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Tactical RPG: Turn-based Tactics Game

Turn Minecraft encounters into block-based, turn-driven tactical battles
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tactical-neoforge-1.21.1-0.25.2.jar

File nametactical-neoforge-1.21.1-0.25.2.jar
Uploader
DxEVILDxEVIL
Uploaded
Nov 2, 2026
Downloads
13
Size
1.6 MB
Mod Loaders
NeoForge
File ID
9405203
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tactical-rpg-minecraft-turn-based-tactics-mod-1766445:9405203"

Learn more about Curse Maven

What's new

0.25.2 — Centred picture symbols, one wheel direction, derived values explained

Build: 0.25.2, Minecraft 1.21.1 / NeoForge 21.1.216; artifact tactical-neoforge-1.21.1-0.25.2.jar. Protocols unchanged from 0.25.1: Tactical 11, Skill 4, BattleLog 2. Update both client and server; do not mix with 0.24.x. Publication target: CurseForge beta, with the same verified binary in a GitHub pre-release; actual upload and moderation status are recorded separately.

Also included since the previous public 0.24.2 beta (0.25.0 and 0.25.1 were test-only builds):

  • Character growth. Six configurable attributes, an independent character profile and level-ups paid with vanilla XP. Open the native sheet with rebindable K, /tactical character or the first command row; draft, preview, undo and confirm points. Upgrade and allocation are allowed on the player's own idle battle turn, not while waiting, moving, firing or falling. Raising caps does not refill HP/MP/AP, advance the turn or change another member's resources. Preview replies no longer move the page or block continuous drafting; popup and tooltip layers cover the content beneath them.

  • Block actions and terrain falls. A separate Blocks command handles placement and breaking with AP costs, native protection hooks, drops and durability. Removing support can trigger a server-authoritative fall with landing checks and vanilla landing damage. Command names and icons stay static; there are now nine rows starting with Character. Neutral 1.00 damage modifiers are omitted from the log.

  • Beta limits. Earlier server fixtures cover block/terrain and progression rules; 0.25.1 additionally exercised two-player growth and resource isolation. Real-client shared-fall/damage observation and some lifecycle scenarios remain incomplete. These are not claimed as passed by the UI-only checks below. There is no UI-framework dependency; Dungeons Perspective 3.6.3 remains an optional client camera.

  • The picture symbols really sit in the middle now. The three 8x8 pictures the user supplied (−, +, ×) were placed by dividing the leftover space inside the control as integers, so whenever the box minus the artwork was odd the picture dropped half a pixel towards the top left. This includes the normal 100% preset: its 10 px control contains 5 px artwork, and the 8 px controls at 85%/90% also leave odd space. A 12 px control fits a 2x artwork scale instead, leaving even space; it did not have this offset. The placement now centres the artwork on the control's centre and then snaps the drawing origin onto whole screen pixels, so the picture never lands between two screen pixels and is at most half a screen pixel off centre. Symbol size, the one-pixel margin, the round base, the hit rectangle and every control's geometry are unchanged, and the fix applies wherever that shared entry point draws (+/− on the character page, the size popover's −/+, the journal fold icon). Against a 10 px base the measured artwork is exactly the user's file: 36 framebuffer pixels for the nine opaque texels of + and 20 for the five texels of − at 2x2 pixels each.

  • The character page scrolls the way every other list does. One wheel notch now moves the attribute table's window forward when the wheel turns downwards (a negative GLFW delta), so the content rises, and back when it turns upwards; the roster and the battle journal already behaved this way and this page had its own inverted sign. It is still exactly one item per notch, the page still owns the wheel wherever the pointer is, and both ends clamp without leaking the notch to the HUD, the hotbar or the camera.

  • A derived value explains itself. The six derived cells used to reuse the stat rows' per-point sentence, so hovering "Max health" claimed a rate per invested point and said nothing about the published number. Each cell now explains the metric the server really reads: the highest life, the highest mana, the action-point ceiling that can be held (explicitly not the amount restored each turn), this character's attack damage attribute (with the note that actual damage still follows combat modifiers), the turn-charge multiplier, and the multiplier of this mod's skill damage only - not costs, cooldowns or effect levels. No per-point coefficient and no invested/drafted counters appear there, the stat rows above keep their dynamic per-point sentence with the server's own coefficient, and the tooltip keeps its existing layer, padding and wrap rules.

Verified: 775 Java tests (82 common + 693 NeoForge), zero failures/errors/skips, executed after the final source edit; 51 offline release-script tests; tools/check_release.py passed its packaging gate on the 0.25.2 artifact (9e733dcf470b5baf8a25f17e3c3f483efc70506d6248f905b92275c663590cd7, 1 668 947 bytes, nested YiRan bytes unchanged). The three pictures are byte-identical to the user's files (no re-drawing). Ten tests are new or rewritten: the artwork's centre equals the box's centre for 7..18 px boxes and the actual CharacterLayout controls at every preset, an odd remainder is exactly half a pixel, the drawn origin is a whole screen pixel at GUI scale 1/2/3/4, every preset keeps the symbol centred, the wheel step matches the shared list's sign and is clamped through the real layout, and the derived help keys are proven distinct from the stat effect keys with no coefficient or counter in either language.

Runtime verification: a literal development client (dev classes, not the packaged JAR) ran in an isolated game directory at 854x480 with GUI scale 2, where the window is 427x240 GUI pixels - the short form whose body really scrolls - with the real Dungeons Perspective 3.6.3 loaded. Real window callbacks were used throughout: a battle menu row opened the page, the level-up and its confirmation were clicked to have an enabled + and a disabled − in one frame, the size popover's own −/+ moved the preset, and the wheel reached the page through the wheel callback. Measured on the real frames: the symbol's centre and the base's centre coincide exactly at 100% (10 px box) and at 90% (8 px box, the odd-remainder case), for both the enabled and the disabled state; one notch downwards moved the body offset 0 to 1 to 2 while the rows rose by one row height and one notch upwards moved it back, both ends clamping; and hitting each of the six derived cells drew the metric sentence above and, in both languages, never a per-point line. The probe's drawn-text report is the authority for the wording, the screenshots are in evidence/release-0252/. Coverage limits: the executing context did not pass the image-reading check, so it makes no visual claim - the maintainer inspects the screenshots; the close button's offsets were not printed; only GUI scale 2 was measured on screen; no multiplayer, dedicated server, growth fixture or block matrix was re-run for a display-and-wording change; the user's font pack is not present in this workspace.

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