Botania

Botania

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Terrasteel wills have no effect with Tinker's construct tools and weapons

HighTemplar0 opened this issue · 2 comments

commented

Mod Loader

Forge

Minecraft Version

1.18.2

Botania version

1.18.2-435

Modloader version

Forge- 40.2.10

Modpack info

It is my own modpack, i have no link

The latest.log file

https://gist.github.com/HighTemplar0/e50e031834309f6a6d2a8c6b3437e1e9

Issue description

The wills dropped by the guardian of gaia that can be applied to the terrasteel helmet should have an effect when you deal a crit. However, when you land a crit using a weapon or tool from tinker's construct the wills have no effect

Steps to reproduce

  1. Download Tinkers construct and botania
  2. Make any tool/weapon with tinkers construct
  3. Equip a full set of terrasteel armor
  4. Apply desired wills to the terrasteel helmet
  5. Make a set of Armor
    (Optional - enchant the armor with protection)
  6. Have a player or enemy equip the crafted armor and observe the damage dealt by any tinkers' construct weapon compared to other weapons

If reproduced correctly, the tinker's weapon will not ignore armor/inflict weakness/slowness/wither on the target when a crit is landed

Other information

This has been a bug? since i started playing botania in 1.16.5 and it never went away, i tried asking for help and fixes but i was either ignored or no one could answer. I am writing this on the botania bug report because every other melee weapon from any other mod gets benefits fron the botania wills except T construct, so maybe botania is simply not seeing it as a weapon/tool. the other mods do not matter, all you need is botania and tinkers construct

commented

Can confirm on a minimal setup. Applying a Will of Ahrim applies Weakness II (can be seen from the particles emitted by the mob) when critting with a vanilla or Botania sword, but not with Tinkers weapons.

commented

It is confirmed from the Tinkers side that they use a completely separate attack logic implementation, but "follow all proper forge events". Unfortunately that doesn't quite help Botania, as the will effects need access to more information:

  • Only one will effect can operate straight off the even, as it only applies a damage multiplier.
  • Three will effects apply a potion effect, one of which (Weakness) is an additional damage multiplier and is currently applied before the attack damage is dealt.
  • One will effect changes the damage type to ignore armor damage reduction. This is something I don't see a Forge event for, as the damage source is accessible to the Forge events, but they can't replace it.
  • One will effect needs to know the amount of damage applied to heal the attacker.

So damage multiplier stays in the CriticalHitEvent, most others can probably use the LivingAttackEvent (although they will need to have access to information that a critical hit is happening), but the armor piercing effect has no Forge event that could be used to implement it. And as always, Fabric does things differently (no crit hit event, as far as I can tell, and the damage event happens after certain immunity checks, while Forge's happens before them).

Now I wonder if there are Fabric mods doing similar things…