
🚨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
Want to play more RPG content? Check out the RPG Series Mods created by Daedelus!
Check out more RPG-Content created by other Spell Engine Dev's
All Versions
+ Add Version| Name | Game version | Platforms | Published | Downloads | Actions |
|---|---|---|---|---|---|
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 | ||||
| 10h ago | 1 |
## For players
### ⚠️ BREAKING
- ⚠️ Mod id and namespace renamed
more_rpg_classes->mrpg_lib(registry ids, spells, tags, loot functions and entries such asmrpg_lib:conditional_item, custom impact handlers such asmrpg_lib:knock_up_fixed) - Package renamed
net.more_rpg_classes->com.mrpg_lib, maven groupcom.mrpg_lib, archive base namemrpg-lib - Everything that touches Spell Engine, Spell Power, playerAnimator, Ranged Weapon API or Critical Strike moved into
com.mrpg_lib.compat.<name> MoreParticlessplit: the Spell Engine dependent particles moved tocompat.spell_engine.particle.MoreSpellParticles;client.particle.MoreParticlesCustomMethodssplit:spellSchoolDamageCalculationandisEntityProtectedCheckmoved toSpellEngineMethods;isEntityProtectedCheckis deprecated, useAllyHelper.canHelp,getHighestSpellSchoolPowertoSpellPowerMethodsStealthStatusEffect.stealthPopParticles()is no longer abstract, it returnsObject(defaultnull) so the class no longer references Spell Engine typesMobSpellCastGoalruns in real time now: it ticks every game tick and tracks cooldowns against world time, soupdateCooldown()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_libit wasmore_rpg_classes. - The config folder moved from
config/more_rpg_classestoconfig/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_cloudentity, 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 nowisMobCasting(). The old name collides with vanilla's ownisCastingSpellon spellcasting illagers, which broke the interface on NeoForge dev environments MobSpellCastGoal:SpellTimingswithwithTimings(...)(goal-wide or per spell; cast/channel seconds, cooldown seconds, channel ticks) andwithAnimations(true)to play the spell's cast and release animationsMobSpellCastGoalcasts arrow spells (SHOOT_ARROW,AFFECT_ARROW) with real arrows, and stash spells (STASH_EFFECT, e.g. Power Shot) like on players.MobSpellCastGoalrunsCUSTOMdeliveries through Spell Engine, so handlers registered withSpellHandlers.registerCustomDeliverywork for mobs (they get the mob ascaster).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,MobAnimationLayerwithPOSE,OFF_HAND_POSE,MISC,ATTACK,CASTING,RELEASE,DODGE, clientMobModelAdapters, built-inVillagerModelAdapter) - Goals:
LongReachMeleeAttackGoal,WindupMeleeAttackGoal,PredicateGatedGoal BetterCombatCompat.createMeleeGoal(...)(Better Combat combo melee for mobs, a plainMeleeAttackGoalwithout the mod) withMeleeSettings(baseRange,intervalScale,animations,resetInvulnerability,weaponTrails), andBetterCombatCompat.onGoalRemoved(goal)to drop the weapon pose of a goal you removeMobAnimations.playWeaponPose(mob, layer, poseId, twoHanded): plays the Better Combat weapon pose onPOSEorOFF_HAND_POSEMobGoals(add goals to mobs you don't own, e.g. villagers) andSpellCasterState(cast timer to back anISpellCasterEntitymixin)- Dev-environment commands
/mrpg_goal <targets> bettercombat|combatroll [dodge]|spellcast <spell>|shoot [count]|clearto 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
custommap of numbers (with the same difficulty multipliers) and string values (with optionalnormal_stringandhard_stringper difficulty), for mob tuning like cooldowns, projectile counts, ranges or summoned entity ids. Set defaults withEntry.setCustom(...)/setCustomString(...), read them live withEntityAttributeApplier.custom(entity, config, fallback)(getInt,getDouble,getBoolean,getString) - Config entries can also carry an
equipmentmap (mainhand,offhand,head,chest,legs,feet) to equip mobs on spawn: an item id or a#tag(random item from the tag), with optional spawnchance,enchant_chance/enchant_levels/enchant_tag,drop_chance, andrequired_modswith afallback_itemfor items from optional mods. Set defaults withEntry.setEquipment(...)andEquipmentValue MobSpellCastGoal.withEquipmentSpells(true)reads the caster's mainhand item for passive and modifier spellswithPassiveSpellTag(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.
## For players
### ⚠️ BREAKING
- ⚠️ Mod id and namespace renamed
more_rpg_classes->mrpg_lib(registry ids, spells, tags, loot functions and entries such asmrpg_lib:conditional_item, custom impact handlers such asmrpg_lib:knock_up_fixed) - Package renamed
net.more_rpg_classes->com.mrpg_lib, maven groupcom.mrpg_lib, archive base namemrpg-lib - Everything that touches Spell Engine, Spell Power, playerAnimator, Ranged Weapon API or Critical Strike moved into
com.mrpg_lib.compat.<name> MoreParticlessplit: the Spell Engine dependent particles moved tocompat.spell_engine.particle.MoreSpellParticles;client.particle.MoreParticlesCustomMethodssplit:spellSchoolDamageCalculationandisEntityProtectedCheckmoved toSpellEngineMethods;isEntityProtectedCheckis deprecated, useAllyHelper.canHelp,getHighestSpellSchoolPowertoSpellPowerMethodsStealthStatusEffect.stealthPopParticles()is no longer abstract, it returnsObject(defaultnull) so the class no longer references Spell Engine typesMobSpellCastGoalruns in real time now: it ticks every game tick and tracks cooldowns against world time, soupdateCooldown()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_libit wasmore_rpg_classes. - The config folder moved from
config/more_rpg_classestoconfig/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_cloudentity, 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 nowisMobCasting(). The old name collides with vanilla's ownisCastingSpellon spellcasting illagers, which broke the interface on NeoForge dev environments MobSpellCastGoal:SpellTimingswithwithTimings(...)(goal-wide or per spell; cast/channel seconds, cooldown seconds, channel ticks) andwithAnimations(true)to play the spell's cast and release animationsMobSpellCastGoalcasts arrow spells (SHOOT_ARROW,AFFECT_ARROW) with real arrows, and stash spells (STASH_EFFECT, e.g. Power Shot) like on players.MobSpellCastGoalrunsCUSTOMdeliveries through Spell Engine, so handlers registered withSpellHandlers.registerCustomDeliverywork for mobs (they get the mob ascaster).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,MobAnimationLayerwithPOSE,OFF_HAND_POSE,MISC,ATTACK,CASTING,RELEASE,DODGE, clientMobModelAdapters, built-inVillagerModelAdapter) - Goals:
LongReachMeleeAttackGoal,WindupMeleeAttackGoal,PredicateGatedGoal BetterCombatCompat.createMeleeGoal(...)(Better Combat combo melee for mobs, a plainMeleeAttackGoalwithout the mod) withMeleeSettings(baseRange,intervalScale,animations,resetInvulnerability,weaponTrails), andBetterCombatCompat.onGoalRemoved(goal)to drop the weapon pose of a goal you removeMobAnimations.playWeaponPose(mob, layer, poseId, twoHanded): plays the Better Combat weapon pose onPOSEorOFF_HAND_POSEMobGoals(add goals to mobs you don't own, e.g. villagers) andSpellCasterState(cast timer to back anISpellCasterEntitymixin)- Dev-environment commands
/mrpg_goal <targets> bettercombat|combatroll [dodge]|spellcast <spell>|shoot [count]|clearto 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
custommap of numbers (with the same difficulty multipliers) and string values (with optionalnormal_stringandhard_stringper difficulty), for mob tuning like cooldowns, projectile counts, ranges or summoned entity ids. Set defaults withEntry.setCustom(...)/setCustomString(...), read them live withEntityAttributeApplier.custom(entity, config, fallback)(getInt,getDouble,getBoolean,getString) - Config entries can also carry an
equipmentmap (mainhand,offhand,head,chest,legs,feet) to equip mobs on spawn: an item id or a#tag(random item from the tag), with optional spawnchance,enchant_chance/enchant_levels/enchant_tag,drop_chance, andrequired_modswith afallback_itemfor items from optional mods. Set defaults withEntry.setEquipment(...)andEquipmentValue MobSpellCastGoal.withEquipmentSpells(true)reads the caster's mainhand item for passive and modifier spellswithPassiveSpellTag(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.
> ### ⚠️ 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
- 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
- Every registry write goes through Forge's
RegisterEventwindow, so the mod also boots on Forge 47.0-47.3
### Accepted 1.20.1 limitations
- The
typhoonandstonebloomenchantments are registered from Java instead of shipping as data-driven
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:
clearNegativeEffectsno longer clears Trial Omen, and
- Tag entries naming 1.21-only content (
bogged,breeze,wind_charge) are declared optional and are
> ### ⚠️ 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
- 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
- Every registry write goes through Forge's
RegisterEventwindow, so the mod also boots on Forge 47.0-47.3
### Accepted 1.20.1 limitations
- The
typhoonandstonebloomenchantments are registered from Java instead of shipping as data-driven
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:
clearNegativeEffectsno longer clears Trial Omen, and
- Tag entries naming 1.21-only content (
bogged,breeze,wind_charge) are declared optional and are
- Drop Forgified Fabric API (FFAPI) as a required dependency
- Drop Forgified Fabric API (FFAPI) as a required dependency
- Fixed an Issue that happened on Neoforge with the "More Armory" Item-Group
- Fixed an Issue that happened on Neoforge with the "More Armory" Item-Group
- Adopt Spell Engine 1.10 - Thanks Daedelus!
- Adopt Spell Engine 1.10 - Thanks Daedelus!
- Fix multiple Controlled Enemies fighting each other (same owner)
- Heavily Improve Entity Relations for "Controlled" Entities
- Fix multiple Controlled Enemies fighting each other (same owner)
- Heavily Improve Entity Relations for "Controlled" Entities
- 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)
- 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)
- Deprecate "clearNegativeEffects" Method
- add new improved "removeEffects" method to finally fix the issues
- fix wrong attribute translation key
- 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
- 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
- Attempt to fix "clearNegativeEffects" Method
- 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
- 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
- Update for the newest Spell Engine Version
- Deprecate Bleeding Effect from this Mod, because Spell Engine now provides one
- Update for the newest Spell Engine Version
- Deprecate Bleeding Effect from this Mod, because Spell Engine now provides one
- PR #22 - Fix Armor Piercing Crash - Thx rexlManu
- Changed the Dragon Claw healing spell description from hearts to health to match rpg series descriptions
- PR #22 - Fix Armor Piercing Crash - Thx rexlManu
- Changed the Dragon Claw healing spell description from hearts to health to match rpg series descriptions
- 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
- Fix Duelists Focus Renderer on Neoforge
- Fix Duelists Focus Renderer on Neoforge
- Add Visual Renderer for the Duelists Focus Effect
- Add Particle Spawner for Sirens Tear Effect
- Add Visual Renderer for the Duelists Focus Effect
- Add Particle Spawner for Sirens Tear Effect
















