Adding your custom weapons to Mortius' Weaponry Redux (Or other mods)

Started by MortiusTitanOfDeath on

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Adding your custom weapons to Mortius' Weaponry Redux (Or other mods)
Wed, 07/24/2024 - 14:49 (edited)

This small tutoriel will show you how to make your weapons from your mods compatible with Mortius' Weaponry Redux and make them act like the different weapon types. By using this method, you are limited to the already existing types. This tutoriel will also cover how to make your weapons compatible with Better Combat.

  • Step 1: Create a new Workspace if it is not already done.
  • Step 2: Make a texture for your weapon and make a new Tool Element or use an already made weapon.
  • Step 3: Set the stats to what you like.


Here are the stats used by the current weapons from the Mortius' Weaponry Redux mod:

(Less or more damage compared to vanilla swords of the same material tier [Wooden Sword=4 damage, so: Wooden Gladius=3 damage])

(Every weapon has the same stats as the vanilla tools of the same material tier (Harvest Level, Efficiency, Enchantability, Durability)

Weapon  Attack Damage  Attack Speed  
Gladius  1 less  2  
Dagger  2 less  3  
Rapier  1 less  2  
Khopesh  1 less  1.8  
Halberd  1 more  1.2  
Warhammer  1 more  1.2  
Sickle  2 less  2.8  
Mace  2 more  0.8  
Scythe  1 more  1  
Weapon  Attack Damage  Attack Speed  
Saber  1 less  1.6  
Battle Axe  1 more  1  
Pike  1 less  1.2  
Lance  1 less  1.4  
Messer  1 less  1.8  
Katana  1 less  1.8  
Greatsword  2 more  1.2  
Glaive  Same damage  1.4  
Executioner Sword  1 more  1.2  
Weapon  Attack Damage  Attack Speed  
Twin Blade  Same damage  1.4  

  • Step 4: Save your weapon and create a new tag in the 'Element Tags' tab

The category of the tag should be items, the namespace forge and the name mortius_(weapontype)

The weapon type is the name of the weapon. For exemple, rapier, halberd or scythe. There should be no spaces in between. Executioner Sword is written executionersword, Twin Blade is twinblade and Warhammer is still warhammer.

In this exemple, the name is mortius_dagger because our weapon is a dagger.

  • Step 5: Put your weapon in the Tag elements.
  • Step 6: Create a recipe for your weapon if it is not already done.

Put a dummy item for your handle (if you want to use Mortius' Weaponry Redux's handles). In this case, the dummy item is a stick. Make sure the handle does not comprise your whole weapon, as it will get confusing later on.

  • Step 7: Save your recipe and lock it by selecting it and clicking on the lock icon.

  • Step 8: double click on the locked recipe to open the code.
  • Step 9: Locate the dummy item you used for the handle.

Replace the dummy item with mortius_weaponry_redux:weapon_handle. If your recipe uses a pole for a polearm, replace it by mortius_weaponry_redux:weapon_pole.

You are done making your custom weapon !


Better Combat Compatibility

 

  • Step 1: Open the folder window in your workspace by simply sliding the left bar.
  • Step 2: Go to (Mod name)/Resources (Gradle)/data/(Mod name)

  • Step 3: Add a new folder called 'weapon attributes' by right clicking on the folder with the mod's name.

  • Step 4: Add a new JSON file named after your weapon in the 'weapon attributes' folder with underscores for spaces.

In this exemple, I pasted in the code for the dagger. There is no need to do that, as Better Combat already gives animations and attacks to weapons that are named after the ones in the weapon attributes folder. Settings like Range or Two-Handed can be changed from there.

Here are the presets for some of the weapons in the Mortius' Weaponry Redux mod:

Gladius: https://pastebin.pl/view/97a8568c

Khopesh: https://pastebin.pl/view/ab18f2c3

Sickle: https://pastebin.pl/view/2bdda697

Saber: https://pastebin.pl/view/1a182051

Pike: https://pastebin.pl/view/3c1cab9c

Messer: https://pastebin.pl/view/4a3a191b

Greatsword: https://pastebin.pl/view/0f6bdaa9

Executioner Sword: https://pastebin.pl/view/5426e1cd

Twin Blade: https://pastebin.pl/view/dc41ac69

 

For polearms used without Better Combat, you will need to add the ranged attack procedure yourself. These procedures need to go in the 'When entity swings item' trigger.

You can find these procedures here: https://www.mediafire.com/folder/ccfuk2asgd0o7/Swing_Procedures

Simply import them in your workspace when making a new procedure for your weapon. You can change the range by changing the values in the x, y, z look positions and the square cube size (they need to be the same value). The damage value is found inside of the IF statement inside the block.

 

I hope this helps in your creative endeavors ! :)

Edited by MortiusTitanOfDeath on Wed, 07/24/2024 - 14:49
Joined Apr 2021
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To see the pictures better,…
Wed, 07/24/2024 - 14:23

To see the pictures better, please right click on them (if you are on computer). This will lead you to the site where the pictures are hosted and you will see them better.