Vampires are fast, strong and blood-thirsty entities, which do not like the sun, but don't fear the night, and the best thing is: You can become one!
This mod allows you to become a vampire with all its benefits and drawbacks.
After being bitten by a vampire or manually injecting some vampire blood you get an effect called "Sanguinare Vampiris" which eventually turns you into a vampire.
For a more detailed description head over to the Minecraft Forum or the Curseforge page.
Vampirism has an API you can use to add blood values to your mod's creatures or make them convertible and more.
Setup Gradle build script
You should be able to include it with the following in your build.gradle:
repositories {
//Maven repo for Vampirism
maven {
url ="https://maven.maxanier.de"
}
}
dependencies {
//compile against the Vampirism API
compileOnly fg.deobf("de.teamlapen.vampirism:Vampirism:${mc_version}-${vampirism_version}:api")
//at runtime (in your development environment) use the full Vampirism jar
runtimeOnly fg.deobf("de.teamlapen.vampirism:Vampirism:${mc_version}-${vampirism_version}")
}
Choose a version
${mc_version} gets replaced by the current Minecraft version. (i.e. 1.16.5)
${vampirism_version} gets replaced by the version of Vampirism you want to use (i.e 1.7.12)
These properties can be set in a file named gradle.properties, placed in the same directory as your build.gradle
file. Example gradle.properties:
mc_version=1.16.5
vampirism_version=1.7.12
Rerun Gradle setup commands
Please run the commands that you used to setup your development environment again. E.g. gradlew
or gradlew build --refresh-dependencies
Refresh/Restart your IDE afterwards.
Run Vampirism in a deobfuscated environment
Vampirism uses mixins. To be able to apply them in a deobfuscated environement using a different set of mappings (
from the one Vampirism uses) you have to enable remapping the refmap:
Add
to your run configurations in your build.gradle and then regenerate your IDE run configurations (genIntelliJRuns or
similar). If that does not work you can also try property 'mixin.env.disableRefMap', 'true'
If you still run into issues with the mixins you can also set mixin.env.ignoreRequired to true. However, not all of
Vampirism will work correctly then.
The minecraft_version branch serves as the main development branch. There might be older (stable) branches for the
same MC version postfixed with the Vampirism main version.
It may receive bugfixes until the latest branch is released.
The source code is currently divided into three parts, which might be split in the future.
Vampirism
Located in de.teamlapen.vampirism
Contains the mod source code. Depends on the other two parts.
Vampirism API
Located in de.teamlapen.vampirism.api
Designed to be used by mods that only optionally interact with Vampirism as well as addon mods depending on Vampirism.
VampLib/TeamLapen Lib
Located in de.teamlapen.lib
Independent mod (Contains @Mod).
Provides Helpers and Registries to automate stuff like EntityUpdates.
Provides abstract classes/default implementations/interfaces to simplify things (located under de.teamlapen.lib.lib).
Setting up the development environment
If you would like to compile your own versions or even contribute to Vampirism's development you need to setup a dev environment.
The following example instructions will setup IntelliJ (Free community edition or Non-Free Ultimate edition). If you already have a setup or want to use another IDE, jump here.
IntelliJ
Make sure you have the Java JDK (minimum Java 8) as well as the IntelliJ IDE installed.
If you want to contribute to the development (via pull requests), fork Vampirism on Github.
(Optionally) Install Git, so you can clone the repository and push changes.
Clone (git clone https://github.com/TeamLapen/Vampirism) or download Vampirism to a new "Vampirism" folder.
In IntelliJ use New... -> New from Version Control -> Fill out repo, directory and name
After cloning is done IntelliJ offers you to import a unlinked Gradle Project. Click this.
Refresh the gradle project
Run genIntellijRuns and edit the run config to use the correct module
Make sure Settings -> Build, Execution, Deployment -> Compiler -> 'Add runtime assertions for not-null-annotated methods and parameters' is disabled (Unfortunately required, requires rebuild if the project has been built before)
You might have to modify the projets compiler output path
That's it.
Eclipse or other IDEs
If you would like to setup Vampirism in another way or another IDE, you should pay regard to the following points.
Make sure src/main/java, src/api/java and src/lib/java are marked as source folders and src/main/resources and src/lib/resources are marked as resource folders.
Vampirism might have a few dependencies (e.g. Waila), which are specified in the gradle files and should be automatically downloaded and added when you run ideaModule or eclipse.
Vampirism requires at least Java 8
Code Style
The code style used in this project is the IntelliJ default one.
For Eclipse you can use the settings created by @Cheaterpaul FormatFileImportOrder
Licence
This mod is licenced under LGPLv3except for the following parts:
Textures
Any textures included in this mod are licenced under the following terms:
Any textures (and models) included in the mod may be used, remixed and distributed for anything related to Vampirism (fan art, addon mods, forks, reviews, ...) excluding resource packs.
If you want to use them in a resource/texture pack, you must credit the Vampirism project or the individual creator where applicable and it must not be used commercially.
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