The GPL-3.0 license makes it impossible to add any kind of integration from a non GPL-3.0 mod. a short explanation here
You also link your mod with minecraft which is a non GPL-3.0 program. However, the GPL-3.0 license doesn't allow you to do that (making it impossible to apply to minecraft mods). see here
I would appreciate it, if you would change the license to something more usable for minecraft mods and libs (like MIT).
The config option in enchantments.json to limit the new enchants to magical weapons or magical armor is not working, these enchants are showing up as options in the enchanting table on vanilla armor/weapons as well as armor and weapons from the Epic Knights mod.
Would it be possible to add in a "General" spell school that can be assigned to weapons, so that spells from all schools can be bound to that weapon instead of only allowing for fire spells to attach to fire weapons for example?
When I try to join my friends server I get kicked for ticking entity.
This is the error code
Neruina Caught Exception
java.lang.NullPointerException: Cannot read field "use_vanilla_magic_damage_type" because "net.spell_power.SpellPowerMod.attributesConfig.value" is null
When I go into the attributes file in the spell_power folder this is what I see
Hi sorry to be a bother but I'm at a loss here. I have been trying to change the players base attribute for spell powers to 1
(the base attribute is 0 by default) now the only way I've been able to change it is with the in game attribute command. I cant set it to a default for what I want to do with it. Short of going into the mod and coding in a hard value of one as the base attribute number, Is there anyway to change this number as the mod is? If no then I am asking to have a config option in the attributes config file to set the default spell power attribute to whatever number you want. If this makes no sense ill try to explain better.
With your mod active i can get like sword enchantments on bow
boot enchants on chestplate etc..
also i disabling your mod works fine and i dont get them on wrong tools
i was using your (0.9.18+1.20.1-fabric) version
I don't have the time to go through one by one and find out which specific mod is causing issues, I would rather just not use your mod, but here's the log https://mclo.gs/sNmaF44
I know that Spell Power Attributes is likely to change a lot as development continues, but I'd love to eventually see extra compatibility between PlayerEx and Spell Power, in the form of simply adding a new tab to PlayerEx's Attributes/Combat screen much like the Combat tab. The new third tab could be called "Magic" or "Wizardry" and would include each magic school's attribute laid out numerically, spell critical chance/damage, and spell haste via percentages, similar to how the default PlayerEx Combat tab is laid out. As long as this is added on your end, modpack makers can distribute the Spell Power attributes however they see fit through datapacks via PlayerEx, but Spell Power could also include a basic datapack that distributes attributes and can be changed by modpack makers/end users.