0 - 200.0Identifier: more_rpg_classes:stun_chance

Poison Chance

Chance to apply Poison effect with attacks.Default: 100.0 (0% chance)Range: 100.0 - 200.0Amplifier: Scales with attack damageIdentifier: more_rpg_classes:poison_chance

Freeze Chance

Chance to apply Frozen Solid effect with attacks.Default: 100.0 (0% chance)Range: 100.0 - 200.0Identifier: more_rpg_classes:freeze_chance

Bleeding Chance

Chance to apply Bleeding effect with attacks.Default: 100.0 (0% chance)Range: 100.0 - 200.0Amplifier: Scales with attack damageIdentifier: more_rpg_classes:bleeding_chance

Chance Formula

All chance attributes use the same formula:
  • 100 = 0% chance
  • 150 = 50% chance
  • 200 = 100% chance (guaranteed)
Setting chance attributes to 200 will guarantee the effect applies on every hit - use this carefully for balance!

Attribute Registration

All attributes are registered as clamped, tracked entity attributes:
private static RegistryEntry<EntityAttribute> register(
    final String name, 
    double base, 
    double min, 
    double max
) {
    EntityAttribute attribute = new ClampedEntityAttribute(
        "attribute.name." + MOD_ID + '.' + name, 
        base, 
        min, 
        max
    ).setTracked(true);
    return Registry.registerReference(
        Registries.ATTRIBUTE, 
        Identifier.of(MOD_ID, name), 
        attribute
    );
}

Using Attributes in Items

Add these attributes to items using attribute modifiers:
{
  "type": "minecraft:item",
  "name": "minecraft:diamond_sword",
  "functions": [
    {
      "function": "minecraft:set_attributes",
      "modifiers": [
        {
          "attribute": "more_rpg_classes:lifesteal_modifier",
          "amount": 10,
          "operation": "add_value",
          "slot": "mainhand"
        }
      ]
    }
  ]
}

Attribute Synergies

Fuse + Spell Vampire: Hybrid builds can use fuse attributes to deal spell damage with weapons, then heal from it with Spell Vampire.Rage + Lifesteal: Berserker builds benefit from both increased damage at low health and the healing to sustain through fights.Status Chance + Attack Speed: Fast-attacking weapons benefit more from status effect chances due to more opportunities to proc.Armor Piercing + High Damage: Maximize single-hit damage by ignoring enemy armor entirely.

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