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PPG's Runic Weaponry introduces several different unique weapons, each with their own textures and abilities, and a combat-oriented magic system with runes and special hats to spice up survival gameplay! This datapack takes complete advantage of the new enchantment system to create cool but straightforward weapon mechanics.
The abilities given to players in this datapack are generally balanced around vanilla survival, so don't expect any of the weapons or spells to make you a murder machine. My goal is to provide players with cool abilities that make vanilla survival more engaging but don't take away too much of the difficulty (obviously, that also depends on the difficulty you're playing it on). There is a bit of emphasis on building your armor/weapon sets since that has always been a game mechanic that I enjoy.
Issues or Questions? Ask on the comments below or email: issuesppg@gmail.com
The abilities given to players in this datapack are generally balanced around vanilla survival, so don't expect any of the weapons or spells to make you a murder machine. My goal is to provide players with cool abilities that make vanilla survival more engaging but don't take away too much of the difficulty (obviously, that also depends on the difficulty you're playing it on). There is a bit of emphasis on building your armor/weapon sets since that has always been a game mechanic that I enjoy.
Issues or Questions? Ask on the comments below or email: issuesppg@gmail.com
Compatibility | Minecraft 1.21 |
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1 Update Logs
Update #1 - V2.0 and V1.2 Ports : by PeppaPigGod 01/12/2025 3:42:35 pmJan 12th
- V2.0 for 1.21.4 released
- V1.2 for 1.21.1-3 released
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2. I can craft the spells fine, all the textures work and look great but after transfering it into a weapon and right clicking to use it nothing happens, one thing i noticed is that in creative mode when i try using a staff with a spell on it, it works like a chain command block and puts it into the floor without any commands attatched
i hope i was clear enough with this one, english is not my main language so sorry if anything sounds confusing, i've been playing with your datapacks for a week and they are amazing, i really wanna get this one to work out, thanks for the support.
The spell-casting system works using advancement triggers, do you know if there is anything that affects advancements in your instance? My datapacks are built with survival mode in mind so it should work when you start with none and they are triggerable. This also explains the command block issue, since the staves use command blocks as dummy items since they are not usable in survival.
To help diagnose, try running "/function ppgrw:rune/fire_bolt/cast" and let me know what happens.
Runic weapons :
The Crimson Fangblade is the weapon that uses my passive idea for the Rage enchantment. With the Blessed passive, the Crimson Fangblade seems to be broken, but without, the design seems to be really balanced.
The Jarl Grandaxe is rather interesting for duels for off-tank players. It has decent stats, like a Halberd. The idea of obtaining charges by taking damage in the idea of an off-tank is very good. The bonuses correspond well to off-tank gameplay and the accumulation of the Haste bonus from the Fiery Disposition passive and the Resistance bonus obtained with 5 charges increasing to level 2 with the final bonus is very nice. This weapon, however, requires very defensive stuff (the protection enchantment is essential) to be usable to its full potential (perhaps add defensive enchantments and nerf the effect of the protection enchantment to diversify your stuff?)
The Livingwood Hammer has some interesting effects in theory, but in practice it is very difficult to take advantage of its various effects. The number of charges needed to apply the mark is far too high. Additionally, the effect gained when the mark is consumed is very low compared to other rune weapons such as the Crimson Fangblade, especially after so much effort put into obtaining the mark. The default weapon stats are also very low, but seem consistent. In my opinion, the number of charges should be reduced to only 4 charges to allow the player to apply the mark effectively and possibly improve the effect of consuming the mark.
Besides, you must have forgotten a line of code. Indeed, if you apply the mark to one or more entities and consume them as required by the weapon's effect, the effect applies normally. But then, when a brand is applied again, it instantly disappears and it is therefore impossible to benefit from its effect or consume it. I think there is a missing line to remove a tag from the player, preventing them from reapplying a tag.
Spells :
I like the 3 new Lux spells. The Light Bolt could deal extra damage on Undead, but that’s okay.
The little tweak to Risen Army is really nice.
Magic staffs :
This adding is excellent. All of magic staffs are balanced and reward players to specialize to a type of spells. The Amethyst staff rewards the Runewielder’s Resolve with Mana Pool effect port quite well by offering 7.5 regenerated mana. Perhaps it could return a little more mana if the player has the Mana Pool effect (detected by tag or predicate) to really motivate players to use this hat.
Great job there. I hope you can quickly fix the little problem with the Livingwood Hammer.
Good luck ! ;)
Regarding the protection enchantment as a whole, I find it to be a difficult spot to address protection (armor in general) because of how linear the damage reduction values already are. It is hard to make other defensive options since defensive interactions are much more niche, and nerfing a base game mechanic is not what I would like to do. That is why you might have noticed that armor enchantments are few in my other datapack. I think I found a good solution via the elemental enchantments + imperium hats, but that only applies to those wanting to use spells.
I'll think more about the Livingwood Hammer mechanic. As you might guess by how long the description is, it is definitely one of the most complex weapons so far, so I was not super sure how it would feel for other people to use.
Regarding the Amethyst Staff, with the ability to make custom armor textures now, I have plans to add a mana robe set of armor (excluding the helmet so that you can use Mana Pool with it) that would allow you to reach a maximum of 200 mana. That way, the maximum amethyst staff refund would be 10. I don't want it to go higher than 10 since 10 will be the lowest spell cost and I wouldn't want people to be able to generate mana by using a spell haha.
And just to let you know, I'm still thinking about and working on the things we discussed about your document, so don't worry that much of that is missing!
Just something I'm curious about, do you test with other people or on your own? I might have mentioned it before, but I mostly work on these on my own so my decisions are much more based on intuition than anything else. Also I forgot to ask in my other comment on Combat Enchantments, I'm curious on how you like the Midas Soul enchantment and its interactions? I had a lot of fun thinking about and making its mechanics.
When I mentioned a possible nerf to the Protection enchantment, I was thinking of proposing alternatives that would have the same power level as the current Protection enchantment, but with penalties in return, in order to encourage players to make choices . For example, an enchantment allowing you to reach 5 levels of protection (therefore reaching the maximum level of protection with a complete set) in exchange for a penalty of 10% attack damage and attack speed (these values are not necessarily balanced in my example). Another example would be level 4 protection in exchange for an 8% movement speed penalty.
Possibly variations on HP, because the Vitality enchantment lacks situations of use.
For the Livingwood Hammer, its amount of effect effectively predicts its difficulty in balancing and will require a lot of testing and adjustment phases to obtain a convincing result. I still think that a significant increase in its brand consumption effect would not make it broken.
Regarding the Mana Pool synergy, this announcement is very welcome. These additions greatly expand the options in viable ways. The mana regeneration limit of 10 is indeed completely justified and was more than sufficient in all cases.
Ah, very happy to know that this document is very useful to you. Discovering the adaptation of my different suggestions makes me smile. I always keep in mind that you cannot always work on your different projects and I fully understand that you cannot put everything in place in a short time. The most important thing is that you continue to have fun developing these projects.
Hoping other members of the community can help you in some way! :D
Concerning my tests, I carry them out alone. I base myself on several criteria for balancing.
First of all, I base myself on my personal experience as a player in order to have a diversity of possible combat scenarios in mind.
Then, I use multiple calculations to judge the relevance of each statistic. This step is associated with testing phases on mobs without AI with values modified each time to identify the impact of each stat in each situation.
Finally, I use custom mobs (replacing a player), while taking into account the flaws of the AI and reversing the roles between me and the AI to obtain more relevant data.
My experience as a player allows me to have a good overview and a critical look at the data, but this data nevertheless remains central in my judgments in order to remain as objective as possible.
Regarding the Midas Soul enchantment.
I must admit that the Midas Soul enchantment didn’t appeal to me at all... The condition seems a bit restrictive. Indeed, even if a gold farm is affordable, the idea of spending resources on each hit can be off-putting and having to assign a slot for your gold reserve as ammunition for enchantment is annoying.
However, I did the test and I am disappointed with the reward that this enchantment offers compared to the constraints mentioned that it imposes.
For a gold sword, we gain 4 extra damage, equivalent to doubling the damage and allowing us to reach the DPS of a netherite sword, which is suitable (but the sharpness enchantment will remain better because it is less restrictive)
On a netherite sword, the bonus is non-existent (only 1.5 extra damage against 1 gold ingot).
The idea of consuming resources to apply bonus effects is not bad, for example sacrificing HP with the Crimson Fangblade, but because the resource in question is easily recovered and the weapon is basic powerful.
As it stands, without the consumption of gold, the enchantment would be considered on a gold weapon because it is slightly better than the sharpness enchantment.
But to justify the gold sacrifice, you would need a huge bonus: 4 extra damage on any weapon and at least 6 extra damage on a gold weapon.
With these improvements, enchantment becomes relevant and possible without being the default choice for all players because the constraint remains heavy.
I hope these things help you. Good luck as always ! ;)
The main problem is that gold items rarely have use cases because they remain quite rare at the start of the game despite their weakness. Additionally, finding a golden weapon with the Midas Soul enchantment is very unlikely.
However, for gold fans, this enchantment can be decent. I still think that it would be more interesting if it was more powerful because the players targeted by this troll enchantment would be satisfied and would be rewarded for their devotion xD
Enchantments based on sacrifices of resources to trigger powerful effects, however, remain a good design option.
For example, a defensive enchantment that would consume an iron block in exchange for a resistance 2 or 3 effect for 2 seconds with each hit rtaken.
An enchantment applying an area damage effect in exchange for a stackable item craftable from multiple resources, etc.