dnd_stats_core-0.2.0.jar
Curse Maven Snippet
What's new
All notable changes to D&D Stats Core are documented here. The format is based on Keep a Changelog, and this project follows Semantic Versioning.
[0.2.0] - 2026-09-15
Combat rework: Armor Class now matters on every swing, weapon enchantments scale by die size, and worn armor soaks damage again.
Added
- Graze on a low roll. When an attack roll lands under the target's AC (and
isn't a natural 1 or 20), the swing grazes instead of whiffing: its damage is
reduced by
1d(AC - attackTotal). If the reduction eats the whole hit, it misses after all. Tunable withgrazeOnLowRollandgrazeExcessDivisor. - Attack roll bonus. New
attackRollBonusconfig (default+2) added to every attack roll on top of the ability modifier, a proficiency stand-in that keeps hit rates comfortable so AC softens hits rather than causing constant misses. - Roll log toggle. New keybind (default
J) andtoggleRollLog()to hide or show the top-left dice/roll log on the fly, mirroring the mob-inspect toggle. - Roll log now shows a
GRAZEheader, aGraze -Nline, and anArmor -Nline so you can see exactly where damage went.
Changed
- Graze reduces the whole physical hit. The graze now bites into the weapon die and the physical damage enchants (Sharpness/Slashing, Power/Piercing, Smite, Bane, Impaling), distributed proportionally — not just the base weapon number. Elemental (fire) damage is unaffected.
- Damage enchants scale by die size, not a flat bonus. Slashing I is
1d4, II is1d5, III is1d6, and so on; Smite/Bane/Impaling start at1d6and grow the same way; Power scales too. Fire Aspect and Flame stay a flat1d4at every level. - Vanilla armor reduction re-enabled (
damageReductionnow defaults totrue) and wired in as the final applicator on every hit — applied after the graze, using the vanilla armor/toughness curve, on top of raising AC. - Simpler enchant tooltips. Damage enchants read as
Slashing IV 1d7(label + level + concrete die) instead of a per-level formula, and Protection readsProtection +N ACinstead of "+1 AC per 4 Protection levels". - Combat popups and mob health bars now render in front of clouds
(
RenderLevelStageEvent.Stage.AFTER_LEVEL). - Mob ability scores vary per spawn (±3 around the template, floor 8, may exceed 20); the inspect panel shows the variance in green/red.
Fixed
- Damage numbers and combat text no longer render behind clouds
(
RenderLevelStageEvent.Stage.AFTER_LEVEL).
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