dochi_rpg_maker-0.1.4-1.20.1-forge.jar
Curse Maven Snippet
What's new
Change Log 0.1.4
Added
Quest system
- Added a built-in Quest Editor with quest packs, chapters, quests, nested objective groups, prerequisites, visibility rules, repeat policies, manual or automatic completion, and turn-in handling.
- Added objective types for locations, items, kills, dialogue signals, faction score, and unresolved external objectives retained for compatibility.
- Added item, XP, DRM currency, and command rewards.
- Added an in-game Quest Journal, opened with
Uby default, with its own editable GUI layout. - Added
After Completeactions. They run once, only after all rewards succeed and the quest reachesCompletedstate.
Stats and database items
- Added Stat Builder with reusable stat sets, configurable point costs, vanilla/modded attribute effects, an active stat set, and a player allocation screen.
- Added the player stat screen keybind (
Yby default). Each stat set can allow or disable keybind access. - Added the dialogue action
Go Stat Builderfor opening the allocation screen from an NPC flow. - Added Item Editor and DRM database item carriers for weapons, tools, armor, consumables, and generic items.
- Added user-managed item categories, rarities, tooltip section order, equipment stat bonuses, vanilla attribute modifiers, and stat scaling.
- Added non-blocking stat requirements. Items remain usable/equippable; unmet requirements reduce their configured contribution by the editor's
Unmet penalty %value. - Added physical DRM currency items and item-based stat investment costs.
Factions, teleporters, popups, and administration
- Added a Faction Editor and player faction runtime screen for CustomNPCs faction scores and presentation.
- Added a Teleporter Editor with categories, destinations, conditions, NPC binding, commands, sounds, and fade timing phases.
- Added Popup Maker with reusable popup definitions, server policies, channels, priority/conflict handling, timing, text styling, and sound.
- Added the
drmPopupCustomNPCs script API. - Added an operator administration screen for DRM quests, optional FTB Quests data, advancements, CustomNPCs factions, and CustomNPCs stored data.
- Added editor/runtime authorization, request rate limiting, audit support, and stricter path validation for server-owned data.
NPC models, animation, combat, and scripts
- Added NPC model and animation workflows with GeckoLib and modded-entity providers, bundled example models, textures, and animation files.
- Added animation behavior bindings for idle, walk, sprint, attack, hurt, and death.
- Added Player Animator, Mob Player Animator, Better Combat, Iron's Spells 'n Spellbooks, Mowzie's Mobs, and Cataclysm integration points.
- Added CustomNPCs script globals for animation, hitboxes, built-in attack control, cross-mod skills, potion-effect queries, and popups.
GUI, HUD, and asset pipeline
- Added editable runtime GUI types for faction, teleporter, quest journal, stat allocation, and popups.
- Added shared DRM UI and HUD sprite sheets, nine-slice styling, common editor top bars, flyouts, scrollbars, rich-text controls, and UI sounds.
- Added a server-owned PNG asset catalog and picker with paging, search, multi-select mod/namespace filters, parent-folder filters, explicit
Apply, and per-row texture previews. - Added companion
texture.png.mcmetaanimation metadata transfer and validation for custom PNG assets. - Added HUD sources for Iron's Spells mana, Combat Roll stamina, and multiple CustomNPCs
tempdata/storeddatagauges. - Added independent switches for hiding Iron's Spells and Combat Roll's native HUD while rendering DRM gauges.
- Added configurable CustomNPCs data HUD capacity. The default is three
tempdataand threestoreddatacomponents; server config accepts 1–16.
Changed
- CustomNPCs is now a required dependency on both client and server for 0.1.4.
- The editor selector now covers the expanded built-in toolset and keeps
NPC Basicseparated at the bottom of NPC Apply workflows. - Shared editor shortcuts are standardized:
Ctrl+Ssaves,Ctrl+Zundoes, andCtrl+YorCtrl+Shift+Zredoes where supported. - Default GUI/HUD resources were expanded for the new runtime screens and moved to the shared DRM sprite-based visual system.
- Stat Allocation's bundled GUI was redesigned around a wide scrollable stat list, a separated detail panel, description area, and explicit increase/close controls.
- Item Editor's preview now uses a larger framed slot area, a smaller contained item render, hover tooltip support, and clearer section spacing/dividers.
- HUD Maker now separates vanilla and mod HUD visibility guides, and exposes external data gauges in the appropriate component/source workflows.
- Quest actions were deliberately narrowed to
After Complete; ambiguous start/ready/fail/abandon action timing is not exposed as a general command hook. - The asset picker applies a selected texture only after
Apply, so paging and filtering no longer mutate the target field.
Fixed
- Fixed Quest Editor objective, reward, and action lists showing only the most recently added entry until the editor was reopened.
- Fixed flyouts and list rows drawing above dialogs or outside their clipping regions.
- Fixed asset picker rows rendering a generic item-slot layer over texture previews.
- Fixed texture previews rendering only for the first visible asset row or intermittently disappearing after page changes.
- Fixed abbreviated asset labels and inconsistent asset loading across paged results.
- Fixed the asset picker
Applycontrol flickering during page changes. - Fixed HUD Maker currency component textures disappearing after selecting the component.
- Fixed HUD Maker left-panel content escaping its scroll clip.
- Fixed item preview/tooltip layout overlap and hardened database-item tooltip assembly against malformed optional data.
- Fixed shared save shortcuts not being routed through several editor screens.
- Fixed animated custom NPC/Gecko textures ignoring valid companion
.png.mcmetafiles. - Fixed database item requirement handling so configured attack-damage and other attribute contributions are actually reduced when requirements are unmet.
- Fixed duplicate quest completion side effects by marking
After Completeexecution before dispatch.
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