Recrafted-Moves-forge-1.20.1-1.2.1.jar
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Recrafted Moves — Version 1.2.1 Release Notes
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Recrafted Moves 1.2.1
Version 1.2.1 is a comprehensive combat, stealth, and animation overhaul for Recrafted Moves. It introduces:
- Full Boxing & Martial Arts System — Held two-fisted boxing guard, active blocking & parrying, alternating
Jab → Cross → Hook → Uppercutcombinations, weave/slip head movement, Clinch Knee Strikes, Spinning Back Kicks, and Guard Break / Crushing Counters. - 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. - 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.
- 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-ClickorHold Rwhen 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 (
6–16stamina 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 for1.25s. 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 chainAttackwithin0.6s). - Cycles through a fast 3-stage combination with forward step-in footwork while the non-punching hand protects the jaw:
- Lead Jab (
moveDir = 0): Snappy straight lead punch (2.5damage,0.08simpact). - Rear Cross (
moveDir = 1): Power straight punch with full shoulder and hip rotation (3.5damage, extra knockback). - Lead Hook (
moveDir = 2): Tight horizontal hook arc (4.0damage,0.5smini-stun, shatters glass panes and rings bells).
- Lead Jab (
- Input: Press
- New Move — Knockout Uppercut & Counter Uppercut (
Moves.UPPERCUT):- Input: 4th hit of a Boxing Combo (
Jab → Cross → Hook → Uppercut),Shove(G) /Sneak + Attackwhile holding Boxing Guard, orAttackwithin0.6sright 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 (
5.5damage, upward launch, breaks raised shields, and inflicts a1.0sstun). - Counter Uppercut Bonus: Triggering the uppercut during a counter window costs 0 stamina, grants 0.35s of invulnerability frames, and deals +25% bonus damage (
7.0damage) with enhanced upward launch and1.3sstun.
- Input: 4th hit of a Boxing Combo (
Boxer Head Movement, Clinch Knee & Spinning Back Kick
- Boxer Weave & Slip Evade (
Dodgein 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.
- Replaces the ground roll with fast, upright Boxer Head Movement (
- New Move — Clinch & Knee Strike (
Moves.CLINCH_KNEE):- Input: Press
Kick(V) orShove(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 (
5.0damage, 35% armor bypass, breaks shields, and stuns for0.9s).
- Input: Press
- New Move — Spinning Back Kick (
Moves.SPIN_KICK):- Input:
Sprint + Kick(V) orBack (S) + Kick(V). - Effects: Explosive 360-degree spinning back kick to the solar plexus/liver (
6.5damage, heavy knockback, breaches wooden doors, and stuns for1.1s).
- Input:
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 for4.25s, with a bladed torso angle, fencing footwork, and an active offhand counterbalance poise.
- Swinging, blocking, parrying, or squaring up against a target with a Sword, Axe, Trident, or tagged blade (
- Held Weapon Guard & Blade Parrying (
Hold Right-ClickorHold Rwith 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
0.25sof 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-Clickwhile holding Weapon Guard slashes or thrusts directly out of your guard without dropping your stance, then smoothly flows back into guard (swYieldin 1st person andfreeR/freeLin 3rd person). - Pommel / Haft Strike (
G/Shovein Weapon Guard): Deals a fast close-quarters strike with the weapon's pommel or shaft to break enemy guards and daze targets.
- Strike Out of Guard: Pressing
4-Stage Sword Combo, Offhand Choreography & Micro-Lunge Footwork
- 4-Hit Dynamic Sword Combo (
Left-Clickchain within1.1s):- Forehand Diagonal Slash (
kind = 0): Sweeping cut from right to left with offhand counterbalance extension. - Rising Backhand Moulinet (
kind = 1): Snappy reverse wrist-cut from left to right. - Piercing Estoc Lunge (
kind = 5): Deep profile thrust straight down the centerline with offhand rear counterbalance and a subtle camera FOV lunge. - Two-Handed Overhead Cleave Finisher (
kind = 2): The offhand grips the pommel for a crushing two-handed vertical cleave.
- Forehand Diagonal Slash (
- 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.
- Axes:
- 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 (
Dodgewhile in Weapon Guard orbladeStance,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.
- Striking an armed opponent while they are mid-swing (
- Instant Master Riposte (
Moves.RIPOSTEonLeft-Click):- Pressing
Left-Clickduring 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.
- Pressing
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.
- Continuously evaluates your stealth level (
- New Move — Silent Takedown / Backstab (
Moves.TAKEDOWN):- Input: Attack an unaware or non-aggroed target from behind (
rear 120° cone) while stealthed (SneakingorCrawling). - 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.
- Input: Attack an unaware or non-aggroed target from behind (
- 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 InstinctsStealthSensorvision cones, hearing thresholds, and squad alert propagation.
- Exports real-time stealth metrics (
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.
- All transitions between normal idle, Boxer Stance, Fencing Stance, Held Guard, and attacks use rate-limited Hermite smoothstep (
- Organic Breathing, Post-Combat Panting, Weight Shifting & Inertia:
- Multi-Harmonic Breathing & Exhaustion: Natural chest, shoulder, and 1st-person hand breathing (
sin + cosharmonics) 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.
- Multi-Harmonic Breathing & Exhaustion: Natural chest, shoulder, and 1st-person hand breathing (
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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