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Recrafted Moves

Bring your player to life with first- and third-person animations, stamina-based melee moves, dodges, parries and parkour.
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Recrafted-Moves-forge-1.20.1-1.2.1.jar

File namerecrafted-moves-1.2.1.jar
Uploader
FitalsFitals
Uploaded
Oct 24, 2026
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30
Size
828.6 KB
Mod Loaders
Forge
File ID
9308862
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:recrafted-moves-1732590:9308862")

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Recrafted Moves — Version 1.2.1 Release Notes


English

Recrafted Moves 1.2.1

Version 1.2.1 is a comprehensive combat, stealth, and animation overhaul for Recrafted Moves. It introduces:

  1. Full Boxing & Martial Arts System — Held two-fisted boxing guard, active blocking & parrying, alternating Jab → Cross → Hook → Uppercut combinations, weave/slip head movement, Clinch Knee Strikes, Spinning Back Kicks, and Guard Break / Crushing Counters.
  2. Dynamic Sword, Axe & Polearm Duels — Persistent fencing stance (en garde), held blade guard & parry, seamless guard-to-strike flow, 4-stage sword combos with estoc thrusts and two-handed overhead finishers, fencing footwork & sidesteps (Passe / Demi-Volte), Live Blade Clashes, and instant Master Ripostes.
  3. Stealth, Silent Takedowns & True Instincts AI Integration — Dynamic environmental stealth factor (light, posture, speed, armor noise), lethal backstabs and silent choke-outs, tactical stealth animations, and native compatibility with the True Instincts AI mod.
  4. Full Body & First-Person Liveliness Overhaul — True 3D IK first-person main hand, anatomical look-down torso/legs/shoulder-coupled arms, C1-continuous S-curve stance transitions, multi-harmonic breathing & post-combat panting, hip weight-shifting, and spring-damper body inertia.

1. Boxing & Martial Arts System

Held Boxing Guard, Active Blocking & Guard Break

  • Two-Fisted High Guard (Hold Right-Click or Hold R when unarmed):
    • Raises a bladed High Boxing Guard with both fists protecting the chin, rhythmic boxer footwork bounce, and subtle head-movement weaving in both 1st and 3rd person.
    • Active Blocking: Absorbs 65% of incoming frontal melee damage and knockback at the cost of stamina (6–16 stamina depending on hit strength), complete with guard-recoil animation, block impact sound, and particles.
    • Instant Perfect Guard / Parry: Raising your guard within 0.25s (5 ticks) of an incoming frontal attack triggers a Perfect Guard — negating 100% of damage, dazing the attacker, refunding stamina, and opening a counter window.
    • Guard Break & Daze Exhaustion (Moves.DAZED): If a heavy blow drains your remaining stamina while blocking, your guard shatters and places you in a vulnerable Dazed state for 1.25s. Landing any strike on a Dazed opponent deals +50% Crushing Counter bonus damage.

Boxing Combinations & Knockout Uppercut

  • New Move — Boxing Combo (Jab / Cross / Hook):
    • Input: Press Attack (Left-Click) while holding your Boxing Guard (or chain Attack within 0.6s).
    • Cycles through a fast 3-stage combination with forward step-in footwork while the non-punching hand protects the jaw:
      1. Lead Jab (moveDir = 0): Snappy straight lead punch (2.5 damage, 0.08s impact).
      2. Rear Cross (moveDir = 1): Power straight punch with full shoulder and hip rotation (3.5 damage, extra knockback).
      3. Lead Hook (moveDir = 2): Tight horizontal hook arc (4.0 damage, 0.5s mini-stun, shatters glass panes and rings bells).
  • New Move — Knockout Uppercut & Counter Uppercut (Moves.UPPERCUT):
    • Input: 4th hit of a Boxing Combo (Jab → Cross → Hook → Uppercut), Shove (G) / Sneak + Attack while holding Boxing Guard, or Attack within 0.6s right after blocking/parrying or slipping a blow (Counter Uppercut).
    • Effects: Dips low in a boxer slip and drives a rising uppercut vertically through the target's chin (5.5 damage, upward launch, breaks raised shields, and inflicts a 1.0s stun).
    • Counter Uppercut Bonus: Triggering the uppercut during a counter window costs 0 stamina, grants 0.35s of invulnerability frames, and deals +25% bonus damage (7.0 damage) with enhanced upward launch and 1.3s stun.

Boxer Head Movement, Clinch Knee & Spinning Back Kick

  • Boxer Weave & Slip Evade (Dodge in Boxing Guard or Boxer Stance):
    • Replaces the ground roll with fast, upright Boxer Head Movement (dir = 6..9): Duck & Weave (W / neutral), Outside Slip Left (A), Inside Slip Right (D), and Pull-Back Sway (S).
    • Costs minimal stamina, keeps both fists raised, grants evasion invulnerability frames, and immediately opens the Counter Uppercut window.
  • New Move — Clinch & Knee Strike (Moves.CLINCH_KNEE):
    • Input: Press Kick (V) or Shove (G) at close range (≤ 2.6 blocks) while in Boxing Guard or Boxer Stance.
    • Effects: Snaps both hands behind the opponent's neck in a Muay Thai collar tie and drives a devastating knee into the ribs/head (5.0 damage, 35% armor bypass, breaks shields, and stuns for 0.9s).
  • New Move — Spinning Back Kick (Moves.SPIN_KICK):
    • Input: Sprint + Kick (V) or Back (S) + Kick (V).
    • Effects: Explosive 360-degree spinning back kick to the solar plexus/liver (6.5 damage, heavy knockback, breaches wooden doors, and stuns for 1.1s).

2. Dynamic Sword, Axe & Polearm Duels (Fencing Overhaul)

Fencing Stance (bladeStance), Held Blade Guard & Seamless Guard-to-Strike Flow

  • Persistent Dueling Stance (bladeStance):
    • Swinging, blocking, parrying, or squaring up against a target with a Sword, Axe, Trident, or tagged blade (#recrafted_moves:blades) enters a poised Fencing Stance for 4.25s, with a bladed torso angle, fencing footwork, and an active offhand counterbalance poise.
  • Held Weapon Guard & Blade Parrying (Hold Right-Click or Hold R with a melee weapon):
    • Raises a diagonal high/middle Blade Guard in 1st and 3rd person.
    • Active Weapon Block: Absorbs 70% of incoming frontal damage at the cost of stamina with metallic parry clangs, spark bursts, and blade recoil.
    • Instant Blade Parry: Raising Weapon Guard within 0.25s of an attack triggers a Perfect Parry (100% damage negation, attacker stun, and counter window).
  • Seamless Guard-to-Strike Flow & Pommel Strike:
    • Strike Out of Guard: Pressing Left-Click while holding Weapon Guard slashes or thrusts directly out of your guard without dropping your stance, then smoothly flows back into guard (swYield in 1st person and freeR/freeL in 3rd person).
    • Pommel / Haft Strike (G / Shove in Weapon Guard): Deals a fast close-quarters strike with the weapon's pommel or shaft to break enemy guards and daze targets.

4-Stage Sword Combo, Offhand Choreography & Micro-Lunge Footwork

  • 4-Hit Dynamic Sword Combo (Left-Click chain within 1.1s):
    1. Forehand Diagonal Slash (kind = 0): Sweeping cut from right to left with offhand counterbalance extension.
    2. Rising Backhand Moulinet (kind = 1): Snappy reverse wrist-cut from left to right.
    3. Piercing Estoc Lunge (kind = 5): Deep profile thrust straight down the centerline with offhand rear counterbalance and a subtle camera FOV lunge.
    4. Two-Handed Overhead Cleave Finisher (kind = 2): The offhand grips the pommel for a crushing two-handed vertical cleave.
  • 3-Hit Heavy Axe & Polearm/Trident Combos:
    • Axes: Diagonal Hew → Rising Back-Cut → Two-Handed Overhead Skull-Splitter.
    • Tridents / Spears: Lightning Thrust → Deep Lunge Thrust → Wide Sweeping Slash.
  • Fencing Footwork Micro-Lunges: Every grounded weapon swing propels the fighter forward with a controlled fencing step-in along the line of attack (strongest on the Estoc Lunge and Two-Handed Finisher).

Fencing Evasion Steps (Passe / Demi-Volte), Live Blade Clash & Master Riposte

  • Fencing Sidestep & Backstep (Dodge while in Weapon Guard or bladeStance, dir = 10..13):
    • Executes a crisp fencing Passe / Demi-Volte evasion step with the weapon held high in a protective diagonal guard, low stamina cost, invulnerability frames, and an immediate counter window.
  • Live Blade Clash (Mid-Swing Counter-Intercept):
    • Striking an armed opponent while they are mid-swing (swinging / attackAnim > 0) triggers a ringing Live Blade Clash — showering sparks at the point of contact, stunning the opponent (0.7s), and opening your counter window.
  • Instant Master Riposte (Moves.RIPOSTE on Left-Click):
    • Pressing Left-Click during any active counter window (after a Perfect Parry, Weapon Block, Fencing Sidestep, or Live Blade Clash) unleashes a lightning-fast two-handed Master Riposte with 1st- and 3rd-person blade trails, bonus damage, and armor penetration.

3. Stealth, Silent Takedowns & True Instincts AI Integration

  • Dynamic Environmental Stealth System (Moves.computeStealthFactor):
    • Continuously evaluates your stealth level (0.0 – 1.0) based on posture (crouching, crawling, sliding), ambient light (sky & block light), movement speed, armor weight/noise, and Invisibility.
    • Reduces footstep sound volume and mob aggro detection range proportionally to your stealth factor.
  • New Move — Silent Takedown / Backstab (Moves.TAKEDOWN):
    • Input: Attack an unaware or non-aggroed target from behind (rear 120° cone) while stealthed (Sneaking or Crawling).
    • Bladed Assassination: Deals 4.5x critical backstab damage with a surgical reverse-grip strike.
    • Unarmed / Blunt Choke-Out: Deals 3.0x damage and inflicts a 2.5s knockout stun.
    • Silent Elimination: Suppresses the victim's hurt/death cries and prevents nearby mobs from being alerted when the target is eliminated.
  • Tactical Stealth Animations:
    • Low-center-of-gravity stealth walk, cautious head scanning, and tucked tactical arms (with reverse-grip knife/blade readiness) in both 1st and 3rd person.
  • Native True Instincts AI Mod Compatibility:
    • Exports real-time stealth metrics (recrafted_stealth_factor, recrafted_noise_factor, recrafted_silent_kill_until) directly to entity persistent data, seamlessly scaling True Instincts StealthSensor vision cones, hearing thresholds, and squad alert propagation.

4. First-Person Rig & Full Body Liveliness ("Живость тела")

  • True 3D IK First-Person Main Hand (FpRig.mainArm):
    • Replaced vanilla's sideways-rotated empty right hand with an anatomically oriented 3D shoulder-to-fist IK arm featuring proper fist verticality, pronation on straight/hook punches, and supination on rising uppercuts.
  • Anatomical Look-Down Torso, Legs & Shoulder-Coupled Arms (FpRig & Extra):
    • Fixed first-person legs appearing attached to the head when looking down and eliminated visual dissonance between screen-space arms and the world-space body.
    • Calibrated neck-to-chest offsets (neckY = -0.36, neckZ = 0.12..0.27), bladed combat stances, and automatic look-down shoulder coupling so both 1st-person arms smoothly lower and shift outward to flank the torso's shoulders when looking down.
  • C1-Continuous S-Curve Stance Transitions:
    • All transitions between normal idle, Boxer Stance, Fencing Stance, Held Guard, and attacks use rate-limited Hermite smoothstep (S-curve) blending with zero frame snaps.
  • Organic Breathing, Post-Combat Panting, Weight Shifting & Inertia:
    • Multi-Harmonic Breathing & Exhaustion: Natural chest, shoulder, and 1st-person hand breathing (sin + cos harmonics) with subtle heartbeat micro-pulses and heavy post-combat panting after sprinting or intense combat flurries.
    • Idle Weight Shifting & 3-Axis Head Tracking: Characters subtly shift weight from hip to hip with natural knee flexion while standing, tilt their heads with curiosity (zRot), and dynamically track nearby entities.
    • Spring-Damper Torso & Limb Inertia: Responsive physical follow-through across the spine, shoulders, hips, and hands when turning, strafing, jumping, and landing.

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