spellmob-2.1.0-neoforge.jar
Curse Maven Snippet
What's new
1. Targeting and Casting Conditions
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Target filtering: can target only specific mobs or tags, skip shield-blocking players, select targets only within a certain health range, avoid hitting teammates, and avoid hitting creative-mode players.
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Creative-mode players are no longer chased/attacked by default (configurable).
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World conditions: decide whether to cast based on time (day/dusk/night/dawn), weather (clear/rain/thunder), moon phase, dimension, difficulty, and world day count.
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Caster states: on fire, in water, in lava, and frozen by powder snow.
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The Nether and the End have no sky, so time conditions never hold there; use dimension conditions instead.
2. Aiming, Landing Points, and Spell Execution
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Teleport-type spells can land behind the player: added the
BEHIND_TARGETaiming mode. -
Safer random landing points: can be configured to avoid liquids and lava, so spells are no longer dropped into water.
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/spellmob validatewill warn that patterns like “aiming mode + projectile spell” only change orientation. -
Casting sounds no longer play repeatedly.
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Spells being cast at the moment of death are no longer swallowed.
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Entity and dimension blacklists now also apply to spells triggered by death and kills.
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Global cooldown: after one cast, all spells share a cooldown. Disabled by default; used to prevent a Boss from dumping its entire spell table in one round.
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Spell circle particle count is adjustable; Boss effects return to “large ring under the feet + pulse + shockwave + interrupt smoke.”
3. Tamed Branching and Pets
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Tamed branching: use
select.tamedto give tamed mobs a different rule set, switching automatically at the moment of taming. -
When the owner is attacked, nearby pets retaliate against the attacker; “active targeting” can be enabled so pets find the nearest enemy themselves.
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Pet casting consumes the owner’s mana; the consumption ratio is adjustable.
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Pet spell cooldowns are calculated as “the spell’s own cooldown × 2,” clamped to 60–600 ticks.
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Pet casting priority can be set separately per mob type; pets do not cast while sitting, but can still learn scrolls.
4. Scroll Learning
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For tamed pets, drop a spell scroll at their feet; a spell circle of the corresponding school lights up on the ground, and after about 5 seconds the scroll is consumed and the pet learns the spell.
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A scroll with the same name but a higher level overwrites the old level, and an extra ring of spiraling upward particles appears on the spell circle.
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Blacklisted spells draw a black spell circle and leave the scroll in place; learning cooldown and count limits also show messages.
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Only mobs with the
spellmob_learnertag (or"learner": truein the datapack) can learn; by default, only scrolls dropped by you count.
5. Bosses, Drops, and Health Bars
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Special mob drop fixes: drop rules written in variants now actually take effect; multiple drop rules are resolved simultaneously; files with only drops and no spells also work.
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Boss drops are no longer empty.
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Boss phase locking: add
stickyto a variant so a Boss will not revert to the previous phase even if healed back up. -
Boss health bar: toggleable, color configurable, visibility distance configurable; by default it is only shown for entities with the
spellmob_bosstag. -
Individual entities can toggle their health bar independently: within the same species, one can show it and another can hide it.
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Health bar displays casting: while a Boss is casting, the health bar name changes to “Name is casting xxx.”
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Boss post-fight reset: after all players have stayed far away for a while, the Boss heals to full, returns to phase 1, and retains learned spells.
6. Adaptive Bosses
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Bosses with the
spellmob_adaptivetag (or"adaptive": truein the datapack) remember what spells players who fought them cast. -
After a player is defeated by it, the next time they come, it randomly learns one spell from the previous record and always casts it at the highest level.
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By default it learns only 1 spell in its lifetime, configurable; teleport, Blood Step, dodge, and summon-type spells are prohibited from learning by default.
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If you find that “it learned it but never casts it,” it is most likely busy with melee; set
learnedPriorityto 0.
7. Commands, Examples, and Upgrade Notes
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Two new commands:
/spellmob dump spellsexports all spell IDs to a file;/spellmob resetcooldownresets pets’ learning cooldown. -
Four new built-in examples: a wolf named
Bryan, an iron golem namedking, a wither skeleton demonstrating world conditions, and a zombified piglin demonstrating caster states. -
Upgrade notes
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Upgrading from 2.0.x to 2.1.0: existing datapacks require no changes and continue to work; all new features are optional.
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The config file will automatically add the new
[adaptive],[scrollLearning],[pets], and[bosses]sections and their default values. -
After changing datapacks, run
/reloadfirst, then/spellmob resync; if only the config file is changed, restart the game or server.The newly added built-in JSON files can be used for testing and do not affect normal gameplay.
# king: If the player dies while challenging king, king will gain several spells that the player used during the challenge. After the player respawns and comes to challenge king again, king will cast the spells it obtained from the player (at the highest level of each spell). If the player defeats king, the next summoned king will return to its initial state;
The red health bar comes from the global config `bossBarColor="red"`;
`/summon minecraft:iron_golem ~ ~ ~5 {CustomName:'{"text":"king"}',PersistenceRequired:1b}`Wolf: Use a name tag or command to rename a wolf to “Bryan”; it will gain the Fang Strike spell. If Bryan is then tamed, it can learn new spells (throw a spell scroll to it and wait).
# Zombie: The three variants are “with health bar,” “without health bar comparison,” and “world state.”
`/summon minecraft:zombie ~ ~ ~5 {Tags:["spellmob_test_state"],PersistenceRequired:1b,Fire:-1s}`
`/summon minecraft:zombie ~ ~ ~5 {Tags:["spellmob_test_state_nobar"],PersistenceRequired:1b,Fire:-1s}`
`/summon minecraft:zombie ~ ~ ~5 {Tags:["spellmob_test_world"],PersistenceRequired:1b,Fire:-1s}`# Blaze: caster states (in lava / on fire)
`/summon minecraft:blaze ~ ~ ~5 {Tags:["spellmob_test_lava"],PersistenceRequired:1b}`# Stray: frozen state
`/summon minecraft:stray ~ ~ ~5 {Tags:["spellmob_test_frozen"],PersistenceRequired:1b}`# Wither Skeleton: world states (time/weather/moon phase/dimension/difficulty/in water)
`/summon minecraft:wither_skeleton ~ ~ ~5 {Tags:["spellmob_test_world"],PersistenceRequired:1b}`# Zombified Piglin: caster states (mutually exclusive forms for on fire/in lava/in water/frozen)
`/summon minecraft:zombified_piglin ~ ~ ~5 {Tags:["spellmob_test_self"],PersistenceRequired:1b}`
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All Relations
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