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More RPG Library

More RPG Library

by Fichte • Downloads: 0 • Followers: 0
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Title


     Curseforge    Github


🚨Required Mods

- Spell Engine (+ all Dependencies of Spell Engine!)
- Spell Power Attributes


🌟Features

-On its own this Mod does not add spells, you need to install the class mods you want to add spells to your game
- This mod is used mainly as a library for the More RPG Classes & Content Series Mods
- Unique EntityAttributes used by different RPG Classes
- New Status Effects used by different RPG Classes

More information about the library can be found here.


🧙‍♂️Check out my RPG themed Mods using this Library

Archers ExpansionBerserkerElemental Wizards

ForcemasterWitcher


Want to play more RPG content? Check out the RPG Series Mods created by Daedelus!

Archers Paladins Wizards Rogues Jewelry Relics Arsenal Armory Skill Tree


Check out more RPG-Content created by other Spell Engine Dev's

Anarchy Mercenaries and Artificers  Death Knigths


All Versions

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Name Game version Platforms Published Downloads Actions
1.21.1
Neoforge
8h ago 1
1.21.1
Fabric
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# 2.8.0 - 1.21.1

## For players
### ⚠️ BREAKING
  • ⚠️ Mod id and namespace renamed more_rpg_classes -> mrpg_lib (registry ids, spells, tags, loot functions and entries such as mrpg_lib:conditional_item, custom impact handlers such as mrpg_lib:knock_up_fixed)
  • Package renamed net.more_rpg_classes -> com.mrpg_lib, maven group com.mrpg_lib, archive base name mrpg-lib
  • Everything that touches Spell Engine, Spell Power, playerAnimator, Ranged Weapon API or Critical Strike moved into com.mrpg_lib.compat.<name>
  • MoreParticles split: the Spell Engine dependent particles moved to compat.spell_engine.particle.MoreSpellParticles; client.particle.MoreParticles
  • CustomMethods split: spellSchoolDamageCalculation and isEntityProtectedCheck moved to SpellEngineMethods; isEntityProtectedCheck is deprecated, use AllyHelper.canHelp, getHighestSpellSchoolPower to SpellPowerMethods
  • StealthStatusEffect.stealthPopParticles() is no longer abstract, it returns Object (default null) so the class no longer references Spell Engine types
  • MobSpellCastGoal runs in real time now: it ticks every game tick and tracks cooldowns against world time, so updateCooldown() is a no-op and no longer needs to be called

### Changed
  • Spell Engine and Spell Power are no longer required. Both are optional now.
  • The mod id is now mrpg_lib it was more_rpg_classes.
  • The config folder moved from config/more_rpg_classes to config/mrpg_lib.
  • Frozen Solid, Soaked and Arcane Precision use standalone versions of the effects when Spell Power is not installed.
  • Spells with a cast time now go off at the end of the cast, like for players, so the whole cast animation plays.
  • Mob spells now respect the spell's delivery delay.
  • Mobs mow charge spells like players. If charging adds range, they charge just enough to reach the target and use the spell from its full charged range.
  • Otherwise, they charge fully, or release at the minimum charge when the target is very close.
  • Buffed Burstcrack's Damage Power Coefficient

### Added
  • mrpg_lib:custom_cloud entity, a generic lingering cloud, added mainly for Loot & Explore
  • Mobs can play player animations (needs playerAnimator). This includes villagers, wandering traders, witches and illagers.
  • Better Combat (optional): mobs that use the new melee goal attack with their weapon's combos, animations, hitboxes and weapon trails, with the same animation timing, slowdown while swinging and knockback rules as players.
  • They can dual wield too: alternating hands, mirrored off-hand swings and Better Combat's dual-wield attack speed and damage multipliers.
  • Weapons with a holding pose (like claymores, spears and glaives) are held in that pose whenever the mob carries them, with the same walking and two-handed rules as for players
  • Combat Roll (optional): mobs that use the new roll goal can roll away when hurt, roll towards their target and dodge projectiles
  • Spell casting mobs can cast arrow spells and stash spells
  • Spell casting mobs can also use summon spells correctly now
  • Spell casting mobs can now use melee weapon skills like Swift Strikes: they walk up to the target, dash forward when the skill has momentum, and hit everything in the swing's arc
  • Spell casting mobs can cast spells with a custom delivery from other mods
  • Upgrade crystals (T5 Class Armor Upgrade Crystals) are now affiliated loot: they drop more often for players carrying a spell book of a class they apply to
  • Breaking: ISpellCasterEntity.isCastingSpell() is now isMobCasting(). The old name collides with vanilla's own isCastingSpell on spellcasting illagers, which broke the interface on NeoForge dev environments
  • MobSpellCastGoal: SpellTimings with withTimings(...) (goal-wide or per spell; cast/channel seconds, cooldown seconds, channel ticks) and withAnimations(true) to play the spell's cast and release animations
  • MobSpellCastGoal casts arrow spells (SHOOT_ARROW, AFFECT_ARROW) with real arrows, and stash spells (STASH_EFFECT, e.g. Power Shot) like on players.
  • MobSpellCastGoal runs CUSTOM deliveries through Spell Engine, so handlers registered with SpellHandlers.registerCustomDelivery work for mobs (they get the mob as caster).
  • SpellBehaviorRegistry.targetDistance(min, max): ready-made condition to only cast a spell when the target is within a distance range
  • Spell Engine summons of a mobSpellCaster treat it as their owner, so they follow and defend it and attack its target
  • playerAnimator mob bridge (compat.player_animator.api.MobAnimations, MobAnimationOptions, MobAnimationLayer with POSE, OFF_HAND_POSE, MISC, ATTACK, CASTING, RELEASE, DODGE, client MobModelAdapters, built-in VillagerModelAdapter)
  • Goals: LongReachMeleeAttackGoal, WindupMeleeAttackGoal, PredicateGatedGoal
  • BetterCombatCompat.createMeleeGoal(...) (Better Combat combo melee for mobs, a plain MeleeAttackGoal without the mod) with MeleeSettings (baseRange, intervalScale, animations, resetInvulnerability, weaponTrails), and BetterCombatCompat.onGoalRemoved(goal) to drop the weapon pose of a goal you remove
  • MobAnimations.playWeaponPose(mob, layer, poseId, twoHanded): plays the Better Combat weapon pose on POSE or OFF_HAND_POSE
  • MobGoals (add goals to mobs you don't own, e.g. villagers) and SpellCasterState (cast timer to back an ISpellCasterEntity mixin)
  • Dev-environment commands /mrpg_goal <targets> bettercombat|combatroll [dodge]|spellcast <spell>|shoot [count]|clear to test the custom goals on any mob.
  • AllyHelper (canHurt, canHelp, isAlly): one ally check for projectiles, clouds, traps and AoE. Resolves owners (projectiles, pets, controlled mobs), checks teams and mob-vs-mob
  • Asks Spell Engine's entity relations first when it is installed (setRelationBridge)
  • EntityAttributeConfig / EntityAttributeApplier: a reusable, ConfigManager-backed way to give a registered entity configurable attributes
  • base values are for the easy difficulty and there separate normal/hard difficulty multipliers
  • Config entries can also carry a custom map of numbers (with the same difficulty multipliers) and string values (with optional normal_string and hard_string per difficulty), for mob tuning like cooldowns, projectile counts, ranges or summoned entity ids. Set defaults with Entry.setCustom(...) / setCustomString(...), read them live with EntityAttributeApplier.custom(entity, config, fallback) (getInt, getDouble, getBoolean, getString)
  • Config entries can also carry an equipment map (mainhand, offhand, head, chest, legs, feet) to equip mobs on spawn: an item id or a #tag (random item from the tag), with optional spawn chance, enchant_chance / enchant_levels / enchant_tag, drop_chance, and required_mods with a fallback_item for items from optional mods. Set defaults with Entry.setEquipment(...) and EquipmentValue
  • MobSpellCastGoal.withEquipmentSpells(true) reads the caster's mainhand item for passive and modifier spells
  • withPassiveSpellTag(tag) grants passive spells for the SpellCasting Entity from a spell tag instead

### Fixed
  • Soaked now also makes targets vulnerable to lightning spells (with Spell Power), not only frost
  • Wither's Curse now only counts harmful status effects on the target
  • Mob-cast spells with an area impact now hit everything around the target and show their impact particles and sound.
  • Mobs no longer use melee-range spells from far away
  • Mob-cast area spells with melee range now hit everything around the mob.


# 2.8.0 - 1.21.1

## For players
### ⚠️ BREAKING
  • ⚠️ Mod id and namespace renamed more_rpg_classes -> mrpg_lib (registry ids, spells, tags, loot functions and entries such as mrpg_lib:conditional_item, custom impact handlers such as mrpg_lib:knock_up_fixed)
  • Package renamed net.more_rpg_classes -> com.mrpg_lib, maven group com.mrpg_lib, archive base name mrpg-lib
  • Everything that touches Spell Engine, Spell Power, playerAnimator, Ranged Weapon API or Critical Strike moved into com.mrpg_lib.compat.<name>
  • MoreParticles split: the Spell Engine dependent particles moved to compat.spell_engine.particle.MoreSpellParticles; client.particle.MoreParticles
  • CustomMethods split: spellSchoolDamageCalculation and isEntityProtectedCheck moved to SpellEngineMethods; isEntityProtectedCheck is deprecated, use AllyHelper.canHelp, getHighestSpellSchoolPower to SpellPowerMethods
  • StealthStatusEffect.stealthPopParticles() is no longer abstract, it returns Object (default null) so the class no longer references Spell Engine types
  • MobSpellCastGoal runs in real time now: it ticks every game tick and tracks cooldowns against world time, so updateCooldown() is a no-op and no longer needs to be called

### Changed
  • Spell Engine and Spell Power are no longer required. Both are optional now.
  • The mod id is now mrpg_lib it was more_rpg_classes.
  • The config folder moved from config/more_rpg_classes to config/mrpg_lib.
  • Frozen Solid, Soaked and Arcane Precision use standalone versions of the effects when Spell Power is not installed.
  • Spells with a cast time now go off at the end of the cast, like for players, so the whole cast animation plays.
  • Mob spells now respect the spell's delivery delay.
  • Mobs mow charge spells like players. If charging adds range, they charge just enough to reach the target and use the spell from its full charged range.
  • Otherwise, they charge fully, or release at the minimum charge when the target is very close.
  • Buffed Burstcrack's Damage Power Coefficient

### Added
  • mrpg_lib:custom_cloud entity, a generic lingering cloud, added mainly for Loot & Explore
  • Mobs can play player animations (needs playerAnimator). This includes villagers, wandering traders, witches and illagers.
  • Better Combat (optional): mobs that use the new melee goal attack with their weapon's combos, animations, hitboxes and weapon trails, with the same animation timing, slowdown while swinging and knockback rules as players.
  • They can dual wield too: alternating hands, mirrored off-hand swings and Better Combat's dual-wield attack speed and damage multipliers.
  • Weapons with a holding pose (like claymores, spears and glaives) are held in that pose whenever the mob carries them, with the same walking and two-handed rules as for players
  • Combat Roll (optional): mobs that use the new roll goal can roll away when hurt, roll towards their target and dodge projectiles
  • Spell casting mobs can cast arrow spells and stash spells
  • Spell casting mobs can also use summon spells correctly now
  • Spell casting mobs can now use melee weapon skills like Swift Strikes: they walk up to the target, dash forward when the skill has momentum, and hit everything in the swing's arc
  • Spell casting mobs can cast spells with a custom delivery from other mods
  • Upgrade crystals (T5 Class Armor Upgrade Crystals) are now affiliated loot: they drop more often for players carrying a spell book of a class they apply to
  • Breaking: ISpellCasterEntity.isCastingSpell() is now isMobCasting(). The old name collides with vanilla's own isCastingSpell on spellcasting illagers, which broke the interface on NeoForge dev environments
  • MobSpellCastGoal: SpellTimings with withTimings(...) (goal-wide or per spell; cast/channel seconds, cooldown seconds, channel ticks) and withAnimations(true) to play the spell's cast and release animations
  • MobSpellCastGoal casts arrow spells (SHOOT_ARROW, AFFECT_ARROW) with real arrows, and stash spells (STASH_EFFECT, e.g. Power Shot) like on players.
  • MobSpellCastGoal runs CUSTOM deliveries through Spell Engine, so handlers registered with SpellHandlers.registerCustomDelivery work for mobs (they get the mob as caster).
  • SpellBehaviorRegistry.targetDistance(min, max): ready-made condition to only cast a spell when the target is within a distance range
  • Spell Engine summons of a mobSpellCaster treat it as their owner, so they follow and defend it and attack its target
  • playerAnimator mob bridge (compat.player_animator.api.MobAnimations, MobAnimationOptions, MobAnimationLayer with POSE, OFF_HAND_POSE, MISC, ATTACK, CASTING, RELEASE, DODGE, client MobModelAdapters, built-in VillagerModelAdapter)
  • Goals: LongReachMeleeAttackGoal, WindupMeleeAttackGoal, PredicateGatedGoal
  • BetterCombatCompat.createMeleeGoal(...) (Better Combat combo melee for mobs, a plain MeleeAttackGoal without the mod) with MeleeSettings (baseRange, intervalScale, animations, resetInvulnerability, weaponTrails), and BetterCombatCompat.onGoalRemoved(goal) to drop the weapon pose of a goal you remove
  • MobAnimations.playWeaponPose(mob, layer, poseId, twoHanded): plays the Better Combat weapon pose on POSE or OFF_HAND_POSE
  • MobGoals (add goals to mobs you don't own, e.g. villagers) and SpellCasterState (cast timer to back an ISpellCasterEntity mixin)
  • Dev-environment commands /mrpg_goal <targets> bettercombat|combatroll [dodge]|spellcast <spell>|shoot [count]|clear to test the custom goals on any mob.
  • AllyHelper (canHurt, canHelp, isAlly): one ally check for projectiles, clouds, traps and AoE. Resolves owners (projectiles, pets, controlled mobs), checks teams and mob-vs-mob
  • Asks Spell Engine's entity relations first when it is installed (setRelationBridge)
  • EntityAttributeConfig / EntityAttributeApplier: a reusable, ConfigManager-backed way to give a registered entity configurable attributes
  • base values are for the easy difficulty and there separate normal/hard difficulty multipliers
  • Config entries can also carry a custom map of numbers (with the same difficulty multipliers) and string values (with optional normal_string and hard_string per difficulty), for mob tuning like cooldowns, projectile counts, ranges or summoned entity ids. Set defaults with Entry.setCustom(...) / setCustomString(...), read them live with EntityAttributeApplier.custom(entity, config, fallback) (getInt, getDouble, getBoolean, getString)
  • Config entries can also carry an equipment map (mainhand, offhand, head, chest, legs, feet) to equip mobs on spawn: an item id or a #tag (random item from the tag), with optional spawn chance, enchant_chance / enchant_levels / enchant_tag, drop_chance, and required_mods with a fallback_item for items from optional mods. Set defaults with Entry.setEquipment(...) and EquipmentValue
  • MobSpellCastGoal.withEquipmentSpells(true) reads the caster's mainhand item for passive and modifier spells
  • withPassiveSpellTag(tag) grants passive spells for the SpellCasting Entity from a spell tag instead

### Fixed
  • Soaked now also makes targets vulnerable to lightning spells (with Spell Power), not only frost
  • Wither's Curse now only counts harmful status effects on the target
  • Mob-cast spells with an area impact now hit everything around the target and show their impact particles and sound.
  • Mobs no longer use melee-range spells from far away
  • Mob-cast area spells with melee range now hit everything around the mob.


# 2.7.2+1.20.1

> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **Requires the matching Spell Engine release.** This version will not run on Spell Engine
> **0.9.x**, and mods built against 0.9.x will not work alongside it.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
>
> **Back up your world before updating.**

  • Thanks to Daedelus for the PR!
  • Ported to Minecraft 1.20.1 (Fabric + Forge 47). NeoForge is replaced by Forge on this line; the same
Forge jar also loads on NeoForge 1.20.1.
  • Requires the matching 1.20.1 releases of Spell Engine (1.10.5) and Spell Power (1.6.0).
  • Loot-table modification and the mob-beam packet were rebuilt on Spell Engine's platform seams, so both
loaders share one implementation.
  • Every registry write goes through Forge's RegisterEvent window, so the mod also boots on Forge 47.0-47.3
and on NeoForge 1.20.1, which never unlock the vanilla registries.

### Accepted 1.20.1 limitations

  • The typhoon and stonebloom enchantments are registered from Java instead of shipping as data-driven
enchantments (1.20.1 has none). Weights, max level, costs, slots and the multi-school exclusivity are
unchanged, but they can no longer be overridden or disabled from a datapack.
  • 1.20.1 has no entity-scale attribute, so everything that read a living entity's scale now uses 1.0.
  • Trial Omen and Raid Omen do not exist on 1.20.1: clearNegativeEffects no longer clears Trial Omen, and
the Tenacity resist check covers Bad Omen only.
  • Tag entries naming 1.21-only content (bogged, breeze, wind_charge) are declared optional and are
simply absent.

# 2.7.2+1.20.1

> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **Requires the matching Spell Engine release.** This version will not run on Spell Engine
> **0.9.x**, and mods built against 0.9.x will not work alongside it.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
>
> **Back up your world before updating.**

  • Thanks to Daedelus for the PR!
  • Ported to Minecraft 1.20.1 (Fabric + Forge 47). NeoForge is replaced by Forge on this line; the same
Forge jar also loads on NeoForge 1.20.1.
  • Requires the matching 1.20.1 releases of Spell Engine (1.10.5) and Spell Power (1.6.0).
  • Loot-table modification and the mob-beam packet were rebuilt on Spell Engine's platform seams, so both
loaders share one implementation.
  • Every registry write goes through Forge's RegisterEvent window, so the mod also boots on Forge 47.0-47.3
and on NeoForge 1.20.1, which never unlock the vanilla registries.

### Accepted 1.20.1 limitations

  • The typhoon and stonebloom enchantments are registered from Java instead of shipping as data-driven
enchantments (1.20.1 has none). Weights, max level, costs, slots and the multi-school exclusivity are
unchanged, but they can no longer be overridden or disabled from a datapack.
  • 1.20.1 has no entity-scale attribute, so everything that read a living entity's scale now uses 1.0.
  • Trial Omen and Raid Omen do not exist on 1.20.1: clearNegativeEffects no longer clears Trial Omen, and
the Tenacity resist check covers Bad Omen only.
  • Tag entries naming 1.21-only content (bogged, breeze, wind_charge) are declared optional and are
simply absent.

# 2.7.2 - 1.21.1
  • Drop Forgified Fabric API (FFAPI) as a required dependency


# 2.7.2 - 1.21.1
  • Drop Forgified Fabric API (FFAPI) as a required dependency


# 2.7.1 - 1.21.1
  • Fixed an Issue that happened on Neoforge with the "More Armory" Item-Group


# 2.7.1 - 1.21.1
  • Fixed an Issue that happened on Neoforge with the "More Armory" Item-Group


# 2.7.0 - 1.21.1
  • Adopt Spell Engine 1.10 - Thanks Daedelus!


# 2.7.0 - 1.21.1
  • Adopt Spell Engine 1.10 - Thanks Daedelus!


# 2.6.5 - 1.21.1
  • Fix multiple Controlled Enemies fighting each other (same owner)
  • Heavily Improve Entity Relations for "Controlled" Entities


# 2.6.5 - 1.21.1
  • Fix multiple Controlled Enemies fighting each other (same owner)
  • Heavily Improve Entity Relations for "Controlled" Entities


# 2.6.4 - 1.21.1
  • Added some new player animations
  • added a ControlEnemyStatusEffect Class. Affected HostileMobs attack other Hostile Mobs.
  • Affected Players change their EntityRelations (Hitting Allies with Damaging Spells for example)


# 2.6.4 - 1.21.1
  • Added some new player animations
  • added a ControlEnemyStatusEffect Class. Affected HostileMobs attack other Hostile Mobs.
  • Affected Players change their EntityRelations (Hitting Allies with Damaging Spells for example)


1.2.22 - 1.20.1
  • Deprecate "clearNegativeEffects" Method
  • add new improved "removeEffects" method to finally fix the issues
1.2.21 - 1.20.1
  • fix wrong attribute translation key
# 2.6.3 - 1.21.1
  • Add a fix for FriendlyLightning Entities crashing, when they're spawned via commands
  • Add two new Item Groups "More Armory" & "More Arsenal"
  • All my RPG Series Plus Armory & Arsenal Content will be stored in these Item Groups


# 2.6.3 - 1.21.1
  • Add a fix for FriendlyLightning Entities crashing, when they're spawned via commands
  • Add two new Item Groups "More Armory" & "More Arsenal"
  • All my RPG Series Plus Armory & Arsenal Content will be stored in these Item Groups


1.2.20 - 1.20.1
  • Attempt to fix "clearNegativeEffects" Method
# 2.6.2 - 1.21.1
  • Add generalized Stealth Status Effect for multiple projects using the Stealth Mechanic
  • Burst Crack is now a charged Weapon Skill -> increasing Damage & Range
  • Deprecated a lot of velocity based Custom Spell Impacts


# 2.6.2 - 1.21.1
  • Add generalized Stealth Status Effect for multiple projects using the Stealth Mechanic
  • Burst Crack is now a charged Weapon Skill -> increasing Damage & Range
  • Deprecated a lot of velocity based Custom Spell Impacts


# 2.6.0 - 1.21.1
  • Update for the newest Spell Engine Version
  • Deprecate Bleeding Effect from this Mod, because Spell Engine now provides one


# 2.6.0 - 1.21.1
  • Update for the newest Spell Engine Version
  • Deprecate Bleeding Effect from this Mod, because Spell Engine now provides one


# 2.5.30 - 1.21.1
  • PR #22 - Fix Armor Piercing Crash - Thx rexlManu
  • Changed the Dragon Claw healing spell description from hearts to health to match rpg series descriptions


# 2.5.30 - 1.21.1
  • PR #22 - Fix Armor Piercing Crash - Thx rexlManu
  • Changed the Dragon Claw healing spell description from hearts to health to match rpg series descriptions


1.2.19 - 1.20.1
  • Backport Features from the 1.21.1 Mod-Version:
  • All functional attributes from 1.21.1 and they're now handled via LivingEntityMixin
  • Music Note- & Rage Particle's
  • some Helper Methods
  • Mob Spell Caster & Flee Goals (Entity Spell Casting)
  • Damage- & Healing-Taken Attribute from Spell Engine 1.21.1
# 2.5.29 - 1.21.1
  • Fix Duelists Focus Renderer on Neoforge


# 2.5.29 - 1.21.1
  • Fix Duelists Focus Renderer on Neoforge


# 2.5.28 - 1.21.1
  • Add Visual Renderer for the Duelists Focus Effect
  • Add Particle Spawner for Sirens Tear Effect


# 2.5.28 - 1.21.1
  • Add Visual Renderer for the Duelists Focus Effect
  • Add Particle Spawner for Sirens Tear Effect


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