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Description:
``` 🎰 Crazy Slots │ ├── ⚰️ Form 1: Reaper's Scythe │ └── 180° sweep arc with Wither effect │ ├── 🔨 Form 2: Madness Mace │ └── Heavy impact damage with crowd control │ ├── ✨ Form 3: Holy Scepter │ └── Healing, buffs, divine aura & smite │ ├── 🔫 Form 4: Carbine Rifle │ └── 60-block trajectory with 200 damage laser │ ├── ❄️ Form 5: Frost Bow │ └── Ice platforms with pitch-based zone system │ ├── 🏹 Form 6: Enhanced Bow │ └── Projectile mechanics with extended range │ ├── ⚔️ Form 7: Katana │ └── Iaijutsu timing with rapid slash combos │ ├── 🌙 Form 8: Arcane Staff │ └── Mana projectiles with precision hit detection │ └── 🌟 Form 9: Advanced Combat Form └── Specialized ability with unique mechanics by klow ```
Manage versions and create new iterations of this mod.
This will create a new mod based on "Crazy Slots" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "Crazy Slots" for Minecraft Java 1.20.1. The original mod will remain unchanged.
19
Dec 1, 2025, 08:53 PM
User request: # Crazy Slots CORE SYSTEM (Fabric 1.21.5) ## Key Features - 9 independent forms (Form1–Form9) sharing a base item; per-form transforms, lore/HUD with Nen timer; 2s roll animation; server RNG; per-form items and data (formID, rollTime, expirationTime, lastAbilityUse, owner); timer pauses when dropped/inInventory; anti-exploit: one Crazy Slots per player; anti-dupe; logout/trade/death handling; forms trigger via CrazySlotsItem; 32×32 textures/models per form; per-form abilities (e.g., Reaper’s Scythe, Katana, Arcane Staff, Holy Scepter, etc.). - Core components: BaseWeaponForm, 9 FormX classes, CrazySlotsItem trigger, WeaponTimerTicker, LoreBuilder, RollAnimationPacket; 32×32 textures per form. - Per-form mechanics: synchronized roll, lore/HUD, data handling, server-safe mechanics; safety progression for textures/art/UI; anti-crash safeguards; canonical 10-form mapping and registration refinements. ## Version Changes - v11: Nen contract system; roll mechanics; 15-minute expiration; per-form cooldowns; 2s roll; anti-exploit framework; base form data. - v12: Core refinement; assets/textures/models for Form1–Form9; enhanced lore/UI; detailed data handling for roll/expiration/lastAbilityUse; base form class defined. - v1–v10 (combined): Establishes forms 1–9 with identities/textures/abilities; per-form stats; left/right-click mechanics; initial assets; core transforms and lore/HUD. - v13 (PROMPT 2): Define all combat forms, visuals, synchronized logic; SHIFT+RIGHT-CLICK for abilities; per-form effects/durations/dynamics for Forms 1–9. - v14 (FORM 1: REAPER'S SCYTHE): Canonical mechanics; left-click sweep; 180° arc; 10% Wither on hit. - v15–v16: Lore/display fixes; item templates; cooldown/action-bar display; weapon registration scaffolding; safety optimizations. - v17 (FORM 1): Soul Harvest dash/teleport; cooldown; path damage; heal on kill; reaper visuals/sounds. - v19–v21: SFX/particles for Form1; per-texture aura/particle summaries; asset lists; base item and server RNG; anti-crash; clown texture. - v22–v33: Progressive weapon updates (Forms 1–9): stats, abilities, anti-crash, textures, SFX, lore; ongoing polish. - v34–v35: Clover Wand replaced by Madness Mace; texture/notes updates. - v43: Full 2-second roll animation system; server-synced; anti-dup; armor-stand display; final weapon spawn; multiplayer-safe. - v50–v51: Madness Mace consistency checks; Form #6 Frost Bow replacement with new texture/stats. - v63: Form #1 replacement (Fabric 1.21.5): Reaper’s Scythe; 32×32 texture; base stats; full roll-system; compatibility notes. - v64–v68: Form 4 Carbine Rifle full phase implementation; texture spec; animation phases; safety; asset mapping. - v69–v71: Form 7 Katana improvements; Iaijutsu timing; Form 8 Arcane Staff: mana system; Form 9 Holy Scepter: healing/buffs/undead smite/divine aura; anti-crash. - v72–v73+: Canonical 9 forms + base; mapping verification; registrations consolidated to 10. - v73–v75: Texture iterations for Form1; texture improvements; canonical mappings tightened. - v76–v80: Form4 Carbine Rifle texture guide; clown head at stock; Form7 Katana animation/texture testing. - v81: #bad luck (note) - v82–v83: Form9 Scepter texture; testing; duplicates. - v95: Fabric 1.21.5 fixes: timer, UI, NPEs, rifle damage. - v101: Base overhaul: floating ArmorStand; rolling animation phases; 5-minute expiration; re-roll restrictions; base item handling; silent timer. - v102–v110: Form-specific stat blocks/abilities for Form1–Form9 (per-form shifts, passives, cooldowns, ranges, visuals, sounds, mana/energy). - v111–v114: Form9 Holy Scepter details; base/item display fixes; NPE/particle safeguards; cooldown display chat suppression. - v115–v117: Canonical mapping consolidation; robust roll/RNG; per-form textures/animations; safety checks; NPE/crash fixes. - v118–v121: Carbine Rifle fixes: rifle data init; bullet system; firing rate; ammo; sounds; armor-stand bullets; testing checklist. - v124–v135: Visual/SFX/particle polish; rotation fixes; testing checklists; Canonical mapping refinements; finalizing textures/animations. - v136–v140: Absolute particle/safety code standards; per-form specifics; testing; rotation and holding orientation fixes; crash prevention. - v141–v144: Final canonical mapping, robust roll, textures/animations, safety, testing. - v145: CRITICAL FIXES - FABRIC 1.21.5: base item lore English; Roll animation 80 ticks; BossBar timer with weapon-name title; remove idle particles; sound attribution and rework; Carbine Rifle bullets; Arcane Staff, Katana, Scythe rotations; global sound volume; final testing checklist. - v146–v147: Holy Scepter TNT sounds removed; aura damage increased; cooldown only on shift; ability reminders; animation/BossBar enhancements; per-form titles/colors; predetermine results; 75-tick animation end. - v148: FIX 3: Katana idle particles removed; Katana special ability sound restored; Frost Bow ice platform system implemented based on pitch with 3 zones; 5-second lifecycle; map-based cleanup. - v149: FIX 4: Carbine Rifle rapid-fire system per 5-tick cadence; particle bullet system; new bullet data structure and collision; reload bug fixes; sound fixes; immediate firing sound; reload and slot-change resets; projectile visuals; 10-tick cooldown between shots; immediate reload sequencing. - v150: FINAL FIXES - FABRIC 1.21.5: Katana idle particles removal; special ability sound fallback; Carbine Rifle complete rebuild with new audio; re-init on slot change; firing loop and bullet system; reload and audio timing; critical: immediate sound after bullet spawn; full reset on slot change; extensive testing notes. - v151: PROMPT 1: Critical bug fixes - Crazy Slots drop lock; ARCANE STAFF projectile; CARBINE RIFLE total rebuild with new audio; re-init on slot change; detailed firing/bullet/reload system; per-form data; cooldowns; sounds; testing checklist. - v151: PROMPT 2: CRITICAL BUG FIXES - FABRIC 1.21.5 (continued): Crazy Slots drop prevention; Arcane Staff projectile; Carbine Rifle rebuild and audio cleanup; per-form data and re init on slot changes; comprehensive firing/bullet/reload logic; testing requirements. - v151+: Subsequent iterations continue canonical mapping, robust roll, textures/animations, safety, and testing. - v148–v151 notes include targeted fixes for Katana idle particles, Frost Bow ice platform, Arcane Staff projectile, Carbine Rifle overhaul, rework of sounds, and strict testing protocols. - Final objective: canonical 10-item mapping with base item; robust 2-second roll animation; server RNG; progressive 32×32 textures for Forms 1–9; per-form stats, abilities, SFX, lore; UI/particle safety and crash guards; extensive testing. - Edit v152: PROMPT 2: REAPER'S SCYTHE AUDIO - FORM 1 - AUDIO: Left-click slash sound, reaper_slash.ogg, 1.5s, 0.0–0.3s whoosh, 0.3–0.5s slice, 0.5–1.5s fade; dark, metallic, menacing; to play in Form1Item.java postHit() at volume 0.7, pitch 1.0. - Generate ONLY this one audio file; soul_harvest.ogg exists. - Edit v153: # URGENT FIXES - FABRIC 1.21.5 - ARCANE STAFF PROJECTILE: bolt movement every tick; hit detection within 0.6 box; 1.8 damage on hit; 6 ticks travel; sound on cast. - CARBINE RIFLE RELOAD DEATH BUG: NBT-based ammo/state management; tick updates; reload timing; 5-tick bullet cadence; test sequence. - SPECIAL ABILITY DAMAGE: shift+right railgun damage set to 90. - Edit v154: # CRAZY SLOTS + RIFLE FIXES - FABRIC 1.21.5 - FIX 1: Drop recovery system or drop-block option; drop during animation resets to inventory; steps detailed; alternative override method. - FIX 2: Carbine Rifle animation total rebuild in Form4Item.java; bullet data structure; tick processing; ammo display. - Edit v155: CARBINE RIFLE FIX (FABRIC 1.21.5) - Normal fire: 60-block trajectory; bullets list with position, velocity, shooter; 60-block range; particle and collision specifics; 5 damage per hit; reload system with 30 ammo; 20-tick lifetime; action bar shows ammo/reload. - Special attack: sniper railgun (100 damage) with 15s cooldown; phase-based charge (40 ticks), beam rendering, impact effects, and cooldown. - Edit v156: CARBINE RIFLE FIX v156 - FABRIC 1.21.5 - Normal fire: 60-block trajectory; detailed per-bullet particle trails; precise collision; consistent 60-block range. - Special Attack: SNIPER RAILGUN with 100 damage, 3.5-block radius AOE; charge/visuals; cooldown 15s. - Edit v157: # CARBINE RIFLE ULTIMATE OVERHAUL - FABRIC 1.21.5 - FIX 1: SPECIAL ATTACK - 200 DAMAGE PIERCING LASER - Solution in Form4Item.java use(): on shift+right-click start charge, apply slow, block normal fire, spawn charge particles, then at tick 60 fire laser. - LASER ATTACK EXECUTION: ray-type laser, 30-block range, multi-ring visuals, 3x3 damage along path, 200 damage piercing, break weak blocks, end explosion, sounds. - Edit v158: # RIFLE HUD & BULLETS FIX - FABRIC 1.21.5 - REALISTIC BULLET PARTICLES: render core, tip shine, muzzle flash, smoke trail, sonic boom around every 5 blocks. - COMPACT ACTION BAR HUD: display ammo bar, reload status, and special attack status with readiness/charging visuals; updates every inventoryTick; example displays. - Edit v159+: (not provided) Final objective remains: canonical 10-item mapping with base item; robust 2-second roll; server RNG; progressive 32×32 textures for Forms 1–9; per-form stats/abilities/SFX/lore; UI/particle safety and crash guards; extensive testing. Edit v162: # RIFLE FINAL TWEAKS - FABRIC 1.21.5 ## FIX 1: BULLET DAMAGE INCREASE **Current:** Bullets deal 5.0 damage (2.5 hearts) **New:** Bullets deal 10.0 damage (5 hearts) **Implementation:** In bullet collision code when entity hit: ``` target.damage(damageSource, 10.0f); // Was 5.0f ``` **Result:** Each bullet removes 5 hearts from target health bar. --- ## FIX 2: MUZZLE FLASH REDUCTION **Problem:** Initial flame explosion too large and high up, obstructs view. **Current Muzzle Flash:** - 8 FLAME particles, 0.2 spread - 4 LAVA particles, 0.3 spread - Spawns at barrel position **New Muzzle Flash (Smaller & Lower):** Position adjustment: ``` barrelPos = eyePos + lookVec * 1.2 // Further forward (was 1.0) + (0, -0.45, 0) // Lower down (was -0.35) + rightVec * 0.3 ``` Particle reduction: - 4 FLAME particles (was 8), spread 0.12 radius (was 0.2) - 2 LAVA particles (was 4), spread 0.15 radius (was 0.3) - 1 CAMPFIRE_COSY_SMOKE, no spread **Result:** Subtle flash 1.2 blocks ahead, lower position, half size, doesn't block aiming. --- ## FIX 3: SMOKE DISSIPATION SYSTEM **Problem:** CAMPFIRE_COSY_SMOKE particles linger too long in first 5 blocks, obscure vision. **Solution:** Use timed particle removal based on distance from player. **Smoke Spawn Logic:** Only spawn smoke trail when bullet is MORE than 5 blocks from shooter: ``` double distanceFromShooter = bullet.position.distanceTo(shooterPosition); if (distanceFromShooter > 5.0 && bullet.ticksAlive % 2 == 0) { // Spawn 2 CAMPFIRE_COSY_SMOKE particles Vec3d trailPos = bullet.position.subtract(bullet.direction.multiply(0.2)); for (int i = 0; i < 2; i++) { world.addParticle(ParticleTypes.CAMPFIRE_COSY_SMOKE, trailPos.x, trailPos.y, trailPos.z, (random.nextDouble() - 0.5) * 0.02, (random.nextDouble() - 0.5) * 0.02, (random.nextDouble() - 0.5) * 0.02 ); } } ``` **Explanation:** - First 5 blocks: NO smoke spawned at all - After 5 blocks: Normal smoke trail begins - Smoke naturally dissipates in ~0.5 seconds (Minecraft default CAMPFIRE_COSY_SMOKE lifetime) **Alternative (If Above Doesn't Work):** Replace CAMPFIRE_COSY_SMOKE with shorter-lived particle: - Use CLOUD particle instead (dissipates faster) - Spawn only after 5 block distance - Reduces lifetime to ~10 ticks (0.5 seconds) --- ## SUMMARY OF CHANGES **Damage:** - Bullet damage: 5.0 → 10.0 (5 hearts per hit) **Muzzle Flash:** - Position: 1.2 blocks forward, 0.45 down (was 1.0 forward, 0.35 down) - FLAME: 4 particles, 0.12 spread (was 8, 0.2 spread) - LAVA: 2 particles, 0.15 spread (was 4, 0.3 spread) **Smoke Clearing:** - No smoke within 5 blocks of shooter - Smoke only spawns when distanceFromShooter > 5.0 - Natural dissipation in 0.5 seconds --- ## TESTING CHECKLIST 1. Shoot mob: verify 5 full hearts removed per bullet 2. Fire at wall 2 blocks away: muzzle flash small, low, subtle 3. Fire down long corridor: first 5 blocks crystal clear, smoke appears beyond 4. Aim continuously while firing: no vision obstruction at any point Edit v163: t: # RIFLE BULLET AOE & CLOSE RANGE - FABRIC 1.21.5 ## FIX 1: BULLET AREA DAMAGE (3×3 EXPLOSION) **Goal:** When bullet hits anything, damage all entities in 3×3 area around impact point. **System:** When bullet collides (entity or block): **Step 1 - Get Impact Position:** ``` Vec3d impactPos = bullet.position; ``` **Step 2 - Create Damage Zone (3×3×3 Box):** ``` Box damageBox = new Box( impactPos.subtract(1.5, 1.5, 1.5), impactPos.add(1.5, 1.5, 1.5) ); ``` **Step 3 - Find All Entities in Zone:** ``` List<Entity> nearbyEntities = world.getOtherEntities( null, damageBox, e -> e instanceof LivingEntity && !e.getUuid().equals(shooterUUID) && !(e instanceof ArmorStandEntity) ); ``` **Step 4 - Damage Each Entity:** ``` For each entity in nearbyEntities: Calculate distance = entity.getPos().distanceTo(impactPos) If distance <= 3.0: // Damage falloff: full at center, 50% at edge float damageMultiplier = 1.0f - (distance / 6.0f) float finalDamage = 10.0f * damageMultiplier entity.damage(damageSource, finalDamage) ``` **Damage Distribution:** - Center (0 blocks): 10.0 damage (5 hearts) - 1.5 blocks away: 7.5 damage (3.75 hearts) - 3 blocks away: 5.0 damage (2.5 hearts) **Step 5 - Silent Smoke Explosion (NO SOUND):** ``` At impactPos spawn: // Core explosion smoke For i = 0 to 25: Random offset in sphere radius 1.5 Spawn CAMPFIRE_COSY_SMOKE particle Velocity = offset direction * 0.3 (expand outward) // Impact dust cloud For i = 0 to 15: Random offset in sphere radius 1.0 Spawn CLOUD particle Velocity = offset direction * 0.2 // Damage indicators (per entity hit) For each damaged entity: At entity position spawn: 10 BLOCK REDSTONE_BLOCK particles (damage effect) Velocity = random in sphere 0.2 ``` **Critical:** NO sound effects for this explosion. Completely silent AOE damage. --- ## FIX 2: CLOSE RANGE COLLISION (0-3 Blocks) **Problem:** Bullets miss entities very close to player (1-3 blocks). **Root Cause:** Bullet spawns 1.2 blocks ahead, might pass through close entities before collision check starts. **Solution - Immediate Raycast on Fire:** When bullet is created (tick 0), perform instant raycast from player to bullet start position: ``` Vec3d playerEye = player.getEyePos(); Vec3d bulletStart = barrelPosition; // 1.2 blocks ahead // Check line from player eye to bullet spawn Box immediateCheck = new Box(playerEye, bulletStart).expand(1.5); List<Entity> closeEntities = world.getOtherEntities( player, immediateCheck, e -> e instanceof LivingEntity && !(e instanceof ArmorStandEntity) ); If closeEntities not empty: // Hit something immediately LivingEntity target = closest entity to player eye // Trigger AOE damage at target position Execute same 3×3 damage system at target.getPos() // Smoke explosion at target Spawn 25 CAMPFIRE_COSY_SMOKE + 15 CLOUD at target position // Blood particles For i = 0 to 15: Spawn BLOCK REDSTONE_BLOCK at target // Remove bullet (don't spawn it) Don't add bullet to activeBullets list Return (stop here) ``` **Enhanced Continuous Collision:** For bullets in flight, increase collision box size for close range: ``` During bullet tick: double distanceFromShooter = bullet.position.distanceTo(shooterPosition); double collisionRadius; If distanceFromShooter < 5.0: collisionRadius = 1.0; // Larger hitbox close range Else: collisionRadius = 0.5; // Normal hitbox far range Box hitbox = new Box( bullet.position.subtract(collisionRadius, collisionRadius, collisionRadius), nextPosition.add(collisionRadius, collisionRadius, collisionRadius) ); Check entities in hitbox... ``` **Result:** - Firing at entity 1 block away: instant hit + AOE - Firing at entity 2-3 blocks away: enlarged hitbox catches it - Firing slightly off-target: 3×3 AOE still damages nearby entities --- ## IMPLEMENTATION SUMMARY **AOE System:** 1. On bullet impact: create 3×3×3 damage box 2. Damage all LivingEntities in box (10.0 at center, falloff to 5.0) 3. Silent smoke explosion: 25 CAMPFIRE_COSY_SMOKE + 15 CLOUD 4. Blood particles per damaged entity: 10 REDSTONE_BLOCK 5. NO explosion sound **Close Range Fix:** 1. Immediate raycast on fire: check player eye to bullet spawn (1.2 blocks) 2. Hit close entity: trigger AOE instantly, don't spawn bullet 3. Enhanced collision: 1.0 radius hitbox within 5 blocks, 0.5 radius beyond 4. Guarantees hits on entities 0-3 blocks away even if aim slightly off
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Nov 28, 2025, 01:14 PM
User request: # Crazy Slots CORE SYSTEM (Fabric 1.21.5) ## Key Features - 9 independent forms (Form1–Form9) sharing a base item; per-form transforms, lore/HUD with Nen timer; 2s roll animation; server RNG; per-form items and data (formID, rollTime, expirationTime, lastAbilityUse, owner); timer pauses when dropped/inInventory; anti-exploit: one Crazy Slots per player; anti-dupe; logout/trade/death handling; forms trigger via CrazySlotsItem; 32×32 textures/models per form; per-form abilities (e.g., Reaper’s Scythe, Katana, Arcane Staff, Holy Scepter, etc.). - Core components: BaseWeaponForm, 9 FormX classes, CrazySlotsItem trigger, WeaponTimerTicker, LoreBuilder, RollAnimationPacket; 32×32 textures per form. - Per-form mechanics: synchronized roll, lore/HUD, data handling, server-safe mechanics; safety progression for textures/art/UI; anti-crash safeguards; canonical 10-form mapping and registration refinements. ## Version Changes - v11: Nen contract system; roll mechanics; 15-minute expiration; per-form cooldowns; 2s roll; anti-exploit framework; base form data. - v12: Core refinement; assets/textures/models for Form1–Form9; enhanced lore/UI; detailed data handling for roll/expiration/lastAbilityUse; base form class defined. - v1–v10 (combined): Establishes forms 1–9 with identities/textures/abilities; per-form stats; left/right-click mechanics; initial assets; core transforms and lore/HUD. - v13 (PROMPT 2): Define all combat forms, visuals, synchronized logic; SHIFT+RIGHT-CLICK for abilities; per-form effects/durations/dynamics for Forms 1–9. - v14 (FORM 1: REAPER'S SCYTHE): Canonical mechanics; left-click sweep; 180° arc; 10% Wither on hit. - v15–v16: Lore/display fixes; item templates; cooldown/action-bar display; weapon registration scaffolding; safety optimizations. - v17 (FORM 1): Soul Harvest dash/teleport; cooldown; path damage; heal on kill; reaper visuals/sounds. - v19–v21: SFX/particles for Form1; per-texture aura/particle summaries; asset lists; base item and server RNG; anti-crash; clown texture. - v22–v33: Progressive weapon updates (Forms 1–9): stats, abilities, anti-crash, textures, SFX, lore; ongoing polish. - v34–v35: Clover Wand replaced by Madness Mace; texture/notes updates. - v43: Full 2-second roll animation system; server-synced; anti-dup; armor-stand display; final weapon spawn; multiplayer-safe. - v50–v51: Madness Mace consistency checks; Form #6 Frost Bow replacement with new texture/stats. - v63: Form #1 replacement (Fabric 1.21.5): Reaper’s Scythe; 32×32 texture; base stats; full roll-system; compatibility notes. - v64–v68: Form 4 Carbine Rifle full phase implementation; texture spec; animation phases; safety; asset mapping. - v69–v71: Form 7 Katana improvements; Iaijutsu timing; Form 8 Arcane Staff: mana system; Form 9 Holy Scepter: healing/buffs/undead smite/divine aura; anti-crash. - v72–v73+: Canonical 9 forms + base; mapping verification; registrations consolidated to 10. - v73–v75: Texture iterations for Form1; texture improvements; canonical mappings tightened. - v76–v80: Form4 Carbine Rifle texture guide; clown head at stock; Form7 Katana animation/texture testing. - v81: #bad luck (note) - v82–v83: Form9 Scepter texture; testing; duplicates. - v95: Fabric 1.21.5 fixes: timer, UI, NPEs, rifle damage. - v101: Base overhaul: floating ArmorStand; rolling animation phases; 5-minute expiration; re-roll restrictions; base item handling; silent timer. - v102–v110: Form-specific stat blocks/abilities for Form1–Form9 (per-form shifts, passives, cooldowns, ranges, visuals, sounds, mana/energy). - v111–v114: Form9 Holy Scepter details; base/item display fixes; NPE/particle safeguards; cooldown display chat suppression. - v115–v117: Canonical mapping consolidation; robust roll/RNG; per-form textures/animations; safety checks; NPE/crash fixes. - v118–v121: Carbine Rifle fixes: rifle data init; bullet system; firing rate; ammo; sounds; armor-stand bullets; testing checklist. - v124–v135: Visual/SFX/particle polish; rotation fixes; testing checklists; Canonical mapping refinements; finalizing textures/animations. - v136–v140: Absolute particle/safety code standards; per-form specifics; testing; rotation and holding orientation fixes; crash prevention. - v141–v144: Final canonical mapping, robust roll, textures/animations, safety, testing. - v145: CRITICAL FIXES - FABRIC 1.21.5: base item lore English; Roll animation 80 ticks; BossBar timer with weapon-name title; remove idle particles; sound attribution and rework; Carbine Rifle bullets; Arcane Staff, Katana, Scythe rotations; global sound volume; final testing checklist. - v146–v147: Holy Scepter TNT sounds removed; aura damage increased; cooldown only on shift; ability reminders; animation/BossBar enhancements; per-form titles/colors; predetermine results; 75-tick animation end. - v148: FIX 3: Katana idle particles removed; Katana special ability sound restored; Frost Bow ice platform system implemented based on pitch with 3 zones; 5-second lifecycle; map-based cleanup. - v149: FIX 4: Carbine Rifle rapid-fire system per 5-tick cadence; particle bullet system; new bullet data structure and collision; reload bug fixes; sound fixes; immediate firing sound; reload and slot-change resets; projectile visuals; 10-tick cooldown between shots; immediate reload sequencing. - v150: FINAL FIXES - FABRIC 1.21.5: Katana idle particles removal; special ability sound fallback; Carbine Rifle complete rebuild with new audio; re-init on slot change; firing loop and bullet system; reload and audio timing; critical: immediate sound after bullet spawn; full reset on slot change; extensive testing notes. - v151: PROMPT 1: Critical bug fixes - Crazy Slots drop lock; ARCANE STAFF projectile; CARBINE RIFLE total rebuild with new audio; re-init on slot change; detailed firing/bullet/reload system; per-form data; cooldowns; sounds; testing checklist. - v151: PROMPT 2: CRITICAL BUG FIXES - FABRIC 1.21.5 (continued): Crazy Slots drop prevention; Arcane Staff projectile; Carbine Rifle rebuild and audio cleanup; per-form data and re init on slot changes; comprehensive firing/bullet/reload logic; testing requirements. - v151+: Subsequent iterations continue canonical mapping, robust roll, textures/animations, safety, and testing. - v148–v151 notes include targeted fixes for Katana idle particles, Frost Bow ice platform, Arcane Staff projectile, Carbine Rifle overhaul, rework of sounds, and strict testing protocols. - Final objective: canonical 10-item mapping with base item; robust 2-second roll animation; server RNG; progressive 32×32 textures for Forms 1–9; per-form stats, abilities, SFX, lore; UI/particle safety and crash guards; extensive testing. - Edit v152: PROMPT 2: REAPER'S SCYTHE AUDIO - FORM 1 - AUDIO: Left-click slash sound, reaper_slash.ogg, 1.5s, 0.0–0.3s whoosh, 0.3–0.5s slice, 0.5–1.5s fade; dark, metallic, menacing; to play in Form1Item.java postHit() at volume 0.7, pitch 1.0. - Generate ONLY this one audio file; soul_harvest.ogg exists. - Edit v153: # URGENT FIXES - FABRIC 1.21.5 - ARCANE STAFF PROJECTILE: bolt movement every tick; hit detection within 0.6 box; 1.8 damage on hit; 6 ticks travel; sound on cast. - CARBINE RIFLE RELOAD DEATH BUG: NBT-based ammo/state management; tick updates; reload timing; 5-tick bullet cadence; test sequence. - SPECIAL ABILITY DAMAGE: shift+right railgun damage set to 90. - Edit v154: # CRAZY SLOTS + RIFLE FIXES - FABRIC 1.21.5 - FIX 1: Drop recovery system or drop-block option; drop during animation resets to inventory; steps detailed; alternative override method. - FIX 2: Carbine Rifle animation total rebuild in Form4Item.java; bullet data structure; tick processing; ammo display. - Edit v155: CARBINE RIFLE FIX (FABRIC 1.21.5) - Normal fire: 60-block trajectory; bullets list with position, velocity, shooter; 60-block range; particle and collision specifics; 5 damage per hit; reload system with 30 ammo; 20-tick lifetime; action bar shows ammo/reload. - Special attack: sniper railgun (100 damage) with 15s cooldown; phase-based charge (40 ticks), beam rendering, impact effects, and cooldown. - Edit v156: CARBINE RIFLE FIX v156 - FABRIC 1.21.5 - Normal fire: 60-block trajectory; detailed per-bullet particle trails; precise collision; consistent 60-block range. - Special Attack: SNIPER RAILGUN with 100 damage, 3.5-block radius AOE; charge/visuals; cooldown 15s. - Edit v157: # CARBINE RIFLE ULTIMATE OVERHAUL - FABRIC 1.21.5 - FIX 1: SPECIAL ATTACK - 200 DAMAGE PIERCING LASER - Solution in Form4Item.java use(): on shift+right-click start charge, apply slow, block normal fire, spawn charge particles, then at tick 60 fire laser. - LASER ATTACK EXECUTION: ray-type laser, 30-block range, multi-ring visuals, 3x3 damage along path, 200 damage piercing, break weak blocks, end explosion, sounds. - Edit v158: # RIFLE HUD & BULLETS FIX - FABRIC 1.21.5 - REALISTIC BULLET PARTICLES: render core, tip shine, muzzle flash, smoke trail, sonic boom around every 5 blocks. - COMPACT ACTION BAR HUD: display ammo bar, reload status, and special attack status with readiness/charging visuals; updates every inventoryTick; example displays. - Edit v159+: (not provided) Final objective remains: canonical 10-item mapping with base item; robust 2-second roll; server RNG; progressive 32×32 textures for Forms 1–9; per-form stats/abilities/SFX/lore; UI/particle safety and crash guards; extensive testing. Edit v162: # RIFLE FINAL TWEAKS - FABRIC 1.21.5 ## FIX 1: BULLET DAMAGE INCREASE **Current:** Bullets deal 5.0 damage (2.5 hearts) **New:** Bullets deal 10.0 damage (5 hearts) **Implementation:** In bullet collision code when entity hit: ``` target.damage(damageSource, 10.0f); // Was 5.0f ``` **Result:** Each bullet removes 5 hearts from target health bar. --- ## FIX 2: MUZZLE FLASH REDUCTION **Problem:** Initial flame explosion too large and high up, obstructs view. **Current Muzzle Flash:** - 8 FLAME particles, 0.2 spread - 4 LAVA particles, 0.3 spread - Spawns at barrel position **New Muzzle Flash (Smaller & Lower):** Position adjustment: ``` barrelPos = eyePos + lookVec * 1.2 // Further forward (was 1.0) + (0, -0.45, 0) // Lower down (was -0.35) + rightVec * 0.3 ``` Particle reduction: - 4 FLAME particles (was 8), spread 0.12 radius (was 0.2) - 2 LAVA particles (was 4), spread 0.15 radius (was 0.3) - 1 CAMPFIRE_COSY_SMOKE, no spread **Result:** Subtle flash 1.2 blocks ahead, lower position, half size, doesn't block aiming. --- ## FIX 3: SMOKE DISSIPATION SYSTEM **Problem:** CAMPFIRE_COSY_SMOKE particles linger too long in first 5 blocks, obscure vision. **Solution:** Use timed particle removal based on distance from player. **Smoke Spawn Logic:** Only spawn smoke trail when bullet is MORE than 5 blocks from shooter: ``` double distanceFromShooter = bullet.position.distanceTo(shooterPosition); if (distanceFromShooter > 5.0 && bullet.ticksAlive % 2 == 0) { // Spawn 2 CAMPFIRE_COSY_SMOKE particles Vec3d trailPos = bullet.position.subtract(bullet.direction.multiply(0.2)); for (int i = 0; i < 2; i++) { world.addParticle(ParticleTypes.CAMPFIRE_COSY_SMOKE, trailPos.x, trailPos.y, trailPos.z, (random.nextDouble() - 0.5) * 0.02, (random.nextDouble() - 0.5) * 0.02, (random.nextDouble() - 0.5) * 0.02 ); } } ``` **Explanation:** - First 5 blocks: NO smoke spawned at all - After 5 blocks: Normal smoke trail begins - Smoke naturally dissipates in ~0.5 seconds (Minecraft default CAMPFIRE_COSY_SMOKE lifetime) **Alternative (If Above Doesn't Work):** Replace CAMPFIRE_COSY_SMOKE with shorter-lived particle: - Use CLOUD particle instead (dissipates faster) - Spawn only after 5 block distance - Reduces lifetime to ~10 ticks (0.5 seconds) --- ## SUMMARY OF CHANGES **Damage:** - Bullet damage: 5.0 → 10.0 (5 hearts per hit) **Muzzle Flash:** - Position: 1.2 blocks forward, 0.45 down (was 1.0 forward, 0.35 down) - FLAME: 4 particles, 0.12 spread (was 8, 0.2 spread) - LAVA: 2 particles, 0.15 spread (was 4, 0.3 spread) **Smoke Clearing:** - No smoke within 5 blocks of shooter - Smoke only spawns when distanceFromShooter > 5.0 - Natural dissipation in 0.5 seconds --- ## TESTING CHECKLIST 1. Shoot mob: verify 5 full hearts removed per bullet 2. Fire at wall 2 blocks away: muzzle flash small, low, subtle 3. Fire down long corridor: first 5 blocks crystal clear, smoke appears beyond 4. Aim continuously while firing: no vision obstruction at any point
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Nov 28, 2025, 12:49 PM
User request: # Crazy Slots CORE SYSTEM (Fabric 1.21.5) ## Key Features - 9 independent forms (Form1–Form9) share a base item; per-form transforms, lore/HUD with Nen timer; 2s roll animation; server RNG; per-form items; per-form data (formID, rollTime, expirationTime, lastAbilityUse, owner); timer pauses when dropped/inInventory; anti-exploit: one Crazy Slots per player; anti-dupe; logout/trade/death handling; forms trigger via CrazySlotsItem; canonical mapping and registration; 32×32 textures/models per form; per-form abilities (e.g., Reaper’s Scythe, Katana, Arcane Staff, Holy Scepter, etc.). - Core components: BaseWeaponForm, 9 FormX classes, CrazySlotsItem trigger, WeaponTimerTicker, LoreBuilder, RollAnimationPacket; 32×32 textures per form. - Per-form mechanics: synchronized roll, lore/HUD, data handling, server-safe mechanics; safety progression for textures/art/UI; anti-crash safeguards; canonical 10-form mapping and registration refinements. ## Version Changes - v11: Nen contract system; roll mechanics; 15-minute expiration; per-form cooldowns; 2s roll; anti-exploit framework; base form data. - v12: Core refinement; assets/textures/models for Form1–Form9; enhanced lore/UI; detailed data handling for roll/expiration/lastAbilityUse; base form class defined. - v1–v10 (combined): Establishes forms 1–9 with identities/textures/abilities; per-form stats; left/right-click mechanics; initial assets; core transforms and lore/HUD. - v13 (PROMPT 2): Define all combat forms, visuals, synchronized logic; SHIFT+RIGHT-CLICK for abilities; per-form effects/durations/dynamics for Forms 1–9. - v14 (FORM 1: REAPER'S SCYTHE): Canonical mechanics; left-click sweep; 180° arc; 10% Wither on hit. - v15–v16: Lore/display fixes; item templates; cooldown/action-bar display; weapon registration scaffolding; safety optimizations. - v17 (FORM 1): Soul Harvest dash/teleport; cooldown; path damage; heal on kill; reaper visuals/sounds. - v19–v21: SFX/particles for Form1; per-texture aura/particle summaries; asset lists; base item and server RNG; anti-crash; clown texture. - v22–v33: Progressive weapon updates (Forms 1–9): stats, abilities, anti-crash, textures, SFX, lore; ongoing polish. - v34–v35: Clover Wand replaced by Madness Mace; texture/notes updates. - v43: Full 2-second roll animation system; server-synced; anti-dup; armor-stand display; final weapon spawn; multiplayer-safe. - v50–v51: Madness Mace consistency checks; Form #6 Frost Bow replacement with new texture/stats. - v63: Form #1 replacement (Fabric 1.21.5): Reaper’s Scythe; 32×32 texture; base stats; full roll-system; compatibility notes. - v64–v68: Form 4 Carbine Rifle full phase implementation; texture spec; animation phases; safety; asset mapping. - v69–v71: Form 7 Katana improvements; Iaijutsu timing; Form 8 Arcane Staff: mana system; Form 9 Holy Scepter: healing/buffs/undead smite/divine aura; anti-crash. - v72–v73+: Canonical 9 forms + base; mapping verification; registrations consolidated to 10. - v73–v75: Texture iterations for Form1; texture improvements; canonical mappings tightened. - v76–v80: Form4 Carbine Rifle texture guide; clown head at stock; Form7 Katana animation/texture testing. - v81: #bad luck (note) - v82–v83: Form9 Scepter texture; testing; duplicates. - v95: Fabric 1.21.5 fixes: timer, UI, NPEs, rifle damage. - v101: Base overhaul: floating ArmorStand; rolling animation phases; 5-minute expiration; re-roll restrictions; base item handling; silent timer. - v102–v110: Form-specific stat blocks/abilities for Form1–Form9 (per-form shifts, passives, cooldowns, ranges, visuals, sounds, mana/energy). - v111–v114: Form9 Holy Scepter details; base/item display fixes; NPE/particle safeguards; cooldown display chat suppression. - v115–v117: Canonical mapping consolidation; robust roll/RNG; per-form textures/animations; safety checks; NPE/crash fixes. - v118–v121: Carbine Rifle fixes: rifle data init; bullet system; firing rate; ammo; sounds; armor-stand bullets; testing checklist. - v124–v135: Visual/SFX/particle polish; rotation fixes; testing checklists; Canonical mapping refinements; finalizing textures/animations. - v136–v140: Absolute particle/safety code standards; per-form specifics; testing; rotation and holding orientation fixes; crash prevention. - v141–v144: Final canonical mapping, robust roll, textures/animations, safety, testing. - v145: CRITICAL FIXES - FABRIC 1.21.5: base item lore English; Roll animation 80 ticks; BossBar timer with weapon-name title; remove idle particles; sound attribution and rework; Carbine Rifle bullets; Arcane Staff, Katana, Scythe rotations; global sound volume; final testing checklist. - v146–v147: Holy Scepter TNT sounds removed; aura damage increased; cooldown only on shift; ability reminders; animation/BossBar enhancements; per-form titles/colors; predetermine results; avoid duplicates; 75-tick animation end. - v148: FIX 3: Katana idle particles removed; Katana special ability sound restored; Frost Bow ice platform system implemented based on pitch with 3 zones; 5-second lifecycle; map-based cleanup. - v149: FIX 4: Carbine Rifle rapid-fire system per 5-tick cadence; particle bullet system; new bullet data structure and collision; reload bug fixes; sound fixes; immediate firing sound; reload and slot-change resets; projectile visuals; 10-tick cooldown between shots; immediate reload sequencing. - v150: FINAL FIXES - FABRIC 1.21.5: Katana idle particles removal; special ability sound fallback; Carbine Rifle complete rebuild with new audio; re-init on slot change; firing loop and bullet system; reload and audio timing; critical: immediate sound after bullet spawn; full reset on slot change; extensive testing notes. - v151: PROMPT 1: Critical bug fixes - Crazy Slots drop lock; ARCANE STAFF projectile; CARBINE RIFLE total rebuild with new audio; re-init on slot change; detailed firing/bullet/reload system; per-form data; cooldowns; sounds; testing checklist. - v151: PROMPT 2: CRITICAL BUG FIXES - FABRIC 1.21.5 (continued): Crazy Slots drop prevention; Arcane Staff projectile; Carbine Rifle rebuild and audio cleanup; per-form data and re init on slot changes; comprehensive firing/bullet/reload logic; testing requirements. - v151+: Subsequent iterations continue canonical mapping, robust roll, textures/animations, safety, and testing. - v148–v151 notes include targeted fixes for Katana idle particles, Frost Bow ice platform, Arcane Staff projectile, Carbine Rifle overhaul, rework of sounds, and strict testing protocols. - Final objective: canonical 10-item mapping with base item; robust 2-second roll animation; server RNG; progressive 32×32 anime textures for Forms 1–9; per-form stats, abilities, SFX, lore; UI/particle safety and crash guards; extensive testing. - Edit v152: PROMPT 2: REAPER'S SCYTHE AUDIO - FORM 1 - AUDIO: Left-click slash sound, reaper_slash.ogg, 1.5s, 0.0–0.3s whoosh, 0.3–0.5s slice, 0.5–1.5s fade; dark, metallic, menacing; to play in Form1Item.java postHit() at volume 0.7, pitch 1.0. - Generate ONLY this one audio file; soul_harvest.ogg exists. - Edit v153: # URGENT FIXES - FABRIC 1.21.5 - ARCANE STAFF PROJECTILE: bolt movement every tick; hit detection within 0.6 box; 1.8 damage on hit; 6 ticks travel; sound on cast. - CARBINE RIFLE RELOAD DEATH BUG: NBT-based ammo/state management; tick updates; reload timing; 5-tick bullet cadence; test sequence. - SPECIAL ABILITY DAMAGE: shift+right railgun damage set to 90. - Edit v154: # CRAZY SLOTS + RIFLE FIXES - FABRIC 1.21.5 - FIX 1: Drop recovery system or drop-block option; drop during animation resets to inventory; steps detailed; alternative override method. - FIX 2: Carbine Rifle animation total rebuild in Form4Item.java; bullet data structure; tick processing; ammo display. - Edit v155: CARBINE RIFLE FIX (FABRIC 1.21.5) - Normal fire: 60-block trajectory; bullets list with position, velocity, shooter; 60-block range; particle and collision specifics; 5 damage per hit; reload system with 30 ammo; 20-tick lifetime; action bar shows ammo/reload. - Special attack: sniper railgun (100 damage) with 15s cooldown; phase-based charge (40 ticks), beam rendering, impact effects, and cooldown. - Edit v156: CARBINE RIFLE FIX v156 - FABRIC 1.21.5 - Normal fire: 60-block trajectory; detailed per-bullet particle trails; precise collision; consistent 60-block range. - Special Attack: SNIPER RAILGUN with 100 damage, 3.5-block radius AOE; charge/visuals; cooldown 15s. - Edit v157: # CARBINE RIFLE ULTIMATE OVERHAUL - FABRIC 1.21.5 - FIX 1: SPECIAL ATTACK - 200 DAMAGE PIERCING LASER - Solution in Form4Item.java use(): on shift+right-click start charge, apply slow, block normal fire, spawn charge particles, then at tick 60 fire laser. - LASER ATTACK EXECUTION: ray-type laser, 30-block range, multi-ring visuals, 3x3 damage along path, 200 damage piercing, break weak blocks, end explosion, sounds. - Edit v158: # RIFLE HUD & BULLETS FIX - FABRIC 1.21.5 - REALISTIC BULLET PARTICLES: render core, tip shine, muzzle flash, smoke trail, sonic boom around every 5 blocks. - COMPACT ACTION BAR HUD: display ammo bar, reload status, and special attack status with readiness/charging visuals; updates every inventoryTick; example displays. - Edit v159+: (not provided) Final objective: maintain canonical 10-item mapping with base item, robust 2-second roll, server RNG, progressive 32×32 textures for Forms 1–9, per-form stats/abilities/SFX/lore, UI/particle safety, crash guards, and extensive testing. Edit v159: # RIFLE CRITICAL FIXES - FABRIC 1.21.5 ## FIX 1: FIRING BLOCKED AFTER SPECIAL **Problem:** Normal bullets won't fire after special attack until cooldown ends. **Root Issue:** Firing check includes special cooldown condition - WRONG. **Fix:** In firing logic, check ONLY these conditions: - Has ammo > 0 - Not reloading - NOT charging special (only during charge phase) - 5 ticks since last shot **Remove completely:** Any check for `SpecialCooldownEnd` variable in normal firing code. Cooldown should ONLY block shift+right special activation, never normal left-click firing. **Result:** Player can fire normal bullets at any time except during reload or active special charge. Cooldown countdown doesn't affect normal shooting. --- ## FIX 2: BULLET PARTICLES - LOWER POSITION **Problem:** Particles spawn at eye level (Y = eyePos) blocking entire view. **Mathematical Solution:** Current spawn point: `P = eyePos + lookVector * distance` New spawn point: `P = (eyePos - 0.4 on Y axis) + lookVector * distance` This shifts ALL bullet particles 0.4 blocks down (from eye to chest/torso level). **Apply to:** - Bullet core (iron block particles): spawn at chest height - Tip glow (enchant): chest height + 0.15 forward - Muzzle flash: spawn at barrel position = chest height + 1.2 blocks forward - Smoke trail: chest height - 0.3 behind bullet **Visual Result:** Particles visible below eye line, clear forward vision maintained. Edit v160: # RIFLE CRITICAL FIXES - FABRIC 1.21.5 ## FIX 3: BLUE PIERCING LASER REBUILD **Problem:** Laser invisible, doesn't break blocks, bad particles, no 30-block tunnel. **Complete System Redesign:** ### LASER PATH CALCULATION Start point: `S = playerEyePos + (0, -0.3, 0)` (chest level) Direction: `D = normalized look vector` Max range: `R = 30 blocks` **Penetration Logic:** For each 0.5 block step along path from 0 to 30: - Check block at position `P = S + D * distance` - If air/water/plants: continue - If solid with hardness < 50: BREAK IT and continue - If hardness ≥ 50 or bedrock: STOP laser here **Result:** Laser travels maximum 30 blocks, breaking everything breakable, stopping only at indestructible blocks. ### VISUAL SYSTEM (BLUE THEME - NO DUST) **Core Beam (brightest center):** Spawn every 0.125 blocks (8 particles per block): - 6 SOUL_FIRE_FLAME particles (blue fire) - 4 ELECTRIC_SPARK particles with tiny random velocity (±0.05) **Inner Ring (radius 0.4 blocks from center):** Mathematical formula for ring: `R(θ) = center + 0.4 * (cos(θ) * perpendicular1 + sin(θ) * perpendicular2)` Where perpendicular vectors calculated: - `perpendicular1 = normalize(cross(D, (0,1,0)))` - `perpendicular2 = normalize(cross(D, perpendicular1))` Spawn every 0.33 blocks along beam: - 9 points around circle (θ = 0°, 40°, 80°, ..., 320°) - Rotate entire ring by `15° * stepNumber` for spiral effect - Use END_ROD particles (bright blue rods) **Outer Ring (radius 0.8 blocks):** Same formula: `R(θ) = center + 0.8 * (cos(θ) * perpendicular1 + sin(θ) * perpendicular2)` Spawn every 0.5 blocks: - 6 points around circle (θ = 0°, 60°, 120°, 180°, 240°, 300°) - Rotate opposite direction: `-10° * stepNumber` - Use WARPED_SPORE particles (dark blue ambient glow) **Counter-rotation creates dynamic helix appearance as rings spiral in opposite directions.** ### BLOCK DESTRUCTION (3×3 TUNNEL) For each 0.3 blocks along laser path: - Get center position: `C = S + D * distance` - Break all blocks in 3×3×3 cube around C - Calculate offsets: for x,y,z in [-1, 0, +1] - Block position: `B = floor(C) + (x, y, z)` - If hardness 0-50: break with drops - Spawn 8 BLOCK particles of broken block type **Result:** Perfect 3×3 tunnel carved through terrain for full 30 blocks (or until bedrock). ### DAMAGE APPLICATION Damage calculation along path, every 0.5 blocks: - Create hitbox 2×2×2 blocks around check point - Find all LivingEntity in box (except player, ArmorStands) - Deal 200.0 damage to each entity - Spawn 25 SOUL_FIRE_FLAME particles at hit position (blue blood effect) **Piercing Mechanic:** Damage check continues after killing entities - laser passes through corpses hitting everything along 30 block path. ### IMPACT EXPLOSION At laser endpoint: - Spawn 1 EXPLOSION_EMITTER particle - Spawn 150 SOUL_FIRE_FLAME particles exploding outward - Velocity formula: `V = random direction * (0.5 to 1.5)` - Spawn 80 ELECTRIC_SPARK particles same pattern - Play ENTITY_LIGHTNING_BOLT_THUNDER sound at endpoint ### CHARGING ANIMATION (3 SECONDS) During 60 tick charge before firing: **Triple Helix Formula:** For helix 0, 1, 2: - Base angle: `α = currentTick * 12° + helix * 120°` - Position: `P = player + (cos(α) * 1.2, tickProgress * 2.0, sin(α) * 1.2)` - Creates 3 spirals rising from ground to 2 blocks above player - Spawn 5 ELECTRIC_SPARK + 3 SOUL_FIRE_FLAME per helix point **Energy Orb at Rifle:** - Position: `riflePos = eyePos + lookVector * 1.0 + (0, -0.3, 0)` - Spawn 12 ENCHANT particles orbiting in circle radius 0.3 - Rotation angle: `θ = currentTick * 18°` **Sound Progression:** - Play BLOCK_BEACON_AMBIENT every 5 ticks - Pitch increases: `pitch = 0.5 + (tickProgress * 1.0)` (0.5→1.5 over 3 seconds) ### COOLDOWN & STATE After laser fires: - Set `SpecialCooldownEnd = worldTime + 600` (30 seconds) - Set `RifleCharging = false` - Clear `ChargeStartTime` - Normal firing IMMEDIATELY available (no blocking) --- Edit v161: CARBINE RIFLE FINAL POLISH ## SPECIAL ATTACK SOUNDS **Charging (60 Ticks = 3 Seconds):** - Ticks 0-20: BLOCK_BEACON_AMBIENT every 4 ticks, volume 0.3, pitch 0.6→0.9 - Ticks 20-40: BLOCK_CONDUIT_AMBIENT every 3 ticks, volume 0.5, pitch 0.9→1.2 - Ticks 40-60: BLOCK_RESPAWN_ANCHOR_CHARGE every 2 ticks, volume 0.7, pitch 1.2→1.6 - Tick 60: BLOCK_RESPAWN_ANCHOR_DEPLETE volume 1.0, pitch 0.8 (ready signal) **Firing Sound:** Generate `carbine_laser_blast.ogg`: 2.5 seconds, heavy sci-fi plasma cannon, 0.0-0.3s deep blast, 0.3-1.8s sustained beam hum, 1.8-2.5s decay, bass-heavy, -1dB peak, OGG 44.1kHz. Fallback: ENTITY_WITHER_SHOOT volume 1.0 pitch 0.4 + ENTITY_LIGHTNING_BOLT_THUNDER volume 0.8 pitch 0.6 ## SPECIAL ATTACK PARTICLES (3×3 COVERAGE) **Problem:** Laser only 1×1 block particles. **Solution - Grid Fill Pattern:** For each 0.2 blocks along beam, spawn particles in 3×3 grid perpendicular to direction. Calculate perpendicular vectors: ``` perp1 = normalize(cross(direction, up)) perp2 = normalize(cross(direction, perp1)) ``` Spawn 9 points in grid (offsets: -1, 0, +1 on both axes): ``` For x in [-1, 0, +1]: For y in [-1, 0, +1]: pos = beamCenter + (x * 0.5 * perp1) + (y * 0.5 * perp2) Spawn: 3 SOUL_FIRE_FLAME, 2 ELECTRIC_SPARK, 1 END_ROD ``` **Spiral Rings (Expanded):** - Inner: radius 1.2 blocks, 12 points, rotation +15° per step, END_ROD particles - Outer: radius 1.8 blocks, 8 points, rotation -10° per step, WARPED_SPORE particles **Result:** 3-block wide visible beam matching destruction zone. --- ## BULLET SPAWN POSITION **Formula:** ``` eyePos = player eye lookVec = normalized look direction rightVec = normalize(cross(lookVec, up)) barrelPos = eyePos + lookVec * 1.0 // 1 block forward + (0, -0.35, 0) // Chest level + rightVec * 0.3 // Right side ``` **Result:** Bullets start from rifle barrel position, 1 block ahead, never obstruct view. ## BULLET SPEED & RANGE **Speed:** 4.5 blocks/tick (was 3.0) = 1.5× faster **Lifetime:** 13 ticks (was 20) maintains ~60 block range **Calculation:** 13 ticks × 4.5 = 58.5 blocks ## BULLET PARTICLES (CLEAN) **Muzzle Flash (Tick 0 Only):** At barrelPos: 8 FLAME (0.2 spread), 4 LAVA (0.3 spread), 3 CAMPFIRE_COSY_SMOKE **Bullet Trail (Every Tick):** - 8 BLOCK IRON_BLOCK (0.05 radius compact sphere) - 2 ENCHANT at front (+0.1 forward) - 2 CAMPFIRE_COSY_SMOKE behind (-0.2 back, every 2 ticks only) **Removed:** Sonic boom effect (cluttered) **Key:** All particles spawn 1+ blocks away from player = perfect vision. --- ## TESTING 1. Special charge: hear 3 sound phases building 2. Special fire: massive blast sound + 3-block wide blue beam 3. Bullets: spawn right side, 1 block ahead, no vision block 4. Speed: bullets 50% faster to target 5. Vision: aim freely, zero obstruc
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