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Leklai

A simple mod that aim to make skill and class similar to some mmorpg game, core engine

File Details

leklai-fabric-1.1.0-1.21.11.jar

  • B
  • Mar 19, 2026
  • 8.94 MB
  • 8
  • 1.21.11
  • Fabric

File Name

leklai-fabric-1.1.0-1.21.11.jar

Supported Versions

  • 1.21.11

Curse Maven Snippet

Fabric

modImplementation "curse.maven:leklai-1482288:7779340"
Curse Maven does not yet support mods that have disabled 3rd party sharing

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1.1.0

New

  • Lifeskill System API — Core lifeskill data framework for registering player lifeskills via datapacks. Includes its own UI tab with EXP sources grid, ability list, bonus drop display (with loot table support), and progress timeline. Supports expSourceTags (TagKey<Block>) for block tag-based EXP sources alongside custom per-block overrides. Loot tables and tag contents are resolved server-side and synced to client via component auto-sync.

  • Enchantment Element Conversion — Weapon enchantments now modify elemental damage ratios. Blends based on enchantment level (e.g. Fire Aspect 1 = 50% fire, Fire Aspect 2 = 100% fire). Tooltip updates in real-time to reflect enchantment-modified elements.

    Enchantment Element Lv1 Lv2 Lv3 Lv4 Lv5
    Fire Aspect Fire 50% 100%
    Flame Fire 100%
    Channeling Electric 100%
    Smite Holy 20% 40% 60% 80% 100%
    Bane of Arthropods Poison 20% 40% 60% 80% 100%
  • Burning Projectile → Fire Element — Projectiles that are on fire (lava, fire blocks, etc.) now deal fire elemental damage instead of neutral.

  • ImGui Intregate — Added ImGui for in-game debug UI. Access via right shift Currently just the light engine properties for easy reference during development.

Bug Fixes

  • Class evolution failing intermittentlycanEvolveFrom() compared PlayerClass instances by object reference (==), which broke after datapack reloads rebuilt the registry with new objects. Now compares by Identifier so evolution works reliably regardless of registry rebuilds.
  • Stale HUD EXP after class evolutionexperienceToNextLevel was not recalculated when evolving to a new class, causing the EXP bar to display the previous class's threshold (e.g. 340 instead of 60). Now properly calls updateNextLvl() after resetting level.
  • Lifeskill component holding stale data — Skills removed from datapacks were kept in player NBT indefinitely. Component now prunes skills, resolved drops, and resolved EXP sources that no longer exist in the registry during initialize/read/write.
  • PlayerInfo Damage reduction are incorrectly display — Due to a long time ago I accident remove bracket and it fuck up the math so good, Now it show correctly.
  • Trident Riptile — now can damage on target if enable collision feature

Changes (Internal)

  • Light Engine — Now tick-based (time-driven with freeze support) with better performance on cast shadow object
  • Debug skill — Now tick-based (time-driven with freeze support) with better memory management; checks before adding data to prevent leaks when debug skill is disabled.
  • Animation — Smoother fade at end of animations.
  • Item Elemental — Simplified item element data, most items now use pure NEUTRAL:
  • Life Skill — add block tag support for exp sources, clean up component data and UI layout, rare edge case of plantbase stuff for UI render
  • Damage System — DamageModifier.get(LivingEntity attacker, LivingEntity target, DamageSource source, float amount, boolean isCrit); since it nolonger usage in system anymore
  • UI: — some edge case on item like bows, crossbow that have no mainhand modifiers, allow it spam!!!!, Screen are now can double click, Player can click without waiting. since i remove consume out of it.
  • Trident Riptile — now it can damage nearby entity if it in the hitbox of the trident when collision is enabled, instead of only damaging on one target. Why not?
  • Class Rebalance — the class health pool and stats are now replace to vanilla health pool and stats, since i want to make it more simple and less confusing for new player, and also make it more balance for all class, since now the class only have different skill and playstyle, not much different health pool and stats. - for now... :)
Item Element
Golden Sword Neutral
Golden Spear Neutral
Golden Axe Neutral
Netherite Axe Neutral
Mace Neutral
Trident Neutral (combat: Melee)

Light Engine Tweak

exam usage (this not include in game)

  • exam Screenshot-2026-03-19-144542.png

  • exam Screenshot-2026-03-19-144849.png

  • exam Screenshot-2026-03-19-145521.png

  • Performance optimize Screenshot-2026-03-19-145621.png