Wheel of Wacky
A mod that adds a carnival prize wheel that - when spun - has the chance to either fabulously reward or horrifically punish the player that spun the wheel in a hilarious fashion!
Obtaining a Wheel of Wacky
In order to get a Wheel of Wacky for yourself, you'll have to find a "basement" structure in your world. Inside Wheel Boy's dungeon prison the basement you'll find a Wheel of Wacky that you can break and collect using a diamond or better pickaxe.
Creating spells
To start creating your own custom spells, you'll first have to create a data pack folder. If you don't know how to make a data pack, here is a link to a tutorial to help you get started: Creating a data pack.
If you haven't already, you'll want to create a data
folder in your data pack folder. Then you'll want to a create a folder named wacky_wheel
within your data
folder. After which you will have to create a folder called spell_type
in the wacky_wheel
folder.
Your file path should look like this: <your data pack folder>/data/wacky_wheel/spell_type
.
Now you'll want to create a JSON file in <your data pack folder>/data/wacky_wheel/spell_type
. For the purpose of this example, we'll call it free_diamond.json
.
The first thing we'll want to do is give a spell a name that will be displayed to the player when they roll that spell on the wheel.
{
"name": "Free Diamond!",
}
We can also optionally set a specific color for the name text and add some flavor text to be displayed underneath it:
{
"name": "Free Diamond!",
"titleColor": "#ADD8E6",
"flavorText": "Enjoy your free diamond :)",
}
Next, we have to provide our spell with an item id that corresponds to an in-game item. This item will be used to represent the spell on wheel slices.
{
"name": "Free Diamond!",
"titleColor": "#ADD8E6",
"flavorText": "Enjoy your free diamond :)",
"itemID": "minecraft:diamond",
}
The next field we have to define is castingTime
, which represents the amount of time (in ticks) that it will take to cast the spell after the wheel lands on it:
{
"name": "Free Diamond!",
"titleColor": "#ADD8E6",
"flavorText": "Enjoy your free diamond :)",
"itemID": "minecraft:diamond",
"castingTime": 60,
}
The last step is the provide the name of .mcfunction file that will be used to provide the actual spell effect.
{
"name": "Free Diamond!",
"titleColor": "#ADD8E6",
"flavorText": "Enjoy your free diamond :)",
"itemID": "minecraft:diamond",
"castingTime": 60,
"onCastFunction": "give_diamond"
}
Of course, we'll actually have a create a .mcfunction file named give_diamond.mcfunction
in <your data pack folder>/data/wacky_wheel/functions
.
give @s diamond
Keep in mind that the onCastFunction
by default will target the player who initially spun the wheel.
To test our new command, enter the /wheel free_diamond command into chat and receive your free diamond.
Spell JSON Keys
name
: The name of the spell.
titleColor
(Optional) : Color of the name text/title.
flavorText
(Optional): Additional information that appears underneath the spell's name.
flavorTextColor
(Optional): Color of the flavor text subtitle.
itemID
: ID of the item used to represent the spell on the wacky wheel.
castingTime
: Time in ticks that it takes to cast the spell.
onCastFunction
: Name of the .mcfunction file that executes to create the spell effect.
executeOnCastFunctionAtPlayer
(Optional): Set to true to execute onCastFunction AT player instead of AS player.
duration
(Optional): Time in ticks that the spell lasts.
onTickFunction
(Optional): Name of the .mcfunction that executes every tick that the spell lasts.
executeOnTickFunctionAtPlayer
(Optional): Set to true to execute onTickFunction AT player instead of as player.
onEndFunction
(Optional) : Name of the .mcfunction file that executes when the spell ends.
executeOnEndFunctionAtPlayer
(Optional): Set to true to execute onEndFunction AT player instead of AS player.
Credits
https://github.com/HyperPigeon
External resources
Project members
HyperPigeon
Member
lumiscosity
Member