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Моды/Spell Engine
Spell Engine

Spell Engine

Spell Engine - библиотека (API) для создания магии в Minecraft. Даёт разработчикам инструменты для spells, spell books и интеграции с weapons, а игрокам - полноценную систему casting с эффектами и анимациями.

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Все версии1.9.10+1.21.1

1.9.10+1.21.1

Release20.07.2026

Список изменений

1.9.10

Functional changes:

  • Targeted entities may only be highlighted if not invisible
  • Fixed missing default translation for Spell Scroll item
  • Fixed incorrect ordering of spell scrolls in creative menu
  • Fixed inaccurate landing position of meteor storm spells
  • Fixed spell cloud impact_particles not executed
  • Fixed spell projectile heldItem render not respecting pitch
  • Fixed Impact Action with "apply_to_caster" true, cancels all the other impacts #139
  • Fixed crash when you try to use a skill on a horse (without Better Combat) #190

API changes:

  • BREAKING! - CustomModelStatusEffect.Renderer now has different arguments
  • Added new generic status effect: spell_engine:bleed
  • Added true volumetric collision detection for spell projectiles
  • Added server-side entry point for entity spell casting (SpellHelper.java)
  • Added some new assets: player animations, particles, sounds
  • Added new external spell school PHYSICAL_MELEE_DUAL, providing the combined power value of main hand and offhand melee attacks
  • Spell data structure changes:
    • Added new root field order, for sorting spells on the hotbar and spell binding GUI
    • Added new trigger field weapon_condition — item pattern (id, #tag or ~regex) the triggering attack's item must match: the firing weapon for ARROW_SHOT/ARROW_IMPACT (spell-fired arrows never match), the striking hand's item for MELEE_IMPACT, otherwise the caster's main-hand item
  • Added Hybrid Power — per-impact blending of multiple spell schools (impacts[].power_blend)
    • Each component merges the enabled aspects (power, critical_chance, critical_damage flags) of another school's power into the impact's base school as a weighted average (base school weighs 1, component weight defaults to 1); any number of components allowed
    • Lets hybrid classes scale a spell with several attributes (e.g. Attack Damage + Healing Power) without registering class-specific spell schools
    • Applied identically in impact execution and tooltip damage/heal estimation — power resolution is now shared via SpellHelper.resolveImpactPower()
    • SpellBuilder.Impacts.powerBlend() datagen helpers; authoring guide in docs/06-impacts.md, balancing guidance in docs/11-content-development-guidelines.md
  • Status effect REMOVE impacts: new ALL selector (strips every matching effect at once, previously one per impact) and movement_impairing filter (classification-based, covers modded slows/snares); SpellBuilder.Impacts.effectRemoveMovementImpairing() helper for "freedom" dispels
  • Trigger melee condition gained a critical field — MELEE_IMPACT triggers can require (or exclude) critical strikes, enabling "on melee crit" passives
  • Spell execution pipeline now supports performing impacts on other's behalf (ImpactContext.effectiveCaster field)
  • Fine-tuned some server config defaults related to owned entities
  • Added Model FX — animated 3D spell model effects spawned as world entities
    • Supports per-axis scale, translate, and rotate transforms with easing
    • Full easing library matching easings.net conventions (31 functions)
    • initial[] transforms define the starting state; animations[] drive changes over time with start, end, and easing fields
    • Extensible operation registry: ModelEffectOperations.register() for third-party transform types
    • model_fx field available at: release, impacts[], area_impact, deliver.melee.swing, deliver.clouds[].spawn, and teleport depart/arrive
    • Model files placed at assets/MOD_ID/models/spell_effect/ are auto-discovered
  • Reworked projectile and spell cloud models to build on the Model FX system — both can now render multiple, individually animatable models
    • Projectiles: new client_data.composite_model (and arrow_perks.composite_model for arrows) — a list of models, each with its own orientation, spin, optional use_held_item, and an fx Model FX block driving scale/translate/rotate animation
    • Spell clouds: new client_data.model_fx — a list of Model FX definitions rendered on the cloud
    • SpellBuilder.ProjectileModels datagen helpers for the common cases (single, model, heldItem, composite)
    • Legacy single-model fields client_data.model and arrow_perks.override_render are deprecated and marked for removal
  • Added Entity Summoning — a new SUMMON impact action that spawns and controls owned entities, fully data-driven
    • Spell.Impact.Action.Summon: entity type, runtime behaviour, placement formation, group layout, and spawn FX/sound
    • SummonedEntity base class (api.spell.summon, implement SpellSummoned) — phase-driven, owner-aware, with a full goal/targeting AI
    • SummonBehaviour: spawn→active→despawn lifespan, movement/collision modes, targeting + target-clear conditions, owner-driven attribute scaling, lifecycle sounds, and FX
    • Summoned entity capabilities:
      • Melee attacks — windup timing, attack speed, size-scaled reach, optional AoE radius, swing/impact sounds and animation variants
      • Spell casting — casts any active SpellEngine spell on cooldown, with aiming modes (track target / fire forward / self) and min/preferred/max engagement range bands
      • Following — trails the owner within a distance band, teleporting to them when left too far behind
      • Targeting — auto-acquires nearby hostiles or wounded allies, mirrors the owner's target, defends the owner and retaliates, with optional target-clear conditions (timeout, out-of-range, on action completed)
    • Placement on Spell.EntityPlacement (look-relative offset, ground-snap, line-of-sight clamp) with SpellBuilder.Placements factories: byLook, compass, square, line, circle, staggered
    • Groups: spawn N formations, each translated by a group placement, with summed group + per-entity spawn delays
    • One-shot spawn FX/sound at individual and group level; client-side existence particles (configurable tick interval, no per-tick network traffic)
  • Spell modifiers can now target the SUMMON impact via Spell.Modifier fields
    • summon_attribute_scaling (merged with the summon's scaling, summed per attribute)
    • summon_spawn_count_add, summon_group_count_add
    • summon_behaviour sub-structure adding behaviour (attack and spell casting)
  • Added new spell casting mode: Charging
    • Similar to regular spell casting, but can be released prematurely
    • The longer the spell is charged, the stronger it becomes
    • Uses spell modifier pipeline to modify spell properties based on charge time
    • Reworked spell.active.cast data structure to accommodate this feature - some fields are now marked for removal
  • Added KnockbackImmunity effect API - status effects configured with this prevent taking knockback
  • Added GlowingItemStatusEffect effect API - status effects configured with this make the held weapon glow, in a configurable color, much brighter than the enchantment glint
    • Brightness scales with stacks (opacityPerStack), colors of multiple such effects blend
    • Applies to weapons by default (items with main/off hand attribute modifiers), or to a given item tag
    • Better Combat swing trails take on the glow color while active
  • Added ParticleBatch.Origin: OVER_HEAD case (spawning at 1.5x height of the entity)
  • Added new impact type: VELOCITY — pushes the target's velocity, for knockbacks, pulls, and mobility launches
    • Push is a Vector3f in a reference frame (LOOK = caster facing, ORIGIN = radial to the impact origin); the vector's Y is always world-up
    • power_coefficient scales the push with the impact's spell power; reset_velocity zeroes prior motion first; hostile pushes respect knockback resistance
    • Synced to a player's own client, so it moves the caster too (e.g. self-mobility), not just other entities
    • SpellBuilder.Impacts helpers: velocity, velocityUp, knockback, pull, leap

Файлы

spell_engine-fabric-1.9.10+1.21.1.jar(4.33 MiB)
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Release

Номер версии

1.9.10+1.21.1-fabric

Загрузчики

Fabric

Версии игры

1.21–1.21.1

Загрузок

1.9K

Дата публикации

20.07.2026

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