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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-1.20.1-1.4.1.jar

File namerecrafted-moves-1.4.1.jar
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FitalsFitals
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Nov 13, 2026
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Forge
File ID
9589414
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R
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Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:recrafted-moves-1732590:9589414")

Learn more about Curse Maven

What's new

Recrafted Moves — v1.4.1 Changelog

«Open-air adventure»

Highlights

  • Free climbing, free on the wall. Climbing is no longer limited to going up or along a diagonal: on any wall you move in any of eight directions at one pace, across every block of the face, past holes in it, and round its corners, in the spirit of open-world climbing games. (Asked for in the comments: "make it so free climbing does not limit you to only going vertical or diagonal".)
  • Leaps on the wall. Jump with A / D held leaps across the face; S + jump kicks off the wall backwards into the air; standing still on a foothold is a rest.
  • Flurry. A perfect dodge of a creature's blow catches it off guard: for two seconds up to five blows land at full strength whatever the cooldown bar.
  • Perfect guard. A shield raised just as an arrow arrives sends it straight back at the archer; a parried projectile flies back at its shooter too.
  • Aerial archery. Draw a bow in mid-air and you go into concentration: the fall slows to a drift, the view closes in, the heart beats, the body stills over the shot; every arrow is drawn to full at once and flies as a critical shot, several in one hover. Arrows in the head do +50%.
  • Staggers, glory kills and critical blows. A creature worn down reels with a glint at its head; the attack key dashes in for a finishing combination played as a short cut scene (camera cuts, letterbox, held beats), the creature answering every blow with its whole body: thrown up, slammed down, dropped to its knees, turned, thrown off the weapon. Big creatures and bosses open up for a leaping critical blow instead. The warden has its own: its heart is the weak point; a heart strike drops it to a knee, and the heart breaker tears the heart's light out while its last cry goes up into the sky as a sonic boom.
  • Silent kills. Crouched or prone behind a creature that has not noticed you (a red mark shows on its back), the middle mouse button takes it from behind as a quiet cut scene: the hand over its mouth, a blade in the back and across the throat; a stamp to the knee and a chop; a spear run through it; a choke and a twisted neck; or a fall from above onto it. Its cry is choked off, the blows are muffled, the screen's edges darken, and the fighter looks round once it is done.
  • Techniques by commands, for quest packs. A server option keeps every technique locked until /recraftedmoves unlock <players> <technique|all> opens it, for example as an FTB Quests reward. The dropkick now comes out reliably.
  • The wild reacts. Animals bolt from a player who runs at them and let one who creeps up come close; in a thunderstorm, metal in hand or on the body can draw lightning, after a crackling warning.
  • Blows with weight, in the spirit of open-world action games. Every weapon blow and punch has been redrawn, in third and in first person: a short wind-up with a held beat at its top, a snap through the target, the follow-through held as a readable pose, the hips leading the shoulders, a real step in with the front foot put down as the blade arrives and the body sinking into planted knees, the free hand flung back against the blow. A combo now flows: each blow starts from where the last one ended. The fighting stance is open (the point held out at the foe instead of a sword stood up across the face), and in first person the weapon sweeps across the whole view and no longer drops out of sight after every swing.

Nothing new is added to the game: no items, blocks or keys. Everything is built from vanilla things and the mod's own moves, and every feature has its own switch.

Network protocol 8 (was 7): the glory kills add one server-to-client message (GloryCue) and the silent kills a flag on the finishing request, so client and server must both be on 1.4.1 to play together with the mod on both sides. A server or client without the mod at all still connects, as before.


1. Free climbing (wallClimb, client)

  • Straight across. A / D on a wall now carry you sideways on their own as readily as W carries you up. Before, a sideways move needed solid wall at exactly chest height right next to you and was slower than climbing up, so on most real walls only W and the W + A / W + D diagonals felt like they worked.
  • One pace in every direction. Up, down, across and the diagonals all move at about the same speed; a diagonal is no longer faster than going straight.
  • Across uneven faces. The hands hold on to anything solid in front of the chest and arms, so you keep moving across a wall with a window, a missing block, a slab or a fence in it.
  • Round the corners.
    • Outside corner: climb to the edge of a face and keep going: hand over hand past the edge and onto the side face, so you can go all the way round a pillar or a tower.
    • Inside corner: climb into a corner and you turn onto the wall ahead and carry on along it.
    • The same key keeps you going the same way round; the body turns onto the new face over a few ticks instead of snapping. A corner costs a little stamina.
  • Leap across. Jump with A or D held leaps that way across the face, a little up, as far as the wall goes. Jump alone still leaps up.
  • Kick off backwards. S + jump pushes you off the wall, out and up, into the air: open the glider or draw a bow (see aerial aim). You are not caught back by the ledge for a moment.
  • Rest on a foothold. Standing still on a step or a ledge while on the wall costs no stamina.
  • Ledge catches, pulling over the top, letting go with sneak, and slipping in the rain work as before.
  • Fixed: the head no longer spins. After you had turned round a few times, grabbing a wall (and letting go with sneak) whirled the head through several full turns. The body now keeps facing the wall in the same turn as your look, and the head's angle is always taken the short way round. The same applies to hanging from a ledge and to the wall-run.
  • Fixed: arms through the wall when coming down. Letting go with sneak drops you into the wall slide, which held both arms out level whichever way the wall was, the elbows folding them into it. Now the body turns to the wall and the palms slide down it above the head. Grabbing a wall and letting go also bring the arms up and down past the sides, not through the wall.

2. Flurry (flurry, server)

  • Dodge a creature's melee blow at the last moment (a perfect dodge, with the chime) and the attacker reels for two seconds, with a flash of sparks and a high ring.
  • In those two seconds up to five blows at it count in full, even if you swing before the cooldown bar fills (never more than a fully charged blow of that weapon, +10%). Each keeps it reeling and lets the next one land at once (vanilla's half-second of hurt immunity is cut for the burst), with a crit spark and a ring that rises with every hit.
  • Only after a perfect dodge of a creature's own blow at close range; never against players or bosses. A blow at any other creature is an ordinary one.

3. Perfect guard (shieldDeflect, server)

  • Shield: raise a vanilla shield just as an arrow, a trident or another projectile arrives (the first few ticks it is up) and it flies straight back at whoever shot it, aimed over the arrow's drop, with a bright ring and sparks. The shield takes 1 durability. Raised earlier, it blocks as in vanilla.
  • Parry: a projectile parried with a weapon or bare hands now flies back at its shooter too when the shooter is roughly in front of you; otherwise along your look, as before.
  • Fix: a parried arrow used to be turned round again by its own hit code and drop weakly at your feet; the send-back is now applied after it, so it really flies.
  • Ghast fireballs and other powered projectiles keep flying the new way.

4. Aerial archery (aerialAim, client; headshots, server)

  • Draw a bow in mid-air off a height (more than about a block and a half above the ground) and you go into concentration: your fall eases into a slow drift, your run carries on more slowly, and the moment holds for you.
  • You feel it focus:
    • The view closes in a little on the shot, the edges of the screen darken and the world cools to a faint hush, in first and third person.
    • A soft ringing tone marks the moment of focus, and a quiet heartbeat beats under it while you hang there.
    • The body goes still in the air over the shot: the front knee drawn up, the back leg trailing loose and a little apart, the body leaning a touch into the bow, no sway, the head steady on the aim, only a slow breath moving the legs. Other players see it too.
  • Shooting in concentration (server on 1.4.1):
    • Full draw at once: an arrow drawn for only a few ticks flies at full power.
    • Critical arrows: every arrow loosed in concentration is a critical shot with its sparkling trail.
    • Several shots in one hover: after a shot, the concentration holds for a breath (0.6 s) while the bow is in your hand, so you can nock and loose again, as long as your stamina lasts.
  • Headshots, for every arrow a player shoots: an arrow in a creature's head (the top quarter of its body) does half as much damage again, with a burst of sparks at the head and a ring the archer hears wherever they stand. It does not apply to creatures too small to have a head worth aiming at.
  • What it costs: stamina, about 5 seconds of hovering from full. It ends when you land, run out of stamina, or put the bow down (or go a breath without nocking). It works once each time you leave the ground: a moment to aim, not a way to fly.
  • With the server on 1.4.1, the drift also clears the fall you built up before it.
  • Combine it with a back kick off a wall (section 1), a jump off a cliff, or the glider.

5. The wild reacts (server)

  • Skittish animals (skittishAnimals): cows, pigs, sheep, chickens, rabbits, horses and other passive animals bolt from a player who sprints at them, with a startled cry, and keep running while you chase them. Walk or sneak up and they let you come close, as in vanilla; hold their food and they stay calm. Tamed, leashed, ridden, breeding, neutral (bees, llamas, polar bears...) and already-skittish animals (foxes, ocelots) are left alone.
  • Metal draws lightning (metalLightning): in a thunderstorm, under the open sky where the rain falls on you, a metal weapon or tool in hand (iron, gold, netherite) or metal armour (iron, gold, chainmail, netherite) can draw a strike, more likely the more metal you carry. Three seconds of warning first: a rising charge sound, sparks crackling from your hands and body. Put the metal away or get under a roof and the strike does not come. Never in creative or spectator.

6. Staggers, glory kills and critical blows (staggers, server; gloryCamera, client)

In the spirit of the glory kills of fast shooters, built from vanilla: no new keys, items or HUD.

The stagger: the hint.

  • A creature that fights (a monster, or anything that is after a player) and is brought by a player's blows (or arrows) to its last 30% of health reels for 3.5 s: held where it stands, its guard gone.
  • It sways side to side (its own body, the same rig as the hit reactions), and a glint circles its head: blue while the moment lasts, turning orange and quicker as it runs out, gold for a big one's opening.
  • When it starts there is a ring and a dull knock for everyone around. Aimed at within a dash of reach, your weapon rises and a soft ring sounds once.
  • Passive animals, pets, allies and players never reel. A creature knocked down keeps the 1.4.0 finishing blow instead.

The glory kill: the click. The attack key at a reeling creature (aimed at, or the nearest within 30° of the aim, up to reach + 2.5 blocks) takes the moment:

  • The dash. A push of the body each tick (collisions and all, never a teleport) brings you to striking distance by the first blow. The view is drawn onto the creature, and you are planted for the blows.
  • The combination. It depends on the weapon and where you are. Each blow is a full swing with its trail and hit pause, the body lunging, twisting and kicking with it. The creature answers each blow with its whole body (moved by the server, so everyone sees it):
Move Blows What happens to the creature
Sword, in front a cut across, a rising backhand, a thrust through turned half round, dropped to its knees, thrown off the blade
Axe or hammer a rising blow, a two-handed cleave thrown up about a block, then driven into the ground (dust, a heavy thud)
Spear a thrust, a kick off the shaft lifted on the point, kicked away
Dagger two stabs, a slash dropped to its knees, thrown back
Bare fists jab, hook, uppercut rocked, turned by the hook, launched by the uppercut
From behind a kick to the back of the knee, then a stab (or the cleave) dropped to its knees, then thrown or slammed
From the air a falling blow slammed down
Something small (under a block tall) the weapon's 1.4.0 finishing blow, struck down at it
  • The blows go through the vanilla attack: enchantments, durability, loot and other mods see normal attacks. Each lands at the weapon's full damage whatever the cooldown bar; the ones before the last never kill, and the last always does.
  • The reward: a quarter of your stamina back and a few experience orbs. Fighting in close pays.

The critical blow on big creatures.

  • A big creature (a boss, 60 health or more, or far bigger than a person: iron golem, ravager, warden, hoglin, modded giants) reels for 2.5 s each time it loses a third of its health. A huge one (a boss, or 200 health or more) reels at each quarter.

  • The click is then a leap at its head: you spring up, legs tucked, and bring the weapon down for 2.5× the weapon's full damage, and never less than 6% of the creature's health (so it still counts against a giant). The creature drops to one knee for a breath and the opening is spent.

  • Glory-kill thresholds by size:

    Creature Reels for a glory kill at
    Ordinary its last 30%
    Big (60+ health) its last 20%
    Huge (200+ health) its last 15%
    Boss that stands on the ground (the warden; not one that flies or swims) its last 10%

    The ender dragon, the wither and the elder guardian are never finished this way.

A held creature does not strike back. While a creature reels or takes its glory kill, it cannot hit you:

  • a goal's blow and a brain's blow are both blocked;
  • a creature with a brain gets the vanilla cooldowns: no blow and no warden sonic boom (one already charging is not fired);
  • a warden cannot dig away into the ground (where vanilla makes it unhurtable).

Other creatures around can still hit you.

The warden: the heart. The warden gets its own staging, built from what the game gives it. The weak point is the light that beats in its chest. Everything below is vanilla: its pose, its tendrils, its sounds and particles.

While it reels:

  • its tendrils keep thrashing;
  • souls seep from its heart;
  • its heartbeat sounds, quickening as the moment runs out;
  • the glint circles its chest, not its head;
  • at its last 10% it rears back in a roar of agony (its own roar animation and sound) until you come in.

Heart strike (the critical blow, at each quarter):

  • the dash, then a spring up to its chest, not over its head;
  • the point driven into the heart: the souls burst out with its heartbeat and a hurt cry, and it drops to a knee for a breath;
  • you kick off its chest back to the ground.
  • Damage: 6% of its health (30) even with an iron sword.

Heart breaker (the glory kill, 2 s):

  1. A cut through its knee: the knee gives, it drops to it, the ground shakes and the dust flies.
  2. You spring up onto the bent knee and drive the point into its heart: a burst of souls, the heartbeat slowing.
  3. The blade torn out with the heart's light, and you kick off its chest. Its last cry goes up into the sky as a sonic boom, a column of its rings rising from the chest (harmless), its soul rises with it, a ring of sculk charge spreads over the ground, and it topples back.

Its cut scene: three shots, then back.

  • wide: low, the warden towering;
  • hero: down by its feet, looking up its body at the heart as you rise into frame;
  • epic: far out on the other side, drawing back and tilting up with the cry into the sky.

The cut scene (gloryCamera, client, on by default; off: everything plays in your own view):

  • Wide shot: from the side of the line between you and the creature (the weapon arm's side if no wall is in the way), drifting in with the dash. For the leap it is low, looking up at you in the air.
  • Kill shot: just before the last blow, a cut to the other side, low and close, three-quarters onto your face. It holds where the two of you stood, so the body is thrown across the frame, and it pushes in, tilted a few degrees. Every blow shakes the shot; the last one holds a beat with a flash.
  • Back: it glides back to your own view and your camera mode is restored.
  • Letterbox bars slide in, and the HUD steps aside (but chat).
  • The camera never goes into a wall.
  • Only on your screen: the world never slows, other players see the fight as it is, and you can be hit meanwhile. No invulnerability.
  • Each blow:
    • a short punch of the field of view (stronger on the last);
    • the shot shakes along the line of the blow, not as random jitter;
    • on the kill shot the camera lurches in at the moment the killing blow lands.

How it moves. Each blow is the fight's own full swing, with its arm path, grip, trail and hit pause. Over it, the whole body plays the move:

  • The dash: a sprint lean, the legs cycling under the body, and the ground kicked up behind the feet. A leap leaves a ring of dust where the feet left the ground.

  • Every blow:

    • a coil before it: the torso wound the other way, the knees sunk;
    • the whip through it;
    • an overshoot after it that settles like a spring;
    • a step into it, changing the lead leg blow by blow, with the last one a long lunge;
    • the body leaning into a cut.

    How each kind of blow moves:

    Blow How the body moves
    Thrust drawn back on the rear leg, then driven from the hips
    Cleave wound high and back, then everything brought down with a bounce at the bottom
    Rising blow starts sunk low and lifts the whole body
    Uppercut loaded low, rising up on the toes
    Kick chambered first
  • The grab. The free hand takes the foe and hauls it onto the point (from the server, so everyone sees it):

    • sword: the shoulder, before the thrust;
    • dagger: the collar, through both stabs;
    • from behind: the head.

    The foe's upper body is yanked towards you as it happens. A half-sword thrust lets go of the blade for it.

  • The finish. Once the foe is dead, a held flourish:

    • a sword or dagger is flicked clean, out and down to the side, and held low;
    • an axe or hammer is laid back on the shoulder;
    • a spear is planted upright;
    • a bare fist is pressed into the palm.

    Meanwhile the body straightens and the head looks down at what is left. You are free to move as soon as the last blow is in (a beat after it): the flourish plays on, and the moves gained 0.4 s of tail for it.

  • The creature.

    • While it reels, it is rocked to one side, slumps forward over its knees, then is rocked to the other side.
    • Every blow throws the spray of the hit on through and out of its far side, along the line it was struck (sweeps on the cuts).
    • The killing blow bursts vanilla's dark damage hearts, with a hard crit and knock.

Silent kills

The stealth takedown (crouched or prone behind a creature that has not noticed you) is now its own short cut scene, built on the glory kills. It is no longer a single grab-and-hit.

  • How to do it.

    • From behind: when a small dark-red ring turns on the creature's back (with a low tick of sound, the weapon raised a little, and the on-screen prompt naming the button), press the middle mouse button. That is vanilla's pick block key, whatever it is bound to; anywhere else it picks blocks as always. The kick and shove keys still work too. The attack key there stays the plain sneak attack (2.65x damage with a blade), so you choose.
    • From above: the attack key (or the middle button) while falling onto a creature that is not after anyone, up to four blocks over its head; the mark shows on top of its head. No crouch needed.
    • Prone, you rise into it. It works on creatures no bigger than a person, never on bosses.
  • The moves, by what is in the hand:

    Weapon The kill
    Sword (and anything blade-like) The free hand clamps over its mouth and wrenches the head back; the point goes into its back (it arches in the grip); the edge is drawn across its throat; it is let down to the ground
    Dagger The hand over its mouth, three quick stabs under the ribs and into the neck
    Axe or hammer A stamp to the back of the knee drops it; the free hand bows its head; one chop to the back of the neck drives it into the ground
    Spear or trident A hand on its shoulder; the point through its back lifts it off its feet; the shaft wrenched out to the side
    Bare hands The arm round its throat and the other hand behind its head; it fights the lock (thrown side to side, legs kicking, feet scrabbling at the ground) through two squeezes; then the neck is twisted with a crack
    From above (any weapon) The fall steered onto it and driven down; the weapon plunged in as you land with a knee on its back; it is slammed to the ground

    Something small gets the weapon's blow down at it, as in a glory kill.

  • Held, not thrown. From the grab to the kill, the server holds the creature tight in front of you, facing away, its head wrenched back (bowed for the chop). Everyone sees the same thing. The last blow always kills, lays the body down instead of throwing it, and gives back a quarter of the stamina and a little experience, as a glory kill does.

  • Quiet.

    • Its cry as it is taken, its hurt and death sounds, and your swing are muffled to a murmur (only during the kill).
    • The hits are low thuds and wet stabs instead of crits.
    • It raises no alarm with stealth-aware mods for the length of it, as the old takedown did.
  • Lethal.

    • The point comes out of its chest on the far side: the spray goes on along the thrust, with dark damage hearts.
    • The cut opens an arc across the throat, the hearts spilling down.
    • The chop drives the spray into the ground with block debris.
    • The twist cracks like bone.
  • The body.

    • A low, quick creep in (no sprint, no dust).
    • Braced and low while holding it, the weight back against it; the choke leans right back and rocks with its struggle.
    • Between blows the weapon stays cocked low at the hip, the point at its back.
    • After the kill you bend over the body as it goes down, rise into a crouch and look one way and the other. The weapon stays low: a blade turned back along the forearm, an axe hanging at the side, a spear trailed low.
  • The cut scene (with gloryCamera):

    1. Over the shoulder: low over your free shoulder from behind, creeping in with the grab.
    2. Close kill shot: a cut on the first blow to a close, low shot on the weapon side, turned towards both faces and drifting round, jolted in on the killing blow.
    3. From the ground (drop only): looking up at you coming down, before the close shot.

    It lingers on the body, then glides back. The screen's edges darken (vanilla's vignette, deepened). Shakes are softer than a glory kill's, and the choke trembles through the shot. A blow lands with a short hold and a darkening of the screen instead of a white flash.

  • If it noticed you after all (between the cue and the click), the server calls the silent kill off and your click lands as the plain sneak attack it was.

6b. Techniques unlocked by commands (for quest mods such as FTB Quests)

Asked for in the comments: an option where all abilities stay locked until commands unlock them, to hand them out as quest rewards.

  • The option. New server setting unlockByCommands (off by default). When on:

    • every technique of the skill tree starts locked for every player, the basics (kick, push, dodge) too;
    • training no longer unlocks anything, though it still raises the attributes and their bonuses;
    • players cannot switch themselves to Full mode;
    • the locked hint and the skill tree say "Unlocked by the server (a quest or a command)" instead of a training goal.

    Creative and spectator players are never locked.

  • The command /recraftedmoves (permission level 2):

    Command What it does
    unlock <players> <technique\|all> Unlocks a technique, with the same toast and sound as one earned by training
    lock <players> <technique\|all> Takes it back
    xp <players> <attribute> <amount> Gives attribute experience: endurance, boxing, martial, defense, agility
    reset <players> Experience, training counters and given techniques back to the start
    list <player> What is unlocked and what is not

    Techniques: basics, sweep, roll, air_wall, boxing_combo, slide, parry_riposte, fly_kick, roundhouse, wall_parkour, stomp, finisher. The command also works without the option: it gives a technique early, in Progression mode.

  • In FTB Quests: add a Command reward such as /recraftedmoves unlock {p} sweep and turn on its "elevate permissions" setting (the command needs operator level).

  • The finisher technique covers all the finishing moves. The finishing blows on a fallen foe, glory kills and silent kills are now gated by finisher in Progression mode and in command mode, as the old takedown was. Until then the click is a plain attack.

6c. The dropkick comes out reliably

Also from the comments: "the drop kicking is super inconsistent". There were three causes:

  • A combo stole it. Kicking while sprinting within 0.7 s of another kick or punch gave the combo's roundhouse instead. Now sprinting on the ground always gives the dropkick; the roundhouse closes combos of standing kicks.
  • Running with jumps gave the air kick. A kick a moment after leaving the ground was the air kick, which is most of the time when you run by jumping. Now a kick early in a sprint-jump is the dropkick too: it rides the jump's arc, with no second spring in the air. Falling further, or not sprinting, it is still the air kick.
  • Hitting dropped the sprint. Vanilla drops the sprint when your weapon hits, so the next kick was a push kick. Now running forward at sprint speed counts as sprinting for the kick.

Client and server decide alike, so it is not corrected halfway.

6d. Blows with weight (client)

Every weapon blow and punch is drawn again, frame by frame, against the old ones filmed in the animation studio (gradlew runClient -PselfTest -PselfTestOnly=studio, which now also films the local player's own blows in first person, fp_sword, fp_axe, fp_spear, fp_fist, and plays each weapon's real chain of blows).

How it was: a sword blow lived two or three frames, a straight stick of an arm flicking in front of the chest; the legs stood in a fixed split stance; the thrust read as a poke at the ground; between blows the sword stood up across the face with the arms crossed; each blow of a chain snapped back to the stance before the next; in first person the arcs ran along the bottom edge of the view, the thrust went sideways and the weapon dropped out of sight after every swing (vanilla's cooldown dip).

How it is now:

  • The sword chain (slash, backhand, step-in thrust; the overhead in the air): the slash cocks the blade back over the shoulder, the hips fire first, the blade comes round flat through the target and wraps far to the other side, held there; the backhand rises from low on the far side and finishes high; the thrust is drawn back beside the head with the point on the foe and driven down into the chest at the end of a long lunge; the overhead goes down the back, over the top and on down past the front foot into a deep crouch. The arm bends at the elbow where a blade has to be cocked or drawn back.
  • Footwork for every weapon blow: the weight goes back in the wind-up with the front foot lifted, the foot is put down as the blade arrives and the body sinks into knees that stay on the ground (a lunge no longer hangs its feet in the air); the stride gives way to the blow.
  • Heavy weapons drag the whole body round in the side swing and slam into the ground in the cleave, held there before they are hauled back up. Polearms thrust level from the hip at the body, the shaft strike shoves forward, the low sweep turns the body after the point. Punches turn the hips, plant the feet, and slide the lead foot in with a jab.
  • Combo flow: a blow that cuts the last one short takes over from the pose it was in (body, feet and arms), in third person and in first.
  • The stance holds the point out at the foe on its own side, the free hand forward and ready.
  • First person: the blade comes in from beyond the edge of the view and leaves past the other, crossing the middle as it bites; the view rolls along the arc, nods into the hit and the field of view pinches; the thrust and the spear go straight into the crosshair; a weapon that just struck stays up through its cooldown.

7. Settings

  • Client (recrafted_moves-client.toml): wallClimb (now describes the free movement, the leaps and the rest), new aerialAim, new gloryCamera (also in the animation settings screen as "Glory kill cut scenes").
  • Server (recrafted_moves-common.toml): new flurry, shieldDeflect, skittishAnimals, metalLightning, headshots, staggers, all on by default; new unlockByCommands, off by default.
  • API: a glory kill, a critical blow or a silent kill posts the existing FinisherEvent (style "glory", "critical" or "silent"); cancelling it turns the click into a plain attack.

8. Already in the mod (not changed)

  • Updrafts: the glider already rises over lit campfires (higher over signal fires), fire, lava and magma blocks.

9. Self-test

  • The animation studio (-PselfTestOnly=studio, a review aid, not pass/fail) films each weapon's real chain of blows (the server's blows for another player: the blade's slash, backhand, thrust and overhead; the heavy side swing and cleave; the polearm's thrust, shaft strike, finishing thrust, low sweep and lunge; the fists' jab, cross, hook and uppercut), and new first-person takes fp_sword, fp_axe, fp_spear, fp_fist film the local player's own blows on a husk, every tick (contact sheets with tools/contact_sheet.ps1 -CropW 1 -CropH 1). The blows of 6d were judged on these films against the old ones. The glory (82/82), silent (82/82) and unlocks (21/21) groups pass with the new blows.

  • New group glory (gradlew runClient -PselfTest -PselfTestOnly=glory). For each of the sword from a 4-block dash, the stab from behind, bare fists, the axe, a cave spider and an iron golem:

    • it reels (server and client);
    • it is the click's target;
    • the right move is picked on both sides;
    • the cut scene starts, cuts wide → kill → back, never inside a wall, and gives the camera back;
    • the dash closes the distance;
    • every blow is a swing that is felt;
    • the last one kills and gives back stamina; for the golem, a 15-damage critical blow from an iron sword, it stays alive and you rise 2.5 blocks.

    It also checks:

    • the kneel after the kick from behind and after the leap;
    • the axe's rising blow throwing the husk about a block up;
    • the uppercut's launch;
    • a cow never reels;
    • it visibly reels;
    • the grab: the pose, the yanked body and the server's haul, for the sword and from behind;
    • the flourish after every glory kill;
    • the dust of the dash and the leap.

    82/82 pass. Filter to one case with -PselfTestStation=<part of its name>, for example -PselfTestStation=behind.

  • New group warden (gradlew runClient -PselfTest -PselfTestOnly=warden). A live warden with its own AI, faced to you once it reels; it never hits back at any point.

    • Heart strike:
      • it reels (server and client);
      • its tendrils and heart while it reels, with no roar;
      • the warden's own move is picked on both sides;
      • 30 damage from an iron sword, then to its knee, still alive;
      • the leap (1.5 blocks) and the kick off its chest;
      • the cut scene goes wide → hero → back, never in a wall, and gives the camera back;
      • your health unchanged.
    • Heart breaker:
      • the roar of agony;
      • the knee, the spring and the point in the heart;
      • the blade torn out kills it, and the cry goes into the sky;
      • stamina back;
      • the cut scene goes wide → hero → epic → back;
      • your health unchanged.

    22/22 pass. Found and fixed on the way: a warden summoned with NBT skips its spawn set-up and digs away at once; holding it now also stops a real one from digging away mid-scene.

  • New group silent (gradlew runClient -PselfTest -PselfTestOnly=silent). For the sword, the axe, the trident, bare hands and the drop from above, on a live zombie looking away:

    • the takedown cue makes it the target and the mark shows on it;
    • from behind, the attack key does not take it and the middle button does; from above, the attack key does;
    • the right move is picked on both sides;
    • the cut scene starts, cuts and gives the camera back, never in a wall, with the vignette;
    • it is taken, held fast in front of you and its cry muffled;
    • the grab pose, its body yanked back and your bracing;
    • every blow lands, seen on the creature;
    • the last one kills it and gives back stamina;
    • the low weapon and the look round after.

    Per move it also checks:

    • the weapon kept cocked between blows;
    • the stamp dropping it to its knees;
    • the spear lifting it;
    • the choke's struggle, writhing and twist;
    • the drop's dive and the knee on its back.

    One more case: a zombie that is after you refuses the silent kill, calls off the client's guess, and the click still lands as a plain blow. 82/82 pass. The dagger has no vanilla item to test it with.

  • New group unlocks (gradlew runClient -PselfTest -PselfTestOnly=unlocks).

    • With unlockByCommands on:
      • everything starts locked, the basics too (server and client);
      • the locked hint names the server;
      • a locked kick does not happen;
      • training raises attributes but unlocks nothing;
      • unlock @a sweep unlocks only that, with its toast;
      • a player cannot switch to Full mode;
      • xp @a boxing 100 gives exactly that;
      • unlock @a all unlocks everything, and the kick then happens;
      • lock @a finisher takes it back;
      • an unknown name is an error;
      • reset @a locks everything again;
      • switching the option off restores normal play.
    • The dropkick:
      • a sprint kick inside the combo window after a push kick is the dropkick on both sides;
      • a kick 5 ticks into a sprint-jump is the dropkick on both sides and rides the jump, under 1.5 blocks up.

    21/21 pass.

  • New group v141 (gradlew runClient -PselfTest -PselfTestOnly=v141): straight across, the diagonal, both kinds of corner, the leap across and the kick off backwards; the aerial archery's drift, concentration pose (checked after every animation layer) and view, fall protection, critical full-power arrows from a 4-tick draw, a second shot in the same hover, stamina and once-per-jump rule; an arrow in the head doing +50% (4.4 against 2.9); the flurry's opening, full-strength blows, count and end; the shield sending an arrow back into the archer; a cow ignoring a sneaking player and bolting from a running one; a strike after the warning and none once the sword is put away. 27/27 pass.

  • New group climbdown (gradlew runClient -PselfTest -PselfTestOnly=climbdown): climbs a wall, comes down with S, lets go with sneak halfway and films the slide from the side, logging each pose's weight and the elbows. The immersion group also checks that the body and the look stay in the same turn on a wall (with the look wound two turns round), and films the new square footprints in sand and snow (89/89 pass).

10. Cleanup

  • Removed a leftover debug trace from the knocked-down creature code (it only ran in the self-test).
  • Footprints match the feet. Prints in snow, sand and mud (and wet prints on stone) were shoe soles. They are now the square print of our cube foot: a quarter of a block, with a slightly deeper rim and an uneven, pixel-by-pixel bottom.

11. Not changed

  • Everything else is as in 1.4.0 (see CHANGELOG-1.4.0.md).

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