Recrafted-Moves-forge-1.20.1-1.4.0.jar
Curse Maven Snippet
What's new
Recrafted Moves — v1.4.0 Changelog
«Living Kinematics & Physical Combat»
Highlights
- Creatures that really fall. A creature whose balance breaks goes down as a real physical body, read from its own model (vanilla or modded, nothing written per creature). The kick throws it, it flies, lands with dust and a thud, slides and rolls on the real blocks under it, lies dazed with stars over its head, then gets up the way a body does: head first, propped on its arms, feet drawn in, knees bent.
- Finishing blows for every weapon. A charged attack at a fallen foe is your weapon's own coup de grâce: a sword plunged down two-handed, an axe over the back, a spear pinning it, a dagger from a knee, a fist slammed down. Hit-stop, a dip of the view, a ring of dust. New advancement Coup de Grâce.
- Creatures feel exactly where a blow lands. The struck part swings by the blow's lever, what hangs on it lags and whips (heads, arms, tails, ears), and the body answers: the face turns away, the arms guard, the legs step, the knees buckle. All 77 creatures in the game, and any modded one with a normal model.
- Creatures die as bodies. Humanoids fall as a ragdoll shaped by the killing blow; beasts tip over with their weight, limbs going slack onto the ground. A creature killed by a kick flies off as a body.
- Every weapon fights its own way. Swords, axes, spears and tridents, daggers and fists each have their own stance, chain of blows and signature blow. The cooldown bar is the rhythm; how you move (sprint, jump, crouch) picks the blow, with no new keys.
- Posture, hit zones and creatures that fight back. One balance, one way down; legs slow, head blows daze; heavy attacks you can read and dodge; guards that an axe or a kick breaks; skeletons that hop back out of reach.
- Living bodies. Knees and elbows that bend, feet on steps and slopes, a hand on the wall, body inertia, weighty landings, hits that snap, living idles, cartoon squash & stretch.
- Flow and the world. Shoulder-barge through doors, swan dive, corner tic-tac and shaft climbs, combat in the saddle, hands that eat, uncork potions and read maps.
- The 1.3 walk and a full roll on Alt in any direction, as players asked.
- For modpacks: datapack weapon profiles, entity tags, an API with events, and a
mobKnockbackswitch.
Server and client must both run 1.4.0 (network protocol 7). A 1.3.x client cannot join a 1.4.0 server and the other way round; clients or servers without the mod at all can still connect (vanilla combat there).
1. Creatures that really fall (mobFalls)
- A body in the world. The first time a creature is thrown, its whole body is read from its model: the middle of its weight, how hard it is to turn each way, and the points that touch the ground (trunk, head, legs as far as they bear it, arms when it props itself on them).
- Thrown by the blow. The server's push throws the body with its creature; the blow's lever turns it about its middle: a kick to the chest sends it over backwards with its legs coming up, a kick high on a cow rolls it, a spider is flung with its legs flailing.
- Kept on its feet. A hard kick that does not knock it down still throws it: it leans back, its arms go out for balance, its feet reach to catch it, its knees take the landing.
- Knocked down.
- Its legs give: knees fold, legs splay, and the body comes down onto them, never through them.
- It goes over the edge of what it stands on, onto whatever side its build and the blow give it: a man on his back or his face, a cow or a cat on its side, always the way the push really went.
- A body too wide to go over (a spider) crumples onto its belly with its legs splayed on the ground.
- Arms fling up going over backwards and reach for the ground going over forwards; the chin tucks.
- Lying. Dazed and loose: it breathes, a limb twitches, stars circle over its head. Arms held up by its own animation (a zombie's) let go.
- Getting up, a little differently each time: the head leads, it rolls off its back or side, props itself on its arms, draws its feet in with its knees bent, and stands, easing into its own animation with no jump.
- Special bodies: slimes go flat as a pancake, bats and phantoms spin out, fish turn belly-up, bosses drop to a knee.
- Dominoes. A creature kicked into a crowd knocks up to 3 others off their feet like bowling pins.
- Dying. A creature that dies thrown, lying or getting up goes on as the same body, gone slack. One killed by a kick, a shove or a heavy blow flies off as a body instead of tipping over where it stood.
Every ground, every shape
- Blocks by their real shapes. Bodies rest on slabs, stairs, fences, walls, panes, doors, cauldrons, chests, snow layers, path blocks, farmland, soul sand and honey by their real shapes.
- Walls. A body thrown against a wall or the riser of a step is pushed back out sideways, with friction, a little bounce and a thud; a limb pointing straight into a wall pushes the whole body off it. What counts as a wall depends on size: a slab is a wall to a man, a step to a giant.
- Limbs on the real ground. Arms, legs, heads and tails rest on the ground, not in it, and are out of a wall or a tree trunk in the same tick the body moved. A spider's slanted legs lie on the ground with their own shape.
- Chains lift themselves. A tail segment caught in the ground is lifted by the part that carries it.
- It stays with its creature. It is drawn back as soon as it strays farther than its own size, slides along a corridor wall with its creature, and climbs back out of a pit as it gets up.
- Kicked again. A creature kicked as it lies, or struck as it gets up, flies off again with its body.
- Never up in mid-air, never into a wall, never snapped onto its feet. A body still flying waits for the ground; one thrown again late finishes getting up quickly (at most 0.8 s past its time); a giant that took long to fall hurries its rise and still stands in time.
- No standing on its head. A long body (a cow, a horse, a sniffer) that comes down on its rump or its head no longer stays balanced on that end: it goes over onto its belly or its side. A dead humanoid landing on its head and shoulders topples over.
- Water carries and slows a body; a dead body sinks to the bottom in a couple of seconds.
- No tops. How fast a blow can spin a body is capped; light creatures no longer spin like tops.
2. Creatures feel the blow
- Where a blow lands matters. The server works out the point where the blow meets the creature (the attacker's aim, where a projectile strikes, the side an explosion faces, the body part a move targets) and sends it to clients.
- Every creature's own body, read from its model: the core, the legs, the head, the arms, what hangs on (tails, ears, wings, fins, tentacles, manes, a witch's hat), parts drawn over one another (a hat over a head), and for each joint where it bends, what it weighs and how far it can go. Without a readable model a creature still leans as a whole.
- The blow. The struck part turns about its joint by the lever of the blow; every joint up the chain turns too, less the farther it is; the whole body leans about its feet. A heavy creature barely moves where a small one is thrown about. Joints slow as they near their limit and stop there without bouncing.
- What it carries lags: a head whips back, arms swing through, a tail lashes, ears flap.
- It answers: the face turns away and the chin comes down, the arms guard or reach out to catch a fall, the legs step the way it is pushed, the knees give under a heavy blow, then it settles back within a second and a half.
- Never twice the same. Every blow's way, every joint's share and beat differ a little.
- Knees for every long leg: humanoids, golems, cows, horses, wolves, llamas, camels bend at the knee (hind legs the other way), with the same bending mesh as the player's.
- No more scissor-legs on a hit: a hurt creature's legs swing only as fast as it actually moves.
- Everything follows the body: held items, a pumpkin on the head, armour, a sheep's wool, a slime's outer layer, a stray's clothes.
- Works without mixins: a hook cube added to each model part poses it for the draw and puts it back afterward. A model of another mod that fails is let go of, never a crash.
3. Creatures die as bodies (mobRagdoll, client, on by default)
- Humanoids fall as a ragdoll shaped by the killing blow: from the front onto the back, from behind onto the face with the arms out, from a side crumpled sideways, struck on the head the head snaps first, legs swept onto the face, a heavy blow throws it off its feet, a weak one folds it at the knees, fire or poison makes it slump.
- Any other creature tips over with its weight about the edge of its real body, faster and faster, and lands with a thud and dust; spiders flip onto their backs. Its joints go slack: limbs trail and flop, whip on landing, and come to rest on the ground.
- Heads and arms no longer wrench round. Each limb and the head carry their turn smoothly from frame to frame and never twist about their own length (before, a zombie's outstretched arms and a bent head could spin and look torn out of their sockets). A limb or head touching the ground is turned out of it gently, never jerked.
- Flames go with the body. A creature that dies burning no longer leaves a pillar of fire where it died.
- After the fall the body lies a moment, then goes up in smoke where it lies.
- Kept as in vanilla: bosses, slimes (they split), shulkers, swimmers in water.
4. Finishing blows (finishers, server; "Finishing blow camera", client)
- Sword — both hands on the hilt above the head, plunged down.
- Axe & heavy weapons — over the back, arched, brought down with the whole body.
- Spear & trident — the shaft raised upright, driven down to pin it.
- Dagger — dropped onto a knee, the reverse-grip point driven in.
- Fists — raised high and slammed down.
- The blow lands as the weapon comes down: hit-stop, a dip of the view, a burst and a shock ring in the dust. Everyone around sees the wind-up.
- Ready when you are: the weapon rises a little, a soft ring sounds, a glint shows over the body, gold ticks close round the crosshair (with "[Attack] coup de grâce" the first few times).
- Fair: one per fall, +50% damage (the stance cap), the foe stays down a moment after it, never on players, pets or allies. It goes through the vanilla attack, so Looting, Fire Aspect, durability and other mods work as usual. A click that cannot be a finishing blow is a plain attack.
- New advancement Coup de Grâce.
5. Weapon stances & chains of blows
- Archetypes: swords, axes and heavy weapons, spears and tridents, daggers, fists. Modded weapons are recognised by item tags, datapack profiles, class, or their attack speed and damage.
- Chains:
- Sword: slash → backhand → step-in thrust; a half-sword grip against armour.
- Axe, hammer, mace: side swing → cleave that breaks raised shields and knocks creatures down.
- Spear & trident: two-handed, a sprinting lunge up to 4.2 blocks, a crouched ankle sweep, a braced shaft against charges.
- Dagger: reverse grip, +50% in the back, a slide-dodge round an attacker's flank.
- The cooldown bar is the rhythm: a chain goes on only after a charged blow that hit; spam-clicking starts it over.
- How you move picks the blow: sprint, jump or crouch as you attack.
- Real two-handed grips for polearms and heavy weapons, solved onto the shaft with the new elbows.
- Fair by construction: bonuses capped (+50% vs creatures, +25% vs players); players are never knocked down (a short stagger at most); no teleports, no invulnerability-frame resets.
6. Posture, hit zones & creatures that fight back
- Posture: every charged blow, kick, shove and slam unbalances a creature; when its balance breaks it goes down once (a boss only staggers), and cannot be put down again for a while. Spam does nothing.
- Seen without a HUD: crit sparks at half balance, a sway and dull shield-like rings near breaking, a shield-break crack when it breaks.
- Hit zones on humanoids: legs slow and trip, head blows daze (a skeleton loses its draw, a witch her potion, an evoker its spell). A kick or shove into a raised shield breaks the guard.
- The world hurts: creatures thrown into walls, fence edges, anvils, campfires and magma feel it. No blocks are ever changed.
- Readable heavy attacks: vindicators, piglin brutes, wither skeletons and iron golems wind up a wide sweep (crouch, slide or go prone under it) or an overhead crush (step aside, block or parry). A whiffed or blocked heavy costs them their own balance.
- Guards: vindicators and piglin brutes raise their guard after a flurry (half damage from the front); an axe's cleave, a kick or a shove breaks it, a blow in the back goes round it.
- Hops: skeletons, strays and pillagers crowded up close crouch and hop back, never off a ledge or into lava; a blow at the legs stops the hop.
- Players are never part of it: no posture, never pins, never dazed.
- Fix: a kick, weapon blow or punch that breaks a creature's balance now downs it for the full 2.5 s (its own stun used to cut the knockdown short).
7. Living bodies
- Knees & elbows (
bendLimbs): the skin, its second layer and armour bend around a mitred joint. - Feet on the ground (
groundIk): each foot stands on its step, slab or slope; the hips follow smoothly; the body leans into a slope. - A hand on the wall, shoulders turned in a one-block passage.
- Body inertia (
bodyInertia): the torso lags a quick turn, leans into curves, the head nods and arms fly out on a landing. - Blades ring off walls (
wallClank): a swing into a wall stops with sparks and a ring; with a wall in the way of the cut the character thrusts instead. - Landings with weight, hits that snap, living idles (breathing, weight shifting, a ready bounce).
- Cartoon style (
cartoon) like Minecraft Dungeons: squash & stretch into jumps, landings and blows. - Other players move like you: landings and leans are taken from how they moved each tick.
- The trident drawn back like a javelin in first person: point first beside the crosshair, the fist on the shaft, a tremble at full charge and a follow-through on the throw.
8. Walking and the roll (player feedback)
- Walking and running exactly as in 1.3.5. The planted gait is gone (the
liveGaitoption no longer changes anything); landings, flinches, idles and cartoon squash stay. - Alt is a full roll the way you move: forward (or standing), backward, over either shoulder; walking or sprinting.
- Sneak + Alt + a direction is the low slide-dodge (the reflex slide with an attack coming); Alt in a raised guard is still the slip and weave; Sneak + Alt standing still lies prone.
- In progression mode the roll is no longer locked; the "Combat Roll" technique now opens the breakfall.
9. Flow, mounted & the tactile world
- Shoulder barge (
doorBarge, server): sprint into a closed wooden door or fence gate and it swings open; a creature behind it stumbles back. Iron doors and protected doors throw you back; doors are never broken. - Swan dive: from three blocks or more, looking down at deep water, you go in head first and glide into a swim.
- Momentum flow: corner tic-tac, and kicks up between two facing walls to climb a shaft.
- In the saddle: lean out to strike beside a gallop, turn the shoulders to draw a bow to the side, leap off a cantering horse and land running.
- Hands in everyday use: food to the mouth, a potion uncorked with a pop, a map read in both hands, a compass or clock glanced at, arms out for balance on a fence top.
- The grab (clinch): bare hands, Shove (G) at arm's length on a dazed, fallen or unaware foe; a crosshair cue shows when a grab is possible.
- The chest search ends once the chest's screen is open: the view eases back and the hands sink out of sight.
10. Settings
- Client:
bendLimbs,groundIk,bodyInertia,wallClank,liveMobs,cartoon,mobRagdoll, "Finishing blow camera". - Server:
posture,mobHeavyAttacks,mobFalls,finishers,mobGuards,mobHops,doorBarge. mobKnockback(recrafted_moves-common.toml):FULL(default),NO_LAUNCH(creatures are pushed along the ground but never lifted into the air),NONE(a player's attacks and moves do not move creatures at all; damage and posture still apply).
11. For modpacks
- Datapack weapon profiles in
data/<namespace>/recrafted_moves/weapon_profiles/(format indocs/weapon_profiles.md), reloaded with/reload. - Entity tags:
humanoid,heavy_attackers,guards,tactical,no_fall,no_pin,bosses. - API v1 (
RecraftedMovesApi,docs/api.md): queries, a per-player move switch, and Forge eventsMoveEvent,ComboNodeEvent,PostureGainEvent,PostureBreakEvent,FinisherEvent.
12. Network (protocol 7)
- New packets:
WeaponProfileSync,StanceInput,StanceBlow,Lunge,PostureCue,MobTelegraph,Downed,Execute,FinisherCue,MobGuard, and the point a blow lands. All small and event-driven; every move is validated on the server.
13. Fixes
- Server crash when a dazed piglin, hoglin, villager or axolotl tried to pick a target: the change of target is now refused instead of cleared.
- Heads and arms wrenching round when a creature dies or is kicked.
- Bodies standing on their heads or sitting bolt upright on their rumps.
- A pillar of fire left where a burning creature died.
- A knockdown cut short by the blow's own stun.
- Vanilla's scissor-legs on a hurt creature.
- Bodies sinking into slabs, stairs and steps, limbs in walls and tree trunks, spider legs seesawing into the ground, light creatures spinning like tops, bodies getting up in mid-air or being snapped onto their feet.
14. Technical & verification
- Self-test groups (
gradlew runClient -PselfTest -PselfTestOnly=<group>):hitreact— real blows on 14 kinds of creature from every side, light and heavy, plus killing blows: 144/145 (the one miss is a dead cow measured at 85° on its side while still settling).creatures— all 77 non-boss creatures struck once: 77/77.tumble— real kicks, kicks that kill, and all 55 walking creatures knocked down and back up: 127/127.wow30/30,fixes15/15,posture15/15,commenter14/14,roll.gauntlet— throws every walking creature (or its young, with or without AI) onto one of 34 grounds with one of 8 blows from any side and one of 9 follow-ups, never repeating a scenario. Twelve batches, well over a thousand scenarios; every fault found was fixed for all creatures at once. The last batch passed 162 of 166.- Studio — frame-by-frame films of throws and deaths (zombie, husk, skeleton, villager, cow, wolf, pig, horse, sheep) checked by eye.
15. Known issues
- A few rare edge cases from the last gauntlet batch: a dead body can end slightly in the ground in an unusual spot, and a limb can rest a little in a block (for example a strider's bristles under its own body, a piglin's arm pinned against a corridor wall).
- A living creature that is burning while knocked down shows vanilla's upright fire at its position.
- A cow knocked onto its rump sits there about half a second before toppling.
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