Rabbit Shield

# Rabbit Shield

This resource pack replaces the default shield with a custom 3D model.

The design uses a rabbit theme.

No OptiFine required. Vanilla compatible.

## More Shield Themes

– Black
– Blue
– Creeper
– Dark Red
– Mirror
– Navy Blue
– Red

Qube Pack

This resource pack gives some blocks more volume, while maintaining the original texture of the block.

Full White Quartz

Retextures the Block of Quartz to a Full-White Texture. Perfect for photos.

![Pig on Full White Quartz](https://cdn.modrinth.com/data/cached_images/e7bfc5edd517666a9989b9c3d8af1e3d89ea1287_0.webp)

Qrazy Target Dummy

# 🌾 Target Dummies
This data pack adds the Target Dummies as they appear in the Camp in Minecraft Dungeons as craftable items.
## 🔨 How to Use
To craft a Target Dummy, surround an Armor Stand with 4 Hay Bales in a Crafting Table. Place the Target Dummy by right clicking on the ground, and it will face toward the player.

When taking any kind of damage, a Target Dummy will shake and display the amount of damage with a red number.

A Target Dummy cannot be killed, unless over 1000 damage is done to it at once. To remove a Target Dummy, break the block underneath it.

Qrazy Lib

This data pack serves as a library for many Qrazy data packs and provides some helpful utils for data pack developers such as myself.
## Enchantment-driven multi-slot items
Ever want to create a full-body armor set or a two-handed weapon in just one item? This pack makes it easy. Using enchantment tags, you can make a single item take up more than one slot with several different customizable functions.

Armor sets and two-handers are tied to enchantments, not to items. This means that an armor set or two-hander enchantment will function the same way when applied to any given item (although items do have to be equippable on the legs for armor sets to work).

Armor sets

To get started, create a new enchantment. For the armor set to function properly, you need to follow a couple guidelines:

  1. The enchantment must run the function qrazy:armor_set/master/tick once per tick.
  2. The enchantment must only use the slot legs. Armor sets are only designed to use the legs slot, and using any other slot may have unpredictable consequences.

Beyond that, you can customize the enchantment all you want. It can have any description, any supported items, any other effects, etc., as long as you comply with the guidelines above.

After you’ve created your enchantment, you need to decide which slots it should replace. Armor set items always go in the legs slot, and they can replace the head, chest, and/or feet slots. To make an armor set replace a slot, add it to the corresponding enchantment tag.

For the head slot: #qrazy:armor_set/replaces_slot/head (data/qrazy/tags/enchantment/armor_set/replaces_slot/head.json)
For the chest slot: #qrazy:armor_set/replaces_slot/chest (data/qrazy/tags/enchantment/armor_set/replaces_slot/chest.json)
For the feet slot: #qrazy:armor_set/replaces_slot/feet (data/qrazy/tags/enchantment/armor_set/replaces_slot/feet.json)

🚧 UNDER CONSTRUCTION 🚧

For files you can copy and paste into your own data pack and modify to your liking, download the file “`qrazy_templates.zip“` included in the downloads for versions 1.1.0 and above.

## Other utils
This pack also adds a few simple utils to make developers’ lives easier.
### Find an entity from its UUID
Run “`function qrazy:get_uuid {input: [array UUID], command: “(command to execute)”}“` to find the owner of a UUID represented as an integer array, as they are often stored in NBT (such as a mob’s Owner tag). The “`command“` argument specifies the command to be executed by the entity found by the function.

Example
/function qrazy:get_uuid {input: [0, 1, 2, 3], command: "say hi"}

### Get the name of an entity
Run “`/function qrazy:get_entity_name {output_path: “(block|entity|storage)”}“` to store the name of the command executor as a text component in the specified output path.

Example
/function qrazy:get_entity_name {output_path: "storage qrazy:foo bar.baz"}

Output in storage qrazy:foo:

{
    bar: {
        baz: (the executor's name in text component form)
    }
}

### Get the type of an entity
Run “`/function qrazy:get_entity_id {output_path: “(block|entity|storage)”}“` to store the entity type of the command executor as a string in the specified output path.

Example
/execute as @n[type=pig] run function qrazy:get_entity_id {output_path: "storage qrazy:foo bar.baz"}

Output in storage qrazy:foo:

{
    bar: {
        baz: "minecraft:pig"
    }
}

### Get the string UUID of an entity
Run “`/function qrazy:get_string_uuid {output_path: “(block|entity|storage)”}“` to store the hexadecimal UUID of the command executor as a string in the specified output path. (Important note: For players, this function instead returns the player’s username. There is no way around this.)

Example
/function qrazy:get_string_uuid {output_path: "storage qrazy:foo bar.baz"}

Output in storage qrazy:foo:

{
    bar: {
        baz: (the executor's hex UUID or username)
    }
}

### Get the position of a command’s execution
Run “`function qrazy:store_position/(nbt|scoreboard) {output_path: “(block|entity|storage)”, output_score: “(scoreboard owner) (scoreboard prefix)”}“` to get the block position at which a command is being executed. The position is stored in “`(output_path)_(x|y|z)“` if you use the NBT function, and in “`(scoreboard owner) (scoreboard prefix).(x|y|z)“` if you use the scoreboard function.

Example: NBT
/execute positioned 1.1 2.2 3.3 run function qrazy:store_position/nbt {output_path: "storage qrazy:foo bar.baz"}

Output in storage qrazy:foo:

{
  bar: {
    baz_x: 1.1d,
    baz_y: 2.2d,
    baz_z: 3.3d
  }
}
Example: Scoreboard
/execute positioned 1.1 2.2 3.3 run function qrazy:store_position/scoreboard {output_score: "@s qrazy.foo"}

Output scores:
qrazy.foo.x = 1
qrazy.foo.y = 2
qrazy.foo.z = 3

### Convert integer color to hex code
Run “`function qrazy:integer_color_to_hex {integer_color: (integer color), output_path: “(block|entity|storage)”}“` to get the hex code of an integer color. The output hex code is stored in “`(output_path)_(r16|r1|g16|g1|b16|b1)“`, where each value is a single-character string from 0 to F.

Example
/function qrazy:integer_color_to_hex {integer_color: 11259375, output_path: "storage qrazy:foo bar.baz"}

Output in storage qrazy:foo:

{
  bar: {
    baz_r16: "A",
    baz_r1: "B",
    baz_g16: "C",
    baz_g1: "D",
    baz_b16: "E",
    baz_b1: "F",
  }
}

### Apply specific numbers of durability damage to any item
Run “`function qrazy:damage_item_not_normalized {item_damage: (number of durability points), slot_path: “(block |entity ) “}“` to apply a specific amount of durability damage to an item. Unlike the system used in vanilla item modifiers, the durability is not normalized.

Example
/function qrazy:damage_item_not_normalized {item_damage: 5, slot_path: "entity @s weapon.mainhand"}

Decreases the durability of your mainhand item by 5, regardless of its maximum durability.

### Store NBT as a text component
Run “`function qrazy:nbt_to_text {source: “(block|entity|storage)”, block: “( )”, entity: “()”, storage: “()”, nbt: “()”, output_path: “(block|entity|storage)”}“` to convert the contents of the input into text and store it in the output. (Note: The “`block“`, “`entity“`, and “`storage“` arguments must all be present for the function to run, even though they are not used at the same time.)

Example
/function qrazy:nbt_to_text {source: "storage", block: "", entity: "", storage: "qrazy:foo", nbt: "map", output_path: "storage qrazy:bar map_text"}

Input from storage qrazy:foo:

{
  map: {
    some: "data",
    here: true
  }
}

Output in storage qrazy:bar:

{
  map_text: '{"some":"data","here":1b}'
}

### Copy a specific item component between slots (1.21.5+)
Run “`function qrazy:copy_component {source_item_path: “(block |entity ) “, target_item_path: “(block |entity ) “, component: “()”}“` to copy the specified “`component“` from the “`source_item_path“` to the “`target_item_path“`. The “`component“` argument must also be prefixed with “`minecraft:“`. (Note: The given component must be specified in the source item’s NBT data, so for example copying the “`minecraft:attribute_modifiers“` component from an unmodified diamond sword will not work.)

Example
/function qrazy:copy_component {source_item_path: "entity @s weapon.mainhand", target_item_path: "entity @s weapon.offhand", component: "minecraft:enchantments"}

Copies all enchantments from the executor’s mainhand item to their offhand item.

PvP particles

Most particles will have a yellow background. The only exceptions are :
– Strength (orange)
– Slowness (greenish)
– Regeneration (red)
– Weakness (dark greenish)
– Luck (green)
– Fire resistance (orange)
– Water breathing (green)
– Swiftness (flashy green)
– Poison (greenish)

Every other potion effect are yellow tints.

PvP for Cuties

# Features

💅New Armor With Crowns💅

![All Armortypes side by side](https://cdn.modrinth.com/data/iQx2ijVe/images/d45c216e6bb2d93cee5dcc89269413a909e9ab2d.png)

## Even works with Armor Trims !!

![All Armors Side by Side but with Trims](https://cdn.modrinth.com/data/iQx2ijVe/images/5391305e35c64f7bd8c16b05cc5653d1a7c716d8.png)

###

🥕Eating Animation!!!🥕[1.21.4+]

![Foods and Thier Animations](https://cdn.modrinth.com/data/o962rBDR/images/1f7ab4d15103c2c2f758ccf37d72e2d5593ec192.gif)

⚔️Items⚔️

– New Diamond and Netherite Tools
– Darker Netherite
– New Trident
– Darker Buckets(WiP)
– 2D Beds from VanillaTweaks

👀Unobstrusive👀

– No Fishing Bobber
– Lower Shield
– Lower Fire
– Smaller Totem(for 1.21.4+ the totem is only small when holding it in the offhand)
– No Vingette
– No Pumpkin Overlay
– Unobstrusive Enchantment Glint from VanillaTweaks
– No Sweep and Crit Particles

🩷Pink Damage Tilt🩷

![Steve is taking damage](https://cdn.modrinth.com/data/iQx2ijVe/images/77f7580c754dfc9dbe88d1ddb7d86ae7b56eab62.png)

## Credits

– Myself lol
– rubl for helping with shader code
– Vanilla Tweaks
– xSpinHDx
– Ivory
– Bergundy1
– PiXeLJoWY32
– frugbug

PvP Crosshair

![PVP CROSSHAIR
![Divider](https://tr7zw.github.io/uikit/divider_faded/Divider_05.png)
](https://modrinth.com/resourcepack/pvp-crosshair-bba)

![Discord Button](https://discord.gg/FVH3GaMHJz)
![Modrinth Button](https://modrinth.com/resourcepack/pvp-crosshair-bba)
![Ko-fi Button
](https://ko-fi.com/titan1um)

![Divider](https://tr7zw.github.io/uikit/divider_faded/Divider_05.png)

**This resource pack improves the current crosshair and the block breaking animation for PvP!**

# 📥Installation:
This ressource pack improves the current crosshair and the block breaking animation for PvP! The pack is *made for* **all versions and snapshots between 1.6 and 26.1.1**.

![Divider](https://tr7zw.github.io/uikit/divider_faded/Divider_05.png)

# ✨Features:
Improves the current crosshair and the block breaking animation for PvP -> replaces them with a super assistive and useful crosshair and a loading bar block breaking animation!

![Divider](https://tr7zw.github.io/uikit/divider_faded/Divider_05.png)

# 🛠️Versioning:
This ressource pack uses the following versioning system:
– **Base pack:** standard versioning + Minecraft version
– -> *e.g.* **v1.0-1.21.8, v2.4-v1.21.11,…**

![Divider](https://tr7zw.github.io/uikit/divider_faded/Divider_05.png)

Credits:

Thanks to all the resource packs and their authors, who either licensed their projects under the MIT license or allowed me to use their resource packs!
– PvP Crosshair
– Loading Bar Breaking Animation Pack

Without these projects and their authors, PvP Crosshair & BBA Pack would not have been possible to make. **Special thanks!**

# 💘 Support me!
To help me and make me develop more fascinating projects, share and recommend this resourcepack. Thank you so much!!!

You can also try my other projects here or the projects me and Polr made here! 😀

![Divider](https://tr7zw.github.io/uikit/divider_faded/Divider_05.png)

PVGUI

Restyles various GUI elements including the in-game HUD. Features occasional plants.

Provides support/compatibility for the following mods:
– Appleskin
– Better Command Block UI
– Client Sort
– Controlify
– Dynamic Crosshair
– EMI
– Entity Model Features
– Entity Sound Features
– Entity Texture Features
– Figura
– Gamma Utils
– Iris
– ItemSwapper
– Jade
– Mod Menu
– No Chat Reports
– Origins
– Overflowing Bars
– Raised
– Sidekick
– WTHIT

Check out the gallery.

Unfinished. Leave feedback/suggestions at GitHub.

Only supports 1.20.2 and onwards. Versions earlier than 1.20.2 will not be supported.

Recommended for use alongside this resource pack (this pack is not endorsed by these creators, I just like their work):
– Caxton
– Atkinson Hyperlegible
– Geometric Font 2
– Lithos:Font

Pusheen Crosshair

since i made a python script to make gifs into minecraft textures i wanted to make a cute crosshair so i made one out of a pusheen gif using my python script that makes GIF’s into spritesheets so u can have an animated texture in minecraft