arcosianbase-1.4.0
Curse Maven Snippet
What's new
# ๐ Mod Changelog โ `v1.4.0`
> **Mod:** *Arcosian Base & Addons (`arcosianbase`)*
> **Compatibility:** Minecraft 1.20.1 | Forge 47.3.0+ | DragonMineZ 2.2.0
> **Previous Version:** `1.1.1`
> **Current Version:** `1.4.0`
---
## ๐ฎ 1. New Game Style Selection System
* **Interactive World Creation Screen:**
* When creating a new world or logging in for the first time, players are presented with an interactive full-screen prompt (`GameStyleSelectionScreen`) to select their preferred playstyle:
* **Linear Mode:** Canonical and structured progression. Enforces strict saga requirements for form unlocks, cumulative mastery tier resets, and linear power scaling.
* **Non-Linear Mode:** Open-ended sandbox progression allowing free exploration across sagas and transformations.
* **World State Persistence & Network Sync:**
* Saved permanently per-world via `GameStyleSavedData` and synchronized between server and clients using custom network packets (`SelectGameStyleC2S`, `SyncGameStyleS2C`, `OpenGameStyleScreenS2C`).
* **Admin Commands:**
* `/gamestyle get` โ Displays the world's current game style mode.
* `/gamestyle set <linear|non_linear>` โ Allows server administrators to toggle the mode at runtime.
---
## โก 2. Linear Form Scaling & Dynamic Mastery Progression
* **Saga-Gated Multipliers Across All Races:**
* Introduced the `LinearFormScalingManager` to handle multi-tiered forms with progressive multipliers (e.g., `10x-100x`, `80x-300x`):
* **Arcosian 100% Full Power:** Starts at `10.0x` (Saiyan Saga), advances to `50.0x` (Frieza Saga), and caps at `100.0x` (Android Saga).
* **Arcosian 5th Form (Cooler):** Scales dynamically from `300.0x` to `400.0x`.
* **Mecha Frieza & Metal Cooler:** Scaled at `80x-100x` and `300x-400x`.
* **Saiyan Mutant (Super):** Progresses from `80x` to `300x`.
* **Bio-Android (Perfect / Super Perfect / Xeno):** Scaled across `80x-100x`, `150x-300x`, and `80x-150x`.
* **Human (Buffed / Super Android):** Scaled across `10x-50x` and `50x-300x`.
* **Majin (Kid Buu / Evil Buu / Super Demon):** `1x-2x`, `10x-100x`, and end-game mastery stages.
* **Namekian (Giant / Full Power / Super Namek / Evil Namek):** `1x-10x`, `50x-150x`, `300x-400x`, and `85x-300x`.
* **Glind (Transcended):** Scaled from `80x` to `200x`.
* **Mastery Reset Mechanic:**
* Advancing to the next tier of a dynamic form strictly requires **100% mastery of the current tier**. Upon unlocking the higher tier in the required saga, mastery resets back to 0% to be mastered anew.
---
## ๐ก๏ธ 3. Class System Overhaul & Rebalancing
* **Complete Removal of Unique Classes:**
* The single-player limited exclusive classes have been completely removed from all race configuration files (`stats.json`), core mod logic, and limit tracking:
* `saiyanwarrior` (*Supreme Saiyan Warrior*)
* `perfectlifeform` (*Perfect Lifeform*)
* `universemperor` (*Emperor of the Universe*)
* `earthdefender` (*Defender of Earth*)
* `evilencarnation` (*Incarnation of Evil*)
* `suprememaster` (*Supreme Master*)
* **Balanced Starting Attributes:**
* Initial attribute points are strictly capped at a maximum of **3** per individual stat (total sum of 7 points), aligning all special classes with the vanilla DragonMineZ design philosophy (`Warrior`, `Berserker`, `Spiritualist`, etc.).
* **Rebalanced Special Classes:**
* **Prince (`prince`):**
* *Base Stats:* `STR: 3 | SKP: 2 | RES: 1 | VIT: 1`
* *Passives:* +10% Movement Speed; Battle Pride (+10% Physical Damage when above 70% HP); +15% transformation mastery gain; -15% technique cooldowns.
* **Emperor (`emperor`):**
* *Base Stats:* `SKP: 3 | STR: 2 | RES: 1 | VIT: 1`
* *Passives:* +10% Damage against players (PvP) and bosses; attacks ignore 10% of target defense; Tyrant Intimidation (-5% incoming damage from enemies within 8 blocks).
* **Knight (`knight`):**
* *Base Stats:* `RES: 3 | STR: 2 | VIT: 2`
* *Passives:* -10% Damage taken; +10% PvE damage against hostile mobs; shares +5% defense and +10% XP with party members within 16 blocks.
* **Survivor (`survivor`):**
* *Base Stats:* `VIT: 3 | RES: 2 | STR: 1 | SKP: 1`
* *Passives:* -10% Damage taken; Second Wind: when dropping below 20% HP, instantly restores 15% Max HP (180s cooldown).
* **Deity (`deity`):**
* *Base Stats:* `PWR: 3 | ENE: 2 | SKP: 1 | RES: 1`
* *Passives:* Permanent innate access to **God Ki** (`hasGodKi` and `GlindDivinity`); +10% Ki blast and Ki attack damage; -15% Ki drain in active transformations.
---
## ๐ฅ 4. Canonical Transformation Requirements
* **Mastered Super Saiyan (SSJFP) Requirement:**
* Selecting or activating `supersaiyanmastered` now strictly requires **100% mastery on Super Saiyan Grade 1** (`supersaiyan` - 1,000 points). Enforced directly in the core transformation checks (`TransformationsHelperMixin`).
* **Balanced Form Pricing Formula (`useFormulaPrice`):**
* Implemented an intuitive, fair TP cost formula for form progression:
$$\text{Price} = \left(\frac{X}{\frac{1}{Y}}\right) \times 1000$$
*Where $X$ is the form's stat multiplier and $Y$ is the transformation tier level + 1.*
---
## ๐ 5. Alignment, Faction War & Protagonist System
* **Racial Alignment Multipliers:**
* Faction tracking (Heroes, Villains, Neutrals) with distinct race-based initial TP multipliers (Bio-Android, Majin, Namekian, Human, Saiyan, Arcosian).
* Alignment penalty system when abandoning Hero alignment back to Villain or Neutral.
* **Protagonist Management Command:**
* Added `/protagonismo set|remove|list <player>` with English alias `/protagonist`.
* Designated "Protagonist" players are completely exempt from alignment-based TP loss when switching factions.
---
## ๐ 6. Dragon Ball DAIMA Update Compatibility (v2.2.0)
* **Full Saga Integration:**
* `CustomSagasManager` and `FormSagaLimiter` now natively support the new **DAIMA Saga** (`daima_saga.json`) and its 17 sequential quests (`saga_daima`).
* **New Entities & Boss Support:**
* Added full handling and damage balancing for King Gomah, Tamagami 1, 2 & 3, Glorio, Majin Kuu, Majin Duu, and Gomah Soldiers.
* **Gomah Assault Raid:**
* Compatible with `gomah_assault.json`, handling wave progression, custom demon realm dimensions, and rare divine weapon drops.
---
## ๐ฎ 7. Majin Systems & State Cleanup
* **Majin Altar & Pocket Dimension:**
* Added challenge blocks and altar items (`AltarMajinBlock`, `MajinPortalBlock`, `MajinStickyBlock`).
* Support for dynamic path swapping between Pure Majin and Evil Majin forms.
* **Residual State Wipe:**
* Integrated `AbsorptionClearHelper` to automatically purge leftover Bio-Android and Majin absorptions upon character recreation or reincarnation.
---
## ๐ 8. UI, Tooltips & Quality of Life
* **Advanced TP Tooltip Breakdown:**
* Attribute HUD tooltip (`CharacterStatsScreenMixin`) now accurately details each component of the global multiplier: Race Base, Alignment Variable, Active Quests, and Party modifiers.
* **Localization:**
* Fully updated `en_us.json` and `pt_br.json` localization files with accurate names and lore descriptions for all newly balanced classes, skills, and boss encounters.
---
## ๐ง 9. Technical Fixes & Stability
* **Knockback Negation:** Corrected momentum cancelling during heavy attacks and charging in grounded forms.
* **Clean Mixin Architecture:** Removed deprecated unique class locks from `ClassLimitManager` and streamlined injectors across `StatsDataMixin`.
* **Zero-Warning Build:** Fully compiled for Java 17 and Forge 47.3.0, ensuring server-client stability without desyncs.
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