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TeroGenshin / GenshinMode -----

Elemental Reactions like Genshin Impact



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TeroGenshin
Elemental & Reaction System inspired by Genshin Impact for Spigot / Paper. Advanced MythicMobs integration (immunities + elemental shields), ambient elemental sources, customizable reaction formulas, holograms, equipment effects and performance‑oriented design.

(English first — Spanish full translation below)

Overview
TeroGenshin brings a complete elemental gameplay layer to your Minecraft server. Entities and players can receive elemental states (Pyro, Hydro, Cryo, Electro, Dendro, Geo, Anemo), which interact to trigger reactions that apply damage, area effects, debuffs, projectiles, pulses or environmental propagation. The system is modular: you can enable just basic states, add ambient sources, or go all in with MythicMobs shields.

The plugin focuses on:

  • Depth (multiple reaction chains, Dendro 3.x branch, shield mechanics)
  • Clarity (bossbars, holograms, configurable titles, logs toggle)
  • Performance (chunk / proximity based hologram updates, ambient scan period control, cooldown layers)
  • Extensibility (formula engine, MythicMobs PDC markers, region flags)
✨ Feature Summary
  • 7 Elements: Pyro, Hydro, Cryo, Electro, Dendro, Geo, Anemo
  • 16+ Elemental Reactions (Freeze, Crystallize, Melt, Electro-Charged, Burning, Overload, Superconduct, Swirl, Vaporize, plus Dendro branch: Quicken, Aggravate, Spread, Bloom, Hyperbloom, Burgeon, Roots, Crepitar)
  • Elemental States with duration per element
  • Reaction Damage Formulas (customizable expressions — optional)
  • Holograms (state / reaction / bloom / crystal) with smooth interpolation & prediction
  • Ambient System: environment-driven application (water, rain, lava, fire, snow, lightning, plant/rock surfaces, cactus, biome events)
  • Ambient Events: Geo Sandstorm, Dendro Leaf Breeze, Pyro Heat Wave
  • Armor vs Artifact effect system (choose one; artifact supports inventory slot mapping & bonus lore detection)
  • MythicMobs Integration:
    • Immunities by IDs or whole MythicMobs YAML file
    • Elemental Shields (bossbar, weaknesses, immunities, periodic reappearance, internal hit cooldown, damage-on-break, temporal or permanent)
  • WorldGuard Region Flags (optional) & internal custom regions
  • Optimization tasks: hologram cleanup, fast ambient listener
  • Silent command execution (reduces console spam for plugin’s internal senders)
  • Projectile & area application utilities (cone, area, target)
  • Expression evaluator supporting variables & reaction multipliers
  • Configurable debug & shield logs toggle
Requirements
Component Requirement
Java 17+
Server Spigot / Paper 1.17.0 – 1.19.4 (tested)
Optional MythicMobs (immunities & shields), WorldGuard (flags), Citizens (NPC ignore)
Installation
  1. Place TeroGenshin.jar in /plugins.
  2. Start the server (first run generates config.yml & items.yml).
  3. (Optional) Put immunities / shields YAML files inside:
    • plugins/TeroGenshin/mythicmobs/
    • plugins/TeroGenshin/mythicmobsshields/
  4. Adjust config.yml to your needs (enable ambient, artifact, formulas, etc.).
  5. Reload: /genshin reload.
Tip: Start conservative — keep ambient enabled but formula modifications off, then gradually customize.

Commands & Permissions
Command Description Permission Example
/genshin reload Reload configuration & managers terogenshin.reload /genshin reload
/genshin registrar Register held item into items.yml terogenshin.registrar /genshin registrar
/genshin element <player> <element> <amount> <time> Apply elemental state with duration terogenshin.element /genshin element Steve pyro 5 10s
`/genshin putelement <target area coneinfrontme> <dist radius> <entities
/genshin give <itemId> <itemType> [player] Give registered item OP / Console /genshin give staff1 weapon Steve
/genshin removeholo [radius] Remove nearby holograms terogenshin.removeholo /genshin removeholo 30
/genshin armorstatus Show active Armor effects terogenshin.armorstatus /genshin armorstatus
/genshin artifactstatus Show active Artifact effects terogenshin.artifactstatus /genshin artifactstatus
Time parameter accepts: 10s (seconds), 120t (ticks), 2m (minutes). Missing amount defaults to config’s default.

Elements & States
  • Each element has a base duration (estados.<element> in ticks)
  • Applying a different element attempts a reaction; successful reactions consume / replace states
  • Amount scaling: Artifact BONUS slot lore patterns can add flat or percent modifiers (internally combined)
  • NPCs (Citizens) & certain aquatic mobs are ignored by filters
Reaction System (Overview)
Reaction Trigger Effect (Default) Config Areas
Freeze Hydro + Cryo Freeze + strong slowness parametros.congelado
Crystallize Geo + (Pyro/Hydro/Cryo/Electro) Pulse AOE damage ring parametros.cristalizado
Melt Pyro + Cryo Amplified mixed damage Multipliers / formulas
Electro-Charged Electro + Hydro Periodic tick damage parametros.electrocargado
Burning Pyro + Dendro DoT on target parametros.quemadura
Overload Pyro + Electro Burst damage with AOE Multipliers
Superconduct Cryo + Electro Debuffs (Weakness / Slowness) parametros.superconductor
Swirl Anemo + (Pyro/Hydro/Cryo/Electro) Propagates secondary element Multipliers
Vaporize Hydro + Pyro Amplified damage Multipliers / formulas
Quicken Dendro + Electro Enables Aggravate / Spread parametros.aceleracion
Aggravate Quicken + Electro AOE from new Electro amount Multipliers / formulas
Spread Quicken + Dendro AOE from new Dendro amount Multipliers / formulas
Bloom Dendro + Hydro Spawns seed entity (core + hitboxes) parametros.florecimiento
Hyperbloom Bloom + Electro Homing missile to nearby targets parametros.florecimiento.misil
Burgeon (Crepitar) Bloom + Pyro Immediate explosion Multipliers
Roots Dendro + Geo Root area pulses + slowness parametros.raices
Reactions use cooldown layers: general + separate dendro chain cooldown to avoid spam.

Custom Damage Formulas (Optional)
Enable: formulas.ModifyFormulas: true

  • Expression engine supports: + - * / ( )
  • Variables (case-insensitive): pyro hydro cryo electro dendro anemo geo a b suma multiplicador multiplicador_pulso nuevoelectro nuevodendro
  • Player damage auto-selects multiplier-jugadores variant when defined
  • Missing formulas fallback to default internal logic
Example:

[​IMG]
formulas:
ModifyFormulas: true
vaporize: "((hydro + pyro) / 2) * multiplicador"
aggravate: "suma + (nuevoelectro * multiplicador)"
spread: "nuevodendro * multiplicador"
roots: "(dendro + geo) * multiplicador"
Holograms
Types: state, reaction, bloom seed, crystallize ring. Key tuning:

  • smooth-factor (interpolation fraction)
  • lead-ticks (prediction)
  • catchup-mult (faster movement when lagging behind)
  • Distance thresholds (snap-dist2, teleport-dist2)
  • Optimization gating: chunk/player proximity scanning (hologramas.optimize.*) Automatic cleanup on reload / disable.
Ambient System
Periodic scanner applies elements from environment cues:

  • Water immersion / rain: Hydro
  • Lava / fire / nether heat: Pyro
  • Snow / powder snow: Cryo
  • Lightning strike: Electro
  • Plant / leaf surfaces on fall / cactus: Dendro
  • Rock / stone surfaces on fall: Geo
  • Config path: ambient.amounts.<element>.<source> & defaults
Advanced Events (biome gated + cooldown):

  • Geo Sandstorm (geo-storm) — desert/badlands, Geo + Slowness
  • Dendro Breeze (dendro-breeze) — forest/jungle, Dendro pulses
  • Pyro Heat (pyro-heat) — Nether heat wave (Ignifugo cancels)
Adjust global scan interval: ambient.scan-period-ticks.

Armor vs Artifact Effects
Choose one system (if both true: Artifact overrides Armor):

[​IMG]
efects:
armor: false
artifact: true
Armor: requires all four armor piece lores matching to enable each effect. Artifact: any inventory item with matching lore enables effect; optional slot mapping (slots 9..13) and a BONUS slot for extra application amount. Bonus lore patterns: artifact.bonus.lore entries with <x> variable extraction; parsed into flat & percent synergy.

MythicMobs Integration — Immunities
Folder: plugins/TeroGenshin/mythicmobs/ Two modes:

  1. Per-ID: list MythicMob internal IDs with elements-inmune-to map
  2. Whole file inclusion: specify a MythicMobs YAML file name — all mobs inside inherit immunities PersistentData keys assigned (mm_immune_<element>) enabling fast checks in element application. Reload safe: /genshin reload reapplies immunity markers.
MythicMobs Elemental Shields
Folder: plugins/TeroGenshin/mythicmobsshields/ Per-file multi-mob support under mob-ids:. Each mob entry supports: | Key | Purpose | |-----|---------| | shield | Enable / disable shield for that mob ID | | shield-amount | Total shield HP | | shield-temporal | If true: shield expires after duration | | shield-duration | Lifetime (e.g. 30s, 100t, 2min) | | shield-cooldown | Time before next appearance attempt | | shield-chance-to-appear | Probability per attempt (0..1 or percent) | | shield-damage-to-mob-when-break | Direct health damage applied upon shield break | | shield-appear-title / shield-appear-subtitle | Title shown to players within ~50 blocks | | shield-name | BossBar title with placeholders <amount>/<max-amount>/<duration> | | element-shield | Exactly one element set to true (defines color & base immunity) | | element-shield-inmune-to | Additional element immunities while shield active | | element-shield-weaknesses-to | Map of element → weakness (choose ONE of fixed or multiplier) |

Weakness logic:

  • fixed > 0: subtract that constant from shield per eligible hit
  • multiplier > 0: subtract (multiplier × elemental application amount)
  • If both inadvertently set: plugin uses fixed and warns
  • Internal per-hit cooldown: 200 ms (0.2s) to prevent rapid depletion
  • Shield prevents all incoming damage while active; hits only reduce shield
  • Reappearance scheduling: when broken or expired → next attempt after shield-cooldown + chance roll
Example multi-mob snippet:

[​IMG]
mob-ids:
BossPyro1:
shield: true
shield-amount: 600
shield-temporal: true
shield-duration: 45s
shield-cooldown: 2min
shield-chance-to-appear: 100%
shield-damage-to-mob-when-break: 200
shield-appear-title: "&6&lPyro Shield"
shield-appear-subtitle: "&eUse Hydro / Cryo to break it faster"
shield-name: "&cPyro Shield <amount>/<max-amount> (<duration>)"
element-shield:
Pyro: true
element-shield-inmune-to:
Pyro: true
element-shield-weaknesses-to:
Hydro:
enabled: true
multiplier: 1.25
Cryo:
enabled: true
fixed: 50
Configuration Map (Highlights)
Path Description
estados.* State durations per element (ticks)
reacciones.multipliers.* Reaction damage scale (entity / player variants)
reacciones.cooldown-ticks Global reaction cooldown
reacciones.cooldown-dendro-ticks Separate Dendro chain cooldown
parametros.* Per-reaction radii, intervals, particles, missile logic
formulas.* Formula engine toggle & expressions
ambient.* Environmental sources & advanced events
armor.* / artifact.* Equipment / inventory effect systems
artifact.bonus.lore Lore patterns for bonus extraction
hologramas.* Visual movement & update rates
shields.logs Toggle shield debug / reduction logging
debug Global debug traces for internal flow
⚙ Performance Tuning
Scenario Adjustment
High player count Increase hologramas.optimize.refresh-ticks
Heavy ambient load Raise ambient.scan-period-ticks (fewer scans)
Shield spam Increase shield-cooldown or lower shield-chance-to-appear
Reaction spam Increase cooldown values
Console noise Set shields.logs: false and debug: false
GPU particle strain Reduce reaction radii / particle counts in parametros.*
Troubleshooting
Issue Likely Cause Fix
Shield never appears Wrong MythicMob ID / chance too low Verify internal ID, raise chance
Shield melts too fast Multiplier too high + large elemental amount Lower multiplier or switch to fixed
No shield reduction Element is immune or same element Adjust element-shield-inmune-to
Reaction not triggering Cooldown active or invalid pair Check cooldown / combinations
High CPU usage Ambient scan too frequent Increase scan period
Excessive console output logs enabled in production Disable shields.logs / debug
Holograms lag behind Lead/catchup too low Raise lead-ticks or catchup-mult
Lightweight Hooks / API
(Internal, may change — use cautiously)

  • Access managers: TeroGenshin.getInstance().getShieldsManager() etc.
  • PDC keys: mm_id, mm_file, mm_immune_<element>, mm_shield_active
  • No formal event API yet; request features if needed.
✅ Best Practices
  • Keep reaction multipliers in a reasonable range (1.0–2.0)
  • Prefer fixed shield weaknesses for boss consistency
  • Periodically remove stray holograms (/genshin removeholo 30)
  • Document custom formulas for staff (avoid confusion)
  • Stage changes (first test on a dev server)
Roadmap (Potential Future Additions)
  • /genshin shieldinfo command (inspect live shield status)
  • Configurable shield appear radius & internal hit cooldown
  • API events (ShieldBreakEvent, ReactionTriggerEvent)
  • Per-world ambient toggles
Support & Credits
Author: The_Alejo
Discord: https://discord.terocraft.net/
Server: mc.terocraft.net
If you translate or adapt docs, credit the original project.

Español — Documentación Completa
Descripción General
TeroGenshin agrega un sistema completo de elementos y reacciones tipo Genshin Impact. Jugadores y entidades reciben estados elementales que interactúan generando reacciones con daño, AOE, misiles, pulsos, debuffs o propagación ambiental. Incluye integración avanzada con MythicMobs (inmunidades y escudos), sistema ambiental, fórmulas de daño y hologramas optimizados.

✨ Resumen de Características
  • 7 Elementos: Pyro, Hydro, Cryo, Electro, Dendro, Geo, Anemo
  • 16+ Reacciones (Congelado, Cristalizado, Derretido, Electrocargado, Quemadura, Sobrecarga, Superconductor, Torbellino, Vaporizado, Aceleración, Intensificación, Propagación, Florecimiento, Sobreflorecimiento, Crepitar, Raíces)
  • Estados con duración por elemento, cantidad escalable por BONUS
  • Fórmulas personalizadas opcionales (expresiones matemáticas)
  • Hologramas con interpolación, predicción y limpieza automática
  • Sistema Ambiental (agua, lluvia, lava, fuego, nieve, rayos, plantas, rocas, cactus) + eventos
  • Efectos por ARMOR vs ARTIFACT (exclusivos) con slots opcionales
  • Inmunidades MythicMobs (por ID o archivo entero) + Escudos Elementales avanzados
  • Flags de regiones (WorldGuard) y regiones internas
  • Optimizaciones: limpieza, listeners rápidos, cooldowns
  • Logs configurables (shields.logs, debug)
Requisitos
Componente Requisito
Java 17+
Servidor Spigot / Paper 1.17.0 – 1.19.4
Opcional MythicMobs, WorldGuard, Citizens
Instalación
  1. Copia el JAR en plugins/.
  2. Inicia el servidor para generar archivos base.
  3. (Opcional) Agrega YAML de inmunidades / escudos en carpetas correspondientes.
  4. Ajusta config.yml.
  5. Ejecuta /genshin reload.
Comandos y Permisos
(ver tabla en sección inglesa; reemplaza <player> por <jugador>). Sufijos de tiempo: 10s, 120t, 2m.

Estados Elementales
  • Duración en estados.* (ticks).
  • Cambio de elemento → intenta reacción (consume estados según combinación).
  • Cantidad se potencia con BONUS de artifacts (flat + % combinados).
Reacciones (Resumen)
Tabla equivalente a la versión inglesa. Destacados:

  • Florecimiento genera núcleo + anillo de hitboxes (protección anti destrucción accidental).
  • Sobreflorecimiento crea misiles dirigidos (parametrizable).
  • Raíces crea área persistente con slowness y pulsos.
  • Aceleración habilita derivadas (Intensificación / Propagación) que usan nuevoelectro / nuevodendro.
Fórmulas Personalizadas
Activa formulas.ModifyFormulas: true. Variables disponibles: pyro hydro cryo electro dendro anemo geo a b suma multiplicador multiplicador_pulso nuevoelectro nuevodendro. Ejemplo idéntico a inglés.

Hologramas
Ajusta suavidad y seguimiento en: hologramas.estado, hologramas.reaccion, hologramas.bloom, hologramas.cristal. Usa lead-ticks y catchup-mult para entidades rápidas. Optimización activa con hologramas.optimize.*.

Sistema Ambiental
Fuentes por elemento en ambient.amounts.*. Eventos avanzados (Geo Storm, Dendro Breeze, Pyro Heat) con chance, radio y cooldown-ticks. Ajusta frecuencia global con ambient.scan-period-ticks.

Armor vs Artifact
Configura en efects.armor / efects.artifact. Si ambos true, Artifact prevalece. Slots 9..13 opcionales para mapear efectos. Slot BONO extrae valor numérico de lore (<x>) y suma a la cantidad elemental.

Integración MythicMobs — Inmunidades
Define YAML por ID o archivo completo en mythicmobs/. Marcadores PDC (mm_immune_<element>) facilitan chequeo en estados. Recarga vuelve a aplicar marcadores.

Escudos Elementales MythicMobs
Definidos por mob ID (multi‑mob por archivo). Claves:

  • Vida: shield-amount
  • Temporal: shield-temporal + shield-duration
  • Reaparición: shield-cooldown, shield-chance-to-appear
  • Daño al romper: shield-damage-to-mob-when-break
  • Títulos localizados: shield-appear-title, shield-appear-subtitle (radio ~50 bloques)
  • BossBar: shield-name con <amount>, <max-amount>, <duration>
  • Inmunidades del escudo: element-shield-inmune-to
  • Debilidades: element-shield-weaknesses-to (usar solo fixed o multiplier)
  • Cooldown interno por golpe: 0.2s (evita spam)
  • Mientras activo cancela daño; sólo reduce vida del escudo según debilidad
Mapa de Configuración
Lista equivalente a la inglesa (estados.*, reacciones.*, parametros.*, formulas.*, ambient.*, armor.*, artifact.*, hologramas.*, shields.logs, debug).

⚙ Rendimiento
Situación Ajuste
Muchos jugadores Subir hologramas.optimize.refresh-ticks
Alto costo ambiental Aumentar ambient.scan-period-ticks
Escudos muy frecuentes Subir shield-cooldown / bajar chance
Reacciones spam Aumentar cooldowns
Consola saturada Poner shields.logs: false y debug: false
Partículas excesivas Reducir radios / cantidad de partículas
Solución de Problemas
Tabla equivalente (Escudo no aparece, daño excesivo, no reduce, reacción ausente, CPU alto, muchos logs, hologramas lentos).

Hooks / API Ligera
  • Obtener manager: TeroGenshin.getInstance().getShieldsManager()
  • PDC: mm_id, mm_file, mm_immune_<element>, mm_shield_active
  • Sin eventos públicos todavía (solicita si necesitas).
✅ Buenas Prácticas
  • Multipliers moderados (1.0–2.0)
  • fixed para jefes (predecible)
  • Limpieza periódica: /genshin removeholo 30
  • Documenta fórmulas para el staff
  • Prueba todo en servidor de staging antes de producción
Futuras Mejoras
  • Comando /genshin shieldinfo
  • Radio configurable de título de escudo
  • Hooks de eventos de escudo / reacción
  • Toggles por mundo para ambient
Soporte y Créditos
Autor: The_Alejo
Discord: https://discord.terocraft.net/
Servidor: mc.terocraft.net
Si traduces o adaptas documentación, acredita el proyecto.

❤️ Apoyo
Tu feedback y uso mantienen vivo el desarrollo. Considera compartir sugerencias, reportes y difundir el recurso en Spigot.

English & Spanish documentation unified for Spigot page publication.
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Total Downloads: 37
First Release: Oct 15, 2025
Last Update: Today at 2:25 AM
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