0.13.1
- Fix launch crash on dedicated servers
0.13.0
API changes:
- Add
groupfield to spell data, to group spells together (Spells with the same group override each other, prioritized by tier) - Add particle batch
invertfield, to spawn particles with reverse motion - Add particle batch
pre_spawn_travelfield, to offset particle position relative to motion - Add particle batch
rollandroll_offsetfields, to spawn particles with rotated motion vector - Add
nature_spark_miniparticle - Add new impact action type:
SPAWN, for spawning entities - Add new impact action type:
TELEPORT, to move the caster around - Add barebone immunity API
- Add ShaderCompat helper to determine active shader
- Add CustomLayers raw constructor
- Add two-way entity collision API
- Add SpellCloud
presence_sounddata field, batch spawning, custom positioning and timing - Add SpellCloud
spawnstructure for particles and sounds for spawning - Add SpellCloud LambDynamicLights support
- Add new spawn directives for Meteor spawning
Functional changes:
- Spell Container resolution
- Trinkets mod is now technically optional, to enable better interoperability for Forge players
- When Trinkets mod is missing, spell books can be put into the offhand slot (needs to be enabled in
config/server.json5 spell_book_offhand) - Spell Containers are now resolved and combined from all equipped trinket slots (prioritizing Spell Book slot first)
- Usable offhand items (such as Shields) are now visible on the Spell Hotbar
- Add new loot config using rpg series item tags, into
config/rpg_series/loot.json - Loot configuration now supports item tag id entries
- Spell particle emitting entity yaw and pitch now being synchronized
- Fix projectile pitch setting #40
- Fix some spells unable to hit Ender Dragon
- Update Italian translation, thanks to Zano1999
- Piglins love RPG Series golden weapons
0.12.5
- Fix channeled spell particles not being rendered, from player behind (for example: Fire Breath)
- Add some comments to config
0.12.4
- Add missing translation for Spell Area Effect entity
- Add support for Supplementaries Quiver, for Archery skills
0.12.3
Functional changes:
- Add generic item use skills (
spell_engine:use_item,spell_engine:use_offhand_item) - Add sneak to bypass Spell Hotbar (disabled by default, client configurable)
- Disable spell casting in Spectator mode
- Fix random crashes on PersistentProjectileEntity
- Fix Spell Binding Table arrow color states
API Changes:
- Add armor set modifier to allow/disable spell power enchantments
0.12.2
Functional changes:
- Fix on cooldown error messages when spell gets into cooldown
- Update Spell Binding Table arrow button appearance
API Changes:
- Add arrow perks damage multiplier
0.12.1
- Disable hotbar directly for spell books
- Disable MultiShot arrows being able to bypass iframes
- Update Italian translation, thanks to Zano1999
0.12.0
Functional changes:
- Update Spell Book slot icon
- Spell hotbar now renders fancy mouse and keyboard icons
- Fix dropping item not cancelling spell casting
- Fix swapping to caster item with number keys starting spell casting right away
- Spells with
arrowitem cost, now rely on vanilla Infinity enchantment - Cancel spell casting upon opening GUI
API Breaking changes:
- Add area effect capability to any spell impact (moved from SpellProjectile)
- Rework the data part of
PROJECTILEandMETEORrelease types - In
ProjectileData.ClientDataprojectile model related data has been moved into a subfield namedmodel - ItemConfig.Attribute
namefield retired, now full attribute id needs to be specified inidfield - ProjectileModel
RenderModenew default is nowDEEP
API Additions:
- Add spell impact specific schools definition
- Add new spell area effect cloud release action
- Add
contentfield to Spell Container to indicate the type of supported spells (Spell vs Archery skill) - Add
modefield for spells, to allow using items instead of casting spells - Add
casting_animates_ranged_weaponfor spells, to animate held bow pull state based on spell cast progress - Add
light_levelfield to Spell Projectile client data, to allow emitting ambient light (using LambDynamicLights) PHYSICAL_RANGEDschool can now be used for spells, given that Projectile Damage Attribute mod is installed- Arrows being shot while casting spell with
"mode": "ITEM_USE", or shot with"type": "SHOOT_ARROW"can perform impact actions of the spell, can have their custom projectile model - ItemConfig
attributes[].idfield now accepts projectile damage and combat roll related attributes. Third party attributes can be support via Mixin intoAttributeResolver - Add
HealthImpactinginterface for status effects, to modify damage and healing taken - Add some shared status effect renderers:
OrbitingEffectRenderer,StunParticleSpawner - Fix spell tooltip indexed tokens
Other changes:
- Update MixinExtras to 0.2.0
No changelog was specified.
0.11.0
- Add mouse scrolling to spell binding table GUI
- Fix item damage causing spell casting interrupt
- Keep order of
player_relationsin server config
0.10.0
Spell Hotbar can be controlled via Keybindings!
- Multiple hotkey behaviors available (hold to cast, press to cast), configurable for different casting mechanics separately
- Custom hotkeys can be assigned
- Vanilla hotkeys (such as use key, item hotbar keys) can be used, when no custom hotkeys are assigned
- Switching between item and spell hotbar is no longer needed, nor possible
- Spell Hotbar keybind is rendered on HUD
Other changes:
- Spell Haste effects spell casting animation playback speed
- Spell data files can now specify if Spell Haste should affect cooldown and casting speed
- Internal refactor for the entire spell casting mechanism
- Spell casting no longer stutters when quick switching between spells
- Optimise spell projectile sync payload
- Fix server config
player_relationsbeing reset on every launch
0.9.32
- Fix projectiles ricocheting to allies
- Fix projectile area impacts affecting allies
- Improve luminance of rendered beam spells
- Remove Architechtury toolchain, replaced with pure Fabric toolchain


