Shape Shifter Curse Addon

Added my personal modifications to the original mods to expand their gameplay. More skills, more abilities, more traits

File Details

shape-shifter-curse-addon-6.1.0.jar

  • R
  • May 21, 2026
  • 17.96 MB
  • 573
  • 1.20.1
  • Fabric

File Name

shape-shifter-curse-addon-6.1.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:shape-shifter-curse-addon-1454809:8121860"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

SSCA v6.1.0 Update Notes

1. New SP Form: Mancianima (branched from Familiar Fox)

  1. Three-stage Mark primary skill

    • Yellow Mark: 15 mana, 32-block range mob marking, 5s first-press CD
    • Red Mark upgrade: applies Fear + Wither sound, 1s trigger interval
    • 2s channel for true damage: 20% of target's remaining HP as true damage, capped at 20+15s CD
    • Fizzles for 5 mana when no target is on crosshair
  2. Teleport secondary skill

    • Costs 15 mana, CD 5s
    • Two modes selectable via client config:
      • Raycast: straight line teleport toward crosshair, max 8 blocks, stops at blocks
      • Platform: hold to preview landing spot with purple particles visible only to self, release to teleport; refused with no CD/mana cost if no platform ahead
  3. Villager Drain

    • Launches an AoE raid on villagers / wandering traders
    • Targets enter a Prepare → Flee → Resolve flow lasting one full MC day
    • Grants mana / XP rewards on resolution
  4. Dedicated Mancianima mana system

    • Independent max mana and regen curve
    • Regen pauses for 5s on being hit or casting
    • HUD resistance bar: synced yellow/red mark layers + channel progress
  5. Mancianima passives

    • Extended bare-hand attack range
    • Weapon attack speed / range adaptation
    • Immune to negative effects, custom invincibility frames, on-hit i-frames
    • Automatic aggro tracker that makes villagers / traders flee within range
    • Ranged projectile tracking mixin
  6. HUD visual system

    • Marked targets auto-glow with state color (Yellow / Orange / Red), visible only to the Mancianima player
    • Crosshair tracking aim assist
  7. Full localization & assets

    • Complete form textures, 3D model, form-selection scroll lang keys

2. New Advanced Color Editor (dedicated GUI screen, disabled by default)

  • 5 color channels independently adjustable: Primary / Accent 1 / Accent 2 / Eye A / Eye B
  • grey-reverse toggles independently adjustable
  • Dual RGB / HSV sliders + hex input
  • Real-time preview on the player
  • Disabled by default — must be manually enabled via ModMenu → SSCA settings; once enabled, it replaces the original basic color editor entry

3. New Palette Preset Save & Export system (also disabled by default, enabled together with the Advanced Color Editor)

  1. Palette Preset Manager screen

    • 20 preset slots, each independently named / savable / overridable / clearable / applyable
  2. Dual preset storage modes

    • Per Instance (default): all presets stored in , shared across saves / servers under the same instancepalette_presets_global.json
    • Per Save: presets are split per current server address or single-player world name, isolated
  3. Palette Share Code (PaletteCodec)

    • Encodes a complete palette into a 56-character SSCA-... string
    • For pasting to others or reuse across saves
  4. /ssc_addon palette command tree (no OP required, self-only)

    • /ssc_addon palette export — generates a click-to-copy share code for the current form
    • /ssc_addon palette apply <code> — applies a share code in one click
  5. Quick buttons

    • Below the preview box: one-click Open config/ssca/ folder
    • Top right: Export Current Color / Export All
  6. Unsaved Changes confirmation dialog

    • Exiting the color editor with unsaved changes prompts a 3-way choice: Save & Exit / Discard & Exit / Back to Editing

4. Client-side sync chain improvements

  • Continuously re-pushes the working state every tick, bypassing the SSC main-mod's tick-time color rollback and eliminating the "color snaps back to old value" flicker
  • Applying a preset now also syncs to SSC's , keeping ModMenu's displayed values consistent with the actual rendered palettePlayerCustomConfig