sephiria-fantasy-0.4.1-a.jar
Curse Maven Snippet
What's new
What's in this version
Spawn checks
- The "within 100 blocks of spawn" check used by talent editing and the Root Retreat now also accepts the player's own spawn point (bed / respawn anchor /
/spawnpoint), in addition to the world spawn. The personal spawn point must be in the same dimension. - Opening the Talents screen now asks the server for a fresh state (only the server knows the personal spawn point), so the buttons no longer depend on the single sync sent at join.
Crossbow
- The Crossbow Bolt is no longer listed in the Sephiria Weapons creative tab (the item is still registered; it is the crossbow's ammo).
- Fixed the bolt dealing no damage to the Ender Dragon and End Crystals: the bolt only resolved damage against living entities, but the dragon is hit through its part entities and the crystal is not a living entity at all, so both were skipped entirely. It now goes through
hurtOrSimulatelike a vanilla arrow, and a single bolt passing through the dragon's head and body only counts once. - Third-person hold pose: vanilla only raises the arms into the "aiming with a charged crossbow" pose after the crossbow is charged; the Colossal Crossbow has no charge state, so it now holds that pose at all times (arms swing normally when attacking; first-person hands are unaffected).
Weapon models
- Dagger: new model (16 elements) and texture.
- Steel Greatsword: new model (19 elements) and texture.
- Default Sword and Shield: new right-hand sword (25 elements) and left-hand shield (20 elements, thicker face) models.
- Blade: new model (38 elements) plus several animation updates.
- All four in-hand model JSONs were re-exported from the new projects, so orientation, position and scale follow the display settings authored in Blockbench.
Blade (GeckoLib)
- In-hand display is now wired into the game:
models/item/blade_in_hand.jsoncarries the third-person right hand and first-person right / left hand position and scale, plus the -90 base rotation (first-person left hand uses the +90 mirror). - The sheathe / unsheathe transition now has two variants: first person plays the animated
switch_to_sheathed/switch_to_unsheathed, third person plays a still versionswitch_to_*_third(pose snaps into place, no motion) and then idles after 0.65 s. - Animations are triggered by each client according to the perspective it is rendering (the server no longer sends animation packets): your own first-person view gets the animated variant, third-person views (yours and other players') get the still one. Switching to third person right after toggling cuts the transition.
- Also fixed: joining the game while holding a sheathed katana now shows the sheathed idle instead of the unsheathed one.
Talents and attributes
- The Defense formula is now
x / (x + 80)(80 Defense = 50% reduction): it is no longer merged into the armor value but applied as a separate layer after armor absorption. Damage that bypasses armor (fall, fire, true damage) is unaffected. - Hovering the Defense row on the Attributes page shows the resulting "damage reduction: x%", counting only the Defense stat.
- Patience stage 2 regenerates 0.5 health per second below 7 health (was 1).
- The Root Retreat's Protective Armor now gives enemies +30/50/70/100/150 Defense (levels 1..5), converted with the same
x / (x + 80)formula.
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