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Inventory
With the inventory module, you can control almost all aspects of what happens to the items in your inventory upon death. The vanilla Minecraft behavior has all items simply drop upon death. With Corpse Complex, you can implement features such as keeping only armor upon death and dropping everything else, or keeping everything but introducing a 50% durability loss to all items, and much much more.
The inventory module has an optional sub-module called Soulbinding, giving you access to an enchantment of the same name that lets you save certain items regardless of the mod's other settings. This enchantment can be completely customized to determine how powerful it is and its ease of access to players.
Set to true to enable the inventory module and all of its features. This needs to be activated for the features in this module to work, regardless of their config settings.
Set to true to keep armor on death. Armor means helmet, chestplate, leggings, and boots.
Set to true to keep hotbar items on death. These are all of the items placed in a player's hotbar upon death. Note that this does NOT include the mainhand item. The mainhand item obeys its own configuration value.
Set to true to keep the mainhand item on death. This is the item the player has selected in his hotbar upon death.
Set to true to keep the offhand item on death. This is the item in the player's offhand slot upon death.
Set to true to keep the main inventory on death. These are all of the items that are part of the vanilla 27 slots that make up the primary inventory, which do not include the hotbar, armor, or offhand items.
The durability loss, expressed as a percent value between 0.0 and 1.0, that will apply to any kept items upon death.
The same as above, except for dropped items.
The energy drained, expressed as a percent value between 0.0 and 1.0, from any kept items upon death.
The same as above, except for dropped items.
The random chance, expressed as a percent value between 0.0 and 1.0, that any kept items are instead dropped as usual.
The random chance, expressed as a percent value between 0.0 and 1.0, that any dropped items will instead be destroyed. This effect applies after determining the above random drop chance.
A list of items, with each item expressed as their registry name (i.e. "minecraft:stone"), that will always be kept regardless of the other settings.
The same as above, except these items will always be dropped instead. Note that if an item happens to be marked as both cursed and essential, essential will take precedence and the item will be kept.
Set to true to destroy cursed items upon death rather than simply dropping them.
The maximum level, from 1 to 5, that the enchantment has. If the maximum level is set to 1, the enchantment will not show any level.
The chance, expressed as a percent value between 0.0 and 1.0, that using this enchantment to save an item on death will result in the item dropping a level in the enchantment. If the enchantment level is 1 prior to this, then it will be removed from the item entirely. Note that if any other factors remove the need to use the enchantment at all, such as the item not being set to drop regardless, then this chance does not activate and the item will retain its enchantment level.
The chance, expressed as a percent value between 0.0 and 1.0, that the enchantment will save an item on death.
The chance, expressed as a percent value between 0.0 and 1.0, that each level in the enchantment will add to the base save probability.
Example:
Situation: Player dies with an item that has Soulbinding IV
Base Save Probability: 0.5
Extra Save Probability Per Level: 0.1
The Soulbinding enchantment is set to have a base save probability of 50%, which becomes 50% + 10% x 3 = 80% at Soulbinding IV. So the item has a total of 80% chance to be saved on death.
Set to true to allow players the ability to apply this enchantment at enchantment tables. When set to false, players will need to find this as loot or through other means.
Set to true to allow players the ability to enchant this on books. This does not prevent the enchantment from being found on books, it just enables/disables the ability to enchant them on books.
A list of four valid values (COMMON, UNCOMMON, RARE, VERY_RARE) that sets the rarity of the enchantment. This is a value that applies for loot tables and calculating enchantment costs.