File Details
Dragon Ball Re 0.0.1 Alpha
- A
- Apr 21, 2026
- 354.09 KB
- 2
- 1.20.1
- Forge
File Name
dragonballre-0.0.1.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
Dragon Ball RE — v0.1.0 Changelog
Minecraft Forge 1.20.1
Dragon Ball RE
Version 0.1.0 -- Initial Release -- April 2026
The first public release of Dragon Ball RE — a Forge 1.20.1 mod built from the ground up to bring the Dragon Ball experience into Minecraft with real depth. This version ships all P1 Core systems: the full capability architecture, Ki, Race selection, stat upgrades, Endurance, combat foundations, and the first transformation line. Everything is server-authoritative — no client-side stat manipulation, no data loss on death or dimension travel.
⚙️
Core Architecture
✔ DONE
Capability System
Full ICapabilityProvider + INBTSerializable implementation for Ki, Race, Stats, and Zeni. LazyOptional with correct invalidation on entity detach.
✔ DONE
Data Persistence — Death, Respawn & Dimension Travel
All 4 critical Forge events handled. Your race, stats, Ki, and Zeni survive death, respawn, and crossing into the Nether or End.
✔ DONE
Networking — SimpleChannel per System
Encode/decode/handle with enqueueWork, full server-side validation on every packet. No cheat vectors.
✔ DONE
ScalingTier Stat System
Tiered stat breakpoints with FLAT and PERCENT modifier types. Designed from the start to be anti-abuse.
✔ DONE
Config System
All key balance values exposed via Forge config - tune Ki regen, stat caps, ability costs, and more without recompiling.
✔ DONE
Admin & Debug Commands (/dbr ...)
Full /dbr command tree for server administrators - set race, adjust stats, debug capability state.
✔ DONE
Zeni Currency
ZeniData capability with T/B/M/K formatting. Clean API for economy hooks in future updates.
💙
Ki System
✔ DONE
Ki Capability + Real-Time Client Sync
KiCapability with LazyOptional. KiPacket keeps the HUD bar accurate every tick.
✔ DONE
Passive Ki Regeneration
Server-tick based regen, fully configurable rate in the config file.
✔ DONE
Ki Charging — Hold C
KiChargePacket, server-authoritative. Movement penalty while charging. Particles visible to nearby players.
✔ DONE
Charge Interruption on Hit
Taking damage cancels the charge state server-side - no free charging through attacks.
🐉
Race System
✔ DONE
Race Selection
RaceConfirmPacket with server-side race ID validation. Choose your race once - it defines your entire progression path.
✔ DONE
Race Data Persistence
Survives death, dimension travel, and reconnects. Your race choice is permanent until you use a reset command.
✔ DONE
Stat Upgrade System
StatCapability with upgrade packets. Anti-cheat stat ID checks prevent exploiting upgrade paths.
💜
Endurance & Strain System
✔ DONE
Two-Bar Architecture (EnduranceCapability)
Active Stamina (short-term, fast regen) and Endurance Core (long-term fatigue) are two independent bars. NBT serialized, synced to client every tick.
✔ DONE
Active Stamina
Powers dashes, combos, and vanish. Depletes quickly under pressure, refills fast - the moment-to-moment resource.
✔ DONE
Endurance Core
Drains from heavy hits, transformations, and Kaioken. Regenerates slowly in combat, faster when out of it. Extended fights will drain you.
✔ DONE
Threshold-Based Penalties (70 / 40 / 10%)
Four distinct states: Full (70–100%), Strained (40–70%), Critical (10–40%), and Collapse (0–10%). Each tier applies real gameplay penalties.
✔ DONE
Break State — Exhaustion Collapse
Hitting zero Endurance Core forces de-transformation, locks advanced abilities, and leaves you vulnerable until recovery. Manage your stamina or pay the price.
✔ DONE
State-Aware Recovery
In-combat vs out-of-combat detection drives different regen rates. Standing still triggers Focus Recovery for faster Endurance Core regen at the cost of being exposed.
✔ DONE
Endurance Stats — Capacity, Recovery Rate & Strain Resistance
Three upgradeable stats via the ScalingTier system: how large your pool is, how fast it recovers, and how resistant you are to drain from forms and Kaioken.
📈
Progression & Growth
✔ DONE
Combat XP
Baseline progression currency. Earned from wins, training, and missions. Used for core stat upgrades.
✔ DONE
Mastery Points
Earned by HOW you fight - not just that you fight. Perfect dodges, beam clashes, and sustained pressure award Mastery Points to your matching archetype.
✔ DONE
Breakthrough Points
Near-death victories, clutch wins, beating stronger enemies - these punch through stat soft caps and unlock transformations. You can't grind your way to power.
✔ DONE
Stat-Action Binding
Using Ki grows Ki Capacity. Taking hits and surviving increases Vital Core. Perfect blocks improve Ki Guard. Fighting stronger enemies boosts Adaptation Rate. Growth comes from doing, not grinding.
✔ DONE
Diminishing Returns vs. Weak Enemies
Farming weak mobs gives near-zero growth. The game actively pushes you to seek stronger challenges.
✔ DONE
Mid-Fight Growth — Combat Evolution & Limit Break Events
Fight an enemy stronger than you and gain small permanent boosts mid-battle. Drop to critical HP and trigger a Limit Break — a massive temporary boost that becomes permanent on victory.
✔ DONE
Risk Bonus — Transformed at Low HP
Staying in a transformation near death awards huge mastery gains. High risk, high reward - Saiyan mentality.
✔ DONE
Stat Soft Caps & Breakthrough Cap Removal
Stats hit a wall without Breakthrough Points. Near-death victories permanently raise the ceiling - no artificial level-grinding required.
📊
Stats & Attributes
✔ DONE
Power Output
Raw damage scaling via ScalingTier. Already wired into the stat upgrade system.
✔ DONE
Burst Speed
Affects dash chains, teleport windows, and combo timing - not just raw movement speed.
✔ DONE
Ki Guard
Block with Ki, reduces Active Stamina loss when defending against beams and heavy attacks.
✔ DONE
Vital Core, Body Integrity, Regeneration Factor, Transformation Stability
Survivability at critical HP, knockback resistance, passive/burst healing, and reduced form drain. Core stats for every combat build.
✔ DONE
Ki Recovery Tempo & Flight Mastery
In-combat Ki regen rate (can spike during Limit Break Events). Flight Mastery scales flight speed and energy cost over time.
✔ DONE
Rage Amplification (Emotional State)
As HP drops, damage rises and defense weakens. Every fight has narrative tension - the classic SSJ trigger fantasy, built into the stat layer.
✨
Rendering & Visuals
✔ DONE
Ki Charging Particles
Visible to nearby players when you hold C to charge Ki.
✔ DONE
Aura Rendering via RenderPlayerEvent
Glow overlays drawn on top of your vanilla skin. Distinct color per transformation form. No model conflicts.
✔ DONE
Transformation Aura Spike
Particle burst fires when a form activates or deactivates - instant visual feedback for you and nearby players.
✔ DONE
Endurance Collapse Visual
Flickering aura and screen effect when entering Break State - you will know when you've pushed too far.
✔ DONE
Kaioken Red Aura (intensity scales with multiplier)
RenderPlayerEvent — aura color and thickness change dynamically with the active Kaioken multiplier level.
🎮
Controls & UI
✔ DONE
Keybind System
All abilities mapped to fully configurable keys via the Forge input API. Transform key, charge key, ability slots - all remappable in Controls settings.
✔ DONE
Ability Hotbar
Dedicated ability slots completely separate from the item hotbar. Scroll or radial wheel selection.
✔ DONE
Smooth Flight Controls
Fast, responsive free flight — not Minecraft creative mode float. Flight Mastery stat scales speed and cost over time.
✔ DONE
Ki Bar HUD
Proper rendered Ki bar with Endurance bars alongside it.
✔ DONE
Endurance Core + Active Stamina HUD
Two visually distinct bars - you always know your short-term stamina and your long-term fatigue state at a glance.
✔ DONE
Power Level Display & Transformation Status Indicator
Your current power level shown in the HUD. Active form and mastery tier always visible.
⚔️
Combat & PvP Foundation
✔ DONE
Rush Combo Chains
Core melee loop - fast multi-hit sequences. The foundation of all ground and air combat.
✔ DONE
Ki Blast + Charged Ki Shot
Basic ranged attack and hold-to-charge variant. Scales with Ki Capacity stat.
✔ DONE
Burst Dash + Vanish
Short directional Ki dash and short-range teleport behind an enemy. Both consume Active Stamina - gates spam in PvP.
✔ DONE
Heavy Smash, Launch Attack & Counter Stance
Guard-breaking heavy, vertical launcher that opens aerial combos, and timed parry window tied to Combat Awareness.
✔ DONE
Ki Barrier + Perfect Guard
Hold to block beams using Ki Guard stat. Timed Perfect Guard rewards precision with a full parry window.
✔ DONE
Slow-Time Reaction Window (Perfect Dodge)
The core skill-expression tool. Tight timing window that scales with Combat Awareness stat. Hit it and you step outside an attack entirely.
✔ DONE
Rage Burst (Passive Ability)
Passively activates Rage Amplification state when HP drops low. Universal — every race gets it.
✔ DONE
Transformation Activation Window (Interruptible)
Small delay before a form fully activates - a skilled opponent can interrupt it. Transformations are powerful but not free.
✔ DONE
Visual & Audio Clarity on Transformations
Distinct aura color and sound per form. In PvP you always know exactly what form your opponent is in.
✔ DONE
Safe Zones (No PvP Areas)
Training areas, spawn, and NPC villages are always protected - no griefing from high-power players.
✔ DONE
Input Buffering (Latency Mitigation)
Slight buffer window for fast inputs keeps combat smooth on online servers. Configurable tolerance value.
✔ DONE
Event-Based Breakthrough Point Triggers
Story-tier fight moments - Gohan vs Cell equivalents - grant Breakthrough Points on victory.
Dragon Ball RE · Forge 1.20.1 · By DoNeft
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dragonballreMORE COMING IN v0.2 →

