morphsofpkg-1.0.7
Curse Maven Snippet
What's new
Morph of PKG 1.0.7 (beta) — kill a creature and it is pulled into you, plus a cleaner ability panel
New: the kill scene. When a kill adds a new morph (or variant) to your menu, the creature you killed is drawn in front of you and pulled into your chest with sound, particles and camera shake. Re‑killing something you already have does not trigger it; after menu clear the same creature counts as new again. Five real styles — Void (rings collapsing inward), Cellular (veins crawling up the body), Energy (light column + sparks), Shadow (a pool of darkness spreading on the ground) and Dimensional (a rift tearing open) — each with its own movement, its own finale sound and pitch, its own burst and its own shake. The body fades out as it is drawn in, and it is the creature you actually killed (colour, breed, age and DNA travel with the kill, not the plain default form). Indirect kills count (fire, poison, lava, fall, drowning, your own tamed pet); a creature killed far away bursts where it died instead of flying to your chest; a broken model can no longer stop the scene or leave a body stuck on screen. The scene is visual only — killing no longer transforms you — and it has its own style setting, separate from the transformation styles, so both can be tuned independently (and switched off server‑side).
New: watch the scene on demand. /morphadmin absorb test <style> [<mob>] plays a style in front of you (styles as 0–4 or void / cellular / energy / shadow / dimensional; without a mob your current morph is used, variants included). It changes nothing else: no morph change, no reward, no world entity touched — useful for picking the style you like.
Cleaner ability panel. The row that tells you what the Ability key does no longer prints text that carries no information. The word "ready" and the fully filled green bar are gone (they said the same thing twice) — ready is now a small green dot, and a number ("3.2s") only appears when there is actually something to wait for. While ready, the morph's own name — which just told you what you had already turned into — is no longer drawn. The key is now a proper key badge, and the whole panel is measured to its content: it widens for long rows and narrows for a single one. This fixes a real overlap: in the long dragon rows the row name was drawn up to the start of the counter and printed on top of it (Charge + 0/3 shots · next 12.2s on one another); the name is now cut to the space left of the counter and can never collide with it. Counters were also trimmed (3/3 shots → 3/3 — the ratio is already the bar right underneath), so rows are shorter in every language.
Languages: 17 / 17 at 100% (386 keys each, nothing missing). The last hardcoded text — the /morph usage reminder, which stayed Turkish in every language — is now a real translation, and a new build rule fails the build if command files ever hardcode coloured text again.
Server / multiplayer. The network protocol is "3": client and server must run this same version. An outdated client is refused cleanly at connect time instead of failing later mid‑play. The scene costs one packet at start (plus one on abort) — no per‑tick stream, no server‑side rendering — and a server can disable it entirely with a single option. All client‑only classes and registrations sit behind the client gate: 88 static server‑safety checks, 0 violations.
Known limits (beta). This is an actively developed beta — expect the occasional rough edge. The build environment has no Minecraft client, so the animations and the HUD layout were verified by source review, static build gates and jar inspection, not by watching them in game: give the new panel a look in game and play a style with /morphadmin absorb test. Crash reports, feedback and suggestions are welcome in the comments.
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