rpg_power-1.7.3.jar
Curse Maven Snippet
What's new
1.7.3
Changes:
- Stun lasts 3 seconds at first (was 2): +1 second for each extra spell in the tome, up to 8 seconds (reached with 6 spells).
- Stunned creatures get a new Stunned status effect (
rpg_power:stunned) for the length of the stun, so Jade shows it with the time left, and they give off star particles over the head until it ends. - The Stun spell description shows the new duration.
1.7.2
Fixes:
- Stun did not affect any creature: the boss check read the entity type the wrong way (KubeJS gives it as the ID text), which failed on the first mob and stopped the pulse. Hostile and other mobs in range are now immobilized; bosses (
c:bosses) are still skipped. - A creature that cannot be stunned no longer stops the pulse for the others around it; it is skipped with a warning in the KubeJS server log.
1.7.1
Fixes:
- Arcane Armor, Evasion and Stun did nothing: the script that tracks them failed on every tick (
redeclaration of var, a KubeJS/Rhino limitation onconstinsidetry). The same pattern was removed from the tome detection fallback. - Stun crashed the server tick (
getGameTimeis not available to KubeJS scripts); stun timing now uses the server tick counter. - Stun only affects mobs: armor stands and other living entities without AI are skipped, and mobs that already had no AI on purpose (e.g. map NPCs) are left alone, so ending the stun never wakes them up.
- Evasion of the archer tomes (Archer, Deadeye, Tundra Hunter, War Archer) could not be cast with bows or crossbows, vanilla included: it now uses the ranged spell school (
spell_power:physical_ranged), like the Archers spells. - RPG Power is now marked as required on the client (
displayTest="MATCH_VERSION"): the spell effects are registered by a startup script, so players without the mod could not join, and modpack tools could leave it out as server-only. - KubeJS dependency fixed to 2101.7.2-build.368 up to build.373: KubeLoader 21-0.1.0-Alpha-3 crashes the game on start with KubeJS build.374 or newer.
- Changelog: Berserker gets Stun, not Evasion.
Changes:
- Arcane Armor and Evasion are shorter with a shorter cooldown: 10 s duration and 30 s cooldown, +5 s and +15 s for each extra spell in the tome, up to 40 s and 120 s (7 spells). The damage reduction and evade chance still scale as before (20% + 10% per extra spell, up to 80%).
- Stun starts at a 3 block radius (was 2): +1 block and +1 second for each extra spell, up to 8 blocks and 8 seconds.
- Spell descriptions (English and Brazilian Portuguese) show the new durations, cooldowns and radius.
1.7.0
- New native first spell for every caster tome (Wizard Arcane/Fire/Frost, Elemental Aqua/Terra/Wind, Priest, Paladin, Bard and Forcemaster): Arcane Armor. It targets you or a friendly player, costs 1 rune of the tome's type (Bard and Forcemaster use an arcane rune), has a 120 s cooldown and lasts 30 s.
- Arcane Armor reduces the damage the target takes by 20%, plus 10% for each extra spell in the caster's tome, up to 80% (7 spells in the tome).
- The spell shows particles in the tome's main color and a shield status effect icon.
- The spell is added to the front of the tome's spell list when the tome is carried, and the tome's spell limit grows by one so it does not use a slot. It can also be learned from the spell binding table pool.
- Hunters (Archer, Deadeye, Tundra Hunter, War Archer and Rogue tomes) get Evasion as their native first spell instead: self only, 120 s cooldown, 30 s. 20% chance to evade a hit, +10% for each extra spell in the tome, up to 80%; an evaded hit still deals 50% of its damage. The archer tomes spend 1 arrow; Rogue has no item cost. Same particles and shield icon style.
- Melee fighters (Warrior, Berserker, Forcemaster, Witcher Fencing and Signs tomes; not Rogue or Paladin) get Stun as their native first spell instead (Forcemaster no longer gets Arcane Armor). 0.5 s cast, 30 s cooldown, no item cost. It immobilizes creatures around the caster: they cannot move, attack or use abilities. 2 blocks and 2 seconds, +1 block and +1 second for each extra spell in the tome, up to 8 blocks and 8 seconds. Players and bosses (
c:bosses) are not affected. - Requires KubeLoader on the client too, because the effect is registered by a startup script.
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