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4: The light Types

Emafire003 edited this page Mar 20, 2025 · 23 revisions

Please use the updated version over on ModdedMc!

These are the core of the light and the mod, they are the main abilities that you activate and correspond to much of the fancy things happening around you. Beacuse of this, I suggest that instead of reading trough this you just play with the mod, and find out which light you have by "randomly" triggering it while playing. At least that's how it would work in my head.

The factors specified in the Conditions don't all have to happen at the same time, a combination of them, or even just one in some cases may be enough to trigger it.

Low health is calculated by predicting the next attack's damage (including armor, potions, etc.), and considering how much HP would be left. If it's below a certein percentage, then it triggers. By default the percentages are: 30% for SELF, and 50% for ALLIES and VARIANT.

Having said this, here are all the details regarding the multiple light types of the mod:

heal_light Heal Light heal_light

Possible Target Types: SELF, ALLIES, VARIANT

Trigger actions: Getting attacked

BottledLight ingredient: minecraft:golden_apple

Conditions:

  • SELF: Low Health, Very low Health, Poisoned, Low armor durability, Surrounded
  • ALLIES: Ally's low Health, Very low Health, Ally Poisoned, Ally low armor durability, Surrounded
  • VARIANT: Passive mob low Health, Passive mob or ally with Hamrful potion effect, Harmful potion effect (self), Ally low health, Very low health

Effect:

  • SELF: When activated, the player will recive a Regeneration status effect, with power and duration equal to the player's power multiplier and duration attributes. Particles of Heal light will spawn around the player.
  • ALLIES: When activated, any nearby allies with low health (or not, configurable in the config) will recive a Regeneration status effect, with power and duration equal to the player's power multiplier and duration attributes. The player will instead recive the same status effect but with the power reduced (configurable). Particles of Heal light will spawn around the player and allies.
  • VARIANT: When activated, the player and any passive entity nearby will be cleard of any harmful status effect (except Ligth Fatigue), such as poison, weakness and such. Particles of Heal light will spawn around the player and the entities.
Show Images

heal1 heal2

[Demo video](https://youtu.be/n2U2m_OYyW8) (a bit old)

Trivia: This was the first light that was developed!

defense_light Defence light defense_light

Possible Target Types: SELF, ALLIES, VARIANT

Trigger actions: Getting attacked

BottledLight ingredient: minecraft:turtule_scute (just scute pre-1.20.5)

Conditions:

  • SELF: Low Health, Very low Health, Low armor durability, Surrounded
  • ALLIES: Ally's low Health, Very low Health, Ally low armor durability, Surrounded
  • VARIANT: Passive mob low Health

Effect:

  • SELF: When activated, the player will recive a Resistance status effect, with power and duration equal to the player's power multiplier and duration attributes. Particles of Defence light will spawn around the player.
  • ALLIES: When activated, any nearby allies with low health (or not, configurable in the config) will recive a Defence status effect, with power and duration equal to the player's power multiplier and duration attributes. The player will instead recive the same status effect but with the power reduced (configurable). Particles of Defence light will spawn around the player and allies.
  • VARIANT: When activated, any passive mob nearby, and the player if they are on very low health, will recive a Resistance status effect, with power and duration equal to the player's power multiplier and duration attributes. Particles of Defence light will spawn around the player.
Show Images

def1

A little old Demo video

Trivia: This was the first light to recive the particle/logo in development!

strength_light Strength light strength_light

Possible Target Types: SELF, ALLIES, VARIANT

Trigger actions: Attacking, Ally getting attacked

BottledLight ingredient: minecraft:blaze_powder

Conditions:

  • SELF: Low Health, Very low Health, Low armor durability, Surrounded
  • ALLIES: Ally's low Health, Very low Health, Ally low armor durability, Surrounded
  • VARIANT: Same as SELF

Effect:

  • SELF: When activated, the player will recive a Stregth status effect, with power and duration equal to the player's power multiplier and duration attributes. Particles of Strength light will spawn around the player.
  • ALLIES: When activated, any nearby allies with low health (or not, configurable in the config) will recive a Strength status effect, with power and duration equal to the player's power multiplier and duration attributes. The player will instead recive the same status effect but with the power reduced (configurable). Particles of Defence light will spawn around the player and allies.
  • VARIANT: When activated, the player will recive a Mining Speed status effect, meant to increase the attack speed, with power and duration equal to the player's power multiplier and duration attributes. Particles of Strength light will spawn around the player.
Show Images

str1 str2

A bit old Demo video

blazing_light Blazing light blazing_light

Possible Target Types: ENEMIES, ALL

Trigger actions: Attacking, Burning, Ally dying, Ally getting attacked

BottledLight ingredient: minecraft:fire_charge

Conditions:

  • ENEMIES: Very low Health, Low armor durability, Ally low armor durability, Surrounded, Blazing conditions, Being on fire
  • ALL: Low Health, Very low Health, Low armor durability, Surrounded, Blazing conditions, Being on fire

Blazing conditions:

  • Being on fire
  • Being near of these blocks: LAVA, MAGMA_BLOCK, FIRE, SOUL_FIRE, TORCH, SOUL_TORCH, SOUL_WALL_TORCH, WALL_TORCH, CAMPFIRE, SOUL_CAMPFIRE
  • Holding one of this items: TORCH, FIRE_CHARGE, FLINT_AND_STEEL, CAMPFIRE, SOUL_CAMPFIRE, SOUL_TORCH, LAVA_BUCKET

The blocks and items are configurable in the Trigger config file!

Effect:

  • ENEMIES: When activated, nearby enemies will be set on fire, damaged by fire of an amount equal to the Blazing base damage multiplied by the player's power multiplier. The terrain beneath the caster will be burnt, and a structure will spawn representing the burnt terrain, unless the structure spawning is turned off in the config. The player will recive the Fire Resistance effect for a duration equal to their light's duration. Both the player and the targets will be engulfed by Blazing light particles. Moreover, there is chance (10%) to make a critical hit. If this happens, the target is set on fire for more time and will recive more damage (configurable in the config file). A fire ring will also appear around the player, and a column of fire particles will spawn on the targets. A custom audio will also be played.

  • ALL: Same as ENEMIES, but the damage done is more, configurable as well. It also targets everyone in the radious, and not just the enemies so watch out!

Show Easter Egg

There is also a "VARIANT" blazing light target, which is the same as enemies, but has Soul Fire instead of normal fire.

Show Images

blazing1

frost_light Frost light frost_light

Possible Target Types: ENEMIES, ALL, ALLIES, SELF

Trigger actions: Getting attacked, Freezing, Ally dying

BottledLight ingredient: minecraft:snowball

Conditions:

  • ENEMIES: Very low health, Allies low health, Ally low armor durability, Low armor durability, Surrounded, Freezing, Frost conditions
  • ALL: Low Health, Very low Health, Low armor durability, Surrounded, Freezing, Frost conditions
  • SELF: Low Health, Very low Health, Low armor durability, Surrounded, Freezing, Frost conditions
  • ALLIES: Ally's low Health, Very low Health, Ally low armor durability, Freezing, Surrounded, Frost conditions

Frost conditions:

  • Freezing
  • Being near of these blocks: POWDER_SNOW, SNOW, ICE, PACKED_ICE, BLUE_ICE, SNOW, SNOW_BLOCK, POWDER_SNOW_CAULDRON
  • Holding one of this items: ICE, PACKED_ICE, BLUE_ICE, SNOW, SNOW_BLOCK, SNOWBALL, POWDER_SNOW_BUCKET

The blocks and items are configurable in the Trigger config file!

Effect:

  • ENEMIES: When activated, nearby enemies will be frozen in Clear Ice, blocking all their movements and make them freeze like in powder snow thanks to the Frost status effect that lasts for the duration of the light's duration attribute. They will also be instantly damaged by an amount equal to the player's power multiplier (alone). A structure of snow and ice will also be spawned. A snowflake of particles will also spawn around the caster, along with Frost light particles.
  • ALL: Same as ENEMIES, but will target everyone in range so be careful!
  • SELF: A wall of ice will spawn around the player, with the open end being oriented behind the player. They will also get the Freeze Resistance effect, for the duration of the light. It works like Fire resistance but against Frost damage. A snowflake of particles will also spawn around the caster, along with Frost light particles.
  • ALLIES: Same as SELF, but will target allies as well! (The duration of the Frost resistance for the caster is reduced, configurable)
Show Images

frost1 frost2

Trivia: This with the target Enemies is my favourite currently!

earthen_light Earthen Light earthen_light

Possible Target Types: SELF, ENEMIES, ALLIES, VARIANT

Trigger actions: Getting attacked

BottledLight ingredient: minecraft:mossy_cobblestone

Conditions:

  • ENEMIES: Very low health, Allies low health, Surrounded, Earthen conditions
  • VARIANT: Ally's Low Health, Very low Health, Surrounded, Earthen conditions
  • SELF: Low Health, Very low Health, Surrounded, Earthen conditions
  • ALLIES: Ally's low Health, Very low Health, Surrounded, Earthen conditions

Earthen conditions:

  • Having 64 dirt blocks in the inventory (will be consumed)
  • Being near natural blocks, aka blocks that can be replaced by moss.

Effect:

  • ENEMIES: When activated a deep ravine will appear beneath the enemies, with dripstone spikes that will do additinal fall damage. If many enemies are too close, it will spawn a single pit for all of them, still making sure that they will fall. The enemies will also get hit by suffocation damge, with the amount equal to the power multiplier. They will also be affected by Mining fatigue for a duration equal to the light's duration, and with the level equal to the power multiplier. Shaking and dirt particles will appwar around the player, along with Earthen Light particles.
  • VARIANT: When activated, an Earthen Golem will spawn nearby. This golem will attack any entity that the player attacks, or any entity that attacks the player (allies included!). If the player hits it, it does not respond. If anyone else does, it will. The golem will not despawn, and is weaker than an Iron Golem, despite being similar. It also doesn't despawn and can be repaired with obsidian. Does not drop anything. Except punches.
  • SELF: Depending on the power multiplier level, a different structure will spawn. If the power level is low (<4), a small pillar with a small pit hole will appear around the player, who is then telported to the top of the pillar, securing a bit their position. If it's intermidiate (<7) a big pillar will appear around the player, teleported again to the top. If it's high (>=7) a big pillar with a big circular hole will spawn, creating a very advantagious position for the player (as long as they don't fall). They will also recive the Sturdy Rock effect, making them more resistant to knockback. The level of the effect is the power multiplier. Particles will be spawned around the structure, and also Earthen Light particles will appear around the player.
  • ALLIES: A protective rock wall will appear around the caster and their allies. The rock wall will also have an escape tunnel if the power multiplier is high enough ( >4 currently ). The player and their allies will also recive the Sturdy Rock effect, making them more resistant to knockback. The level of the effect is the power multiplier, for the caster it is reduced (configurable). Particles will be spawned around the structure, and also Earthen Light particles will appear around the player and their allies.
Show Images

earthen1 eartthen2

wind_light Wind Light wind_light

Possible Target Types: SELF, ALLIES, VARIANT

Trigger actions: Getting attacked, Falling, Ally dying

BottledLight ingredient: minecraft:feather, minecraft:windcharge in 1.21+

Conditions:

  • SELF: Low Health, Very low Health, Falling, Falling a lot, Surrounded, Wind conditions
  • ALL: Very low Health, Falling, Falling a lot, Surrounded, Wind conditions
  • ALLIES: Ally's low Health, Very low Health, Falling, Ally Falling, Ally Falling a lot, Surrounded, Wind conditions

Wind conditions:

  • Being above sea level (y >= 64) and being able to see the sky
  • Being near multiple blocks of air. You can change which blocks count as air in the Trigger config file

Effect:

  • SELF: When activated the player will dash in the direction they are looking, and they will get the Slow Falling, Speed and jump boost effect. The level of speed and jump boost is equal to the power multiplier divided by 1.5, whereas the strength of the dash is equal to the power multiplier. Cloud particles will be spawned beneath the player's feet, kind of like riding the wind. Upon activation the player will also be engulfed by Wind light particles.
  • ALL: When activated all entities around the player will be pushed away, the strenght of the push depends on the power multiplier. The entities hit by this will also get the Slowness effect, with a level equal to half of the power multiplier. (They would have to endure against the wind). A burst of cloud particles will appear, along the Wind Particles around the player.
  • ALLIES: When activated the player's allies will get the Slow Falling, Speed and jump boost effect. The level of speed and jump boost is equal to the power multiplier divided by 1.5. The player will get the same, but with a lower level. Cloud particles will be spawned beneath the players feet, kind of like riding the wind. Upon activation the players will also be engulfed by Wind light particles.
Show Images

wind1

aqua_light Aqua Light aqua_light

Possible Target Types: ENEMIES, ALL, ALLIES, SELF

Trigger actions: Attacking, Drowning, Ally dying, Ally getting attacked

BottledLight ingredient: minecraft:seagrass

Conditions:

  • ENEMIES: Low Health, Very low health, Ally low armor durability, Surrounded, Drowning, Aqua conditions
  • ALL: Very low Health, Ally low armor durability, Surrounded, Drowning, Aqua conditions
  • SELF: Low Health, Very low Health, Low armor durability, Surrounded, Drowning, Aqua conditions
  • ALLIES: Ally's low Health, Very low Health, Ally low armor durability, Drowning, Surrounded, Aqua conditions

Aqua conditions:

  • Being under the rain or in water
  • Being near of these blocks: WATER, WATER_CAULDRON, CONDUIT, WET_SPONGE
  • Holding one of this items: WATER_BUCKET, GLASS_BOTTLE, HEART_OF_THE_SEA, NAUTILUS_SHELL, CONDUIT

The blocks and items are configurable in the Trigger config file!

Effect:

  • ENEMIES: When activated, nearby enemies will be launched into the air by a water column summoned below them. The height of the column depends on the power multiplier, after it has reached maximu height it will disappear letting the enemy fall down. If the power multiplier is high enough (>=5) a trident will also spawn, hitting the enemy while they're getting pulled up by the water. If it is even higher (>=8) a Lightning bolt will also struck them. Particles of Aqua light will appear around the player.
  • ALL: When activated a number of Drowneds equal to the power multiplier will appear, and they will attack every entity that attacks the player, or that the player attacks. The player activating the light won't be targeted. The drowneds will be fitted with an turtle helmet and a chainmail chestplate, and a Trident. The chestplat also has the Protection enchatment, with a random value between 1 and 3. Other enchantments will be applied if the power multiplier is more than 5. The helment and chestplate would get Thors 1 or 2 (random), and the trident would get Channeling. By default the trident is also equipped with Impailing enchatment.
  • SELF: Upon activation a water carpet will appear under the player's feet, along with the possibility of moving very quickly on it thanks to the Dolphin's Grace and Conduit Power effects. The level of the effects is equal to the power multiplier. Particles of Aqua light will appear around the player.
  • ALLIES: Same as SELF, but will target allies as well! (The duration of the dolphin and conduit effects for the caster is reduced, configurable)
Show Images

aqua1 aqua2


Show the easter egg light

frog_light Frog Light frog_light

Possible Target Types: ALL

Trigger actions: Getting attacked, a frog attacking you, a frog getting attacked

BottledLight ingredient: Any froglight

Conditions:

  • ALL: Low Health, Surrounded

Effect:

  • ALL: When activated, a number of frog equal to the the power multiplier + a random amount between 0 and 5 will spawn. With the color of the frogs being random. Everyone in the area will be damaged by magic of an amount equal to the number of frog spawned. Yes, prettu weird. Particles of Frog Light will also spawn.

Trivia: This is the first easter egg! And you spoiled it for yourself...

Well this light can be naturally obtained only if in the first part of your UUID you have the string "6f2e7" which is "frog" spelled as numbers of the letters of the alphabet. Yep. Not really likely, like in 100000000 generated UUID none had it.

You can still have fun with it using the commands!

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