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[RS Pack] Know when your opponents have Fire Aspects
I made a resource pack where the texture of diamond and iron swords changes to a fire sword texture when it is enchanted with Fire Aspect. This means you can know when your opponent is using a Fire Sword, and makes it easy to tell if they are using a main fire sword or dual wielding. Gl.
http://www.mediafire.com/download/rpyegj1fe930646/FireAspectDetect.zip
P.S. Tested in 1.8/1.9 and works, dunno about 1.7.
P.S.S. Change/Remove all of the textures you see fit btw, just keep the files in the same order.
Edit: This is how it works;
Unenchanted——————–Sharpness————————Fire Aspect
https://i.sli.mg/9GUsbo.png
Unenchanted——————-Sharpness———————Fire Aspect
https://i.sli.mg/7b5q3u.png
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is this allowed?
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This is pretty cool ngl, a bit cheaty/cheap tho.
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the question is if its allowed
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Probably not, but it wouldn't work with 1.7 anyways so
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This is allowed as long as mcpatcher still comes with optifine
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it doesn't work
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Very interesting. Thanks for finding/sharing it with us! Much appreciated
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Is that blade a blaze rod LOL

Really cool pack though, do you mind sharing how you were able to make a fire aspect sword?
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Morsinius wrote

This is allowed as long as mcpatcher still comes with optifine

^There we go folks ^

Igneo wrote

Is that blade a blaze rod LOL

Really cool pack though, do you mind sharing how you were able to make a fire aspect sword?

In terms of the texture I found a cool fire sword texture online and edited it.
In terms of functionality, it uses MCPatcher's Custom Item Texture feature, so I create a texture called diamond_sword_sharpness and in a properties file do this;
type=item
items=276
enchantmentIDs=16
texture=diamond_sword_sharpness.png
Where 276 is diamond_sword and 16 is the enchantment ID for sharpness. Change the numbers and texture to get different things, e.g. 267 20, iron_sword_sharpness with a fitting texture to get iron Fire Aspect swords.
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To make it work for bow use this :)

type=item
items=261
enchantmentIDs=50
texture.bow_standby=bow_standby_flame
texture.bow_pulling_0=bow_pulling_0_flame
texture.bow_pulling_1=bow_pulling_1_flame
texture.bow_pulling_2=bow_pulling_2_flame

(Tested in 1.8)
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Very nice idea, will help a lot in UHCs :)
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