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DAI Engine ( Decisions and Impulses / D.A.I. )

A JSON-driven Minecraft game framework for creating automation, custom experiences, UI, worldgen, reactions, recognition, server-authoritative gameplay, and complete games through datapacks and resource packs.
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Decisions_and_Impulses-2.0.jar

File namedecisions_and_impulses-2.0.jar
Uploader
J12H36HJ12H36H
Uploaded
Aug 20, 2026
Downloads
16
Size
3.0 MB
Mod Loaders
NeoForge
File ID
8695041
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:decisions-and-impulses-1632508:8695041"

Learn more about Curse Maven

What's new

DAI 2.0 Changelog

1.9.9 → 2.0

DAI 2.0 expands the engine's client-side experience hooks, giving datapack-driven games much more control over first-person combat presentation without replacing Minecraft's entire interaction system.

Added

  • Added a custom first-person combat rendering pipeline for DAI experiences.
  • Added support for directional melee animations driven by player camera movement.
  • Added support for 8 directional attack poses:
    • Up
    • Up-Right
    • Right
    • Down-Right
    • Down
    • Down-Left
    • Left
    • Up-Left
  • Added support for a neutral forward thrust / stab when an attack is released without enough directional movement.
  • Added draw / unsheathe state tracking for custom melee weapons.
  • Added support for held attack input as a combat state instead of forcing every left click into Minecraft's default swing presentation.
  • Added support for custom guard / half-draw stances while holding the use input.
  • Added camera-delta tracking so experiences can resolve combat direction from the player's actual look movement.
  • Added custom hand and held-item transforms for experience-specific attack poses.
  • Added client hooks allowing custom combat systems to synchronize physical weapon movement with screen-space slash effects.

Changed

  • Custom DAI melee experiences can now suppress Minecraft's default vertical hand-swing animation and replace it with their own motion.
  • Attack and use suppression is now scoped to the applicable custom weapon/experience rather than globally replacing normal Minecraft controls.
  • First-person rendering can now treat the player's hand and weapon as one coordinated animation instead of only swapping the held item model.
  • Custom weapon presentation can remain fully compatible with inventory, GUI, dropped-item, title-screen, and non-combat model states.
  • DAI's client input pipeline now exposes enough state for experience packs to distinguish:
    • sheathed
    • drawing
    • drawn
    • directional attack
    • thrust
    • guard
    • recovery

Experience / Datapack Support

  • Experiences can pair directional combat poses with their own screen effects, particles, reactions, sounds, and damage logic.
  • Resource packs can provide separate visual models for drawn, guarded, directional slash, and thrust states.
  • Existing DAI experiences that do not use the new combat hooks continue to use normal Minecraft hand rendering and controls.

Compatibility

  • Existing DAI 1.9.9 datapacks remain supported unless they explicitly opt into or depend on the new 2.0 combat presentation hooks.
  • Vanilla weapons and unrelated datapacks are not intended to have their normal attack/use behavior replaced.
  • The new system is designed as an engine capability for custom games and experiences rather than a mandatory global combat replacement.

Developer Notes

  • Added experience-aware first-person render handling.
  • Added selective vanilla attack/use suppression for supported custom weapons.
  • Added directional camera sampling and attack-state resolution.
  • Added custom hand + weapon transform handling through the client render pipeline.
  • Added a reusable foundation for future DAI combat styles beyond Musashi Story.

Summary

DAI 2.0 turns first-person combat into another experience-controlled layer of the engine. Datapack games can now move beyond Minecraft's default up-and-down hand swing and build directional melee systems where input, weapon motion, hand animation, and screen effects all represent the same attack.

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