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Items

Your own Bounties!

Adding your own bounties is quite simple. I will briefly explain how to do it here.


First, you need a target predicate, which looks like this:

  "condition": "minecraft:damage_source_properties",
"predicate": {
"direct_entity": {
"type": "wildernature:bullet"
},
"source_entity": {
"type": "minecraft:player"
}
}
}

Components

  1. condition:

The type of condition being defined. In this case, it is damage_source_properties, indicating that the condition relates to the properties of a damage source. We will just keep this as it is.

  1. predicate:

The criteria that must be met for the condition to be true. The predicate contains sub-conditions to specify these criteria.

  1. direct_entity:

This sub-condition specifies the type of the direct entity involved in causing the damage. Here, type is set to wildernature:bullet, meaning the direct entity must be a bullet from WilderNature.

  1. source_entity:

This sub-condition specifies the type of the source entity involved in causing the damage. Here, type is set to player, meaning the source entity must be a player.

Save your own Predicates under data/wildernature/predicates

Alright! That was already the most complex step. Well done!


Now let's create the corresponding contract.

The Contract json should look like this here:

  "type": "wildernature:tier1",
"contractStack": {
"Count": 1,
"id": "wildernature:uncommon_contract"
},
"count": 6,
"damagePredicate": "wildernature:bullet",
"description": "contract.wildernature.tier1_boar.desc",
"name": "contract.wildernature.tier1_boar",
"reward": {
"blockExpReward": 2,
"loot": "wildernature:bountyboard/tier1_contract_boar",
"playerExpReward": 12
},
"targetPredicate": "wildernature:boar"
}

Components

  1. type:

For which Tier Level will the contract be available

  1. contractStack, ID:

The ID of the Item Icon that will be used. You can use any available Item ID.

  1. count:

The Amount of Entities that have to be killed.

  1. damagePredicate:

The damagePredicate we made before.

  1. description:

The description being shown in the tooltip. Also needs a lang file entry.

  1. name:

The Name of the Contract. Also needs a lang file entry.

  1. reward, blockExpReward:

How much Experience the BountyBoard will get

  1. reward, loot:

The Loot you will get after completing this contract

  1. reward, playerExpReward:

How much Experience the Player will get

  1. targetPredicate:

The Entity you have to kill in order to finish the contract

Save your own Contract under data/wildernature/contracts