MySkills-1.3.7
Curse Maven Snippet
What's new
🔥 New Skill Branches
Fire Branch (12 skills)
Three lines: Offense (Fire Slash I–III → Inferno → Flame Nova), Mobility (Fire Dash I–III → Ember Rise → Cinder Skin), Defense (Flame Shield → Retaliation Flare).
Sound/Vibration Branch (13 skills)
Three lines: Offense (Sonic Slash I–III → Resonance Field → Sonic Boom), Mobility (Echo Step I–III → Doppler Rush → Silent Step), Defense (Sound Barrier → Echo Reflect), plus its own ultimate. Built around stun/control effects.
Branch Ultimates (6 new "ougi" skills)
Every element (Earth, Lightning, Wind, Ice, Fire, Sound) now has a capstone ultimate at the top of its tree — high cost (10), long cooldown (28s), massive damage plus a strong secondary effect: Cataclysm, Judgment Storm, Maelstrom, Absolute Blizzard, Supernova, and Resonance Cascade.
⚔️ Combat System Overhaul
- Unified elemental damage system: every elemental skill now runs through one shared pipeline that automatically applies mob resistances/weaknesses, a bonus for hitting wet targets with Lightning, and weather/biome bonuses (Lightning is stronger during thunderstorms, Ice is stronger in cold biomes, Fire is stronger in hot biomes).
- Elemental combos: landing two different elements on the same target in quick succession triggers a bonus effect (e.g. Ice + Lightning = "Shatter" — big damage plus a root; Fire + Ice = "Thermal Shock" — big bonus damage).
- Mastery system: repeated use of core skills grants a small, capped damage bonus (+2% per level, up to Lv.5 / +10% max — intentionally kept modest).
- Death penalty (opt-in): server admins can enable a configurable skill-point loss on death via config. Disabled by default.
👹 Elemental Mobs
Three new mob variants can naturally spawn under specific conditions: Fire Zombie (Nether only), Ice Zombie (snowy biomes only), Lightning Zombie (during thunderstorms only) — all at a low spawn rate. Each has a distinct recolored appearance with persistent themed particle effects, and an AI that switches between multiple attacks (melee bursts, ranged projectiles, and gap-closing dashes/jumps) depending on distance to their target.
🧠 Smarter Mob AI
Mobs now share what they learn about a player's combat habits (bow vs. sword preference, jumping, retreating) across the whole server, instead of each mob learning from scratch. A mob meeting a player for the first time can already act on lessons learned by other mobs in earlier fights.
📊 UI Improvements
- Personal stats panel: the Titles screen (K) now also shows total damage dealt, duel win/loss record with win rate, and a mastery-level breakdown for tracked skills.
- Skill tree category filters: now include Fire and Sound alongside all existing branches.
🏆 Advancements
Added first-unlock and full-branch-mastery advancements for both Fire and Sound.
⚙️ Admin/Server Config
Cost, cooldown, damage, range, combo bonus damage, and weather-bonus multipliers are all datapack-tunable via skill_tuning — full coverage across every branch, no code changes required to rebalance.
🐛 Fixes & Performance
- Significantly optimized the ore radar's block-scanning logic (large reduction in per-tick server load for players with the skill).
- Fixed a memory leak in the elemental combo tracker that could slowly build up over long play sessions.
- Fixed the Fire and Sound skill trees overlapping with existing nodes on the skill tree screen, and reorganized both branches into cleaner horizontal layouts.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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