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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-1.21.1-0.30.0.jar

File nametactical-neoforge-1.21.1-0.30.0.jar
Uploader
DxEVILDxEVIL
Uploaded
Nov 9, 2026
Downloads
10
Size
2.0 MB
Mod Loaders
NeoForge
File ID
9520308
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tactical-rpg-minecraft-turn-based-tactics-mod-1766445:9520308"

Learn more about Curse Maven

What's new

0.30.0 — Spider and cave spider surface movement, one bounded short leap, and native poison

Build: Minecraft 1.21.1 / NeoForge 21.1.216; mod_version 0.30.0, artifact tactical-neoforge-1.21.1-0.30.0.jar. Protocols unchanged (Tactical 12, Skill 4, BattleLog 2). Complete with limited real-client acceptance; not a public release.

  • Two exact types, registered separately. minecraft:spider and minecraft:cave_spider each get the surface adapter, matched by exact EntityType only. No superclass or other mob inherits this displacement, nothing is marked Flying, and a ridden body never enters it.
  • It climbs a real wall face. SpiderSurface nodes keep the foot cell, the real feet, the surface kind and the wall side; the wall-hugging position comes from the body's real half-width, so a 1.4-wide body never has its centre pressed into a neighbouring cell.
  • Whole body, whole edge, every chunk proved first. Nodes and every swept leg prove the involved chunks are loaded before any block, liquid or collision read, and the body box must be inside the world and the battlefield with no liquid, hazard, roster occupant, bystander or foreign body.
  • Bounded search. At most 512 nodes per own turn, depth limited by the current AP after reserving one melee; each edge is priced by the existing state.moveCost and shares the existing prepayment and unwalked-edge refund without adding a paid action.
  • The native climbing bit no longer overrides the controlled pose. Two narrow mixins: Spider#tick restates the climbing bit for this body and LivingEntity#travel skips gravity integration for an exact controlled spider really on a wall. Ticks, aiStep, fire, effects, freezing and damage are untouched, and spiders outside the encounter are unchanged.
  • No wall means no wall. Support is re-proved every tick; when it fails the stale pose is cleared before the body is handed to the existing terrainFall. An illegal edge stops the body at its real position, refunds exactly the unwalked edges and leaves no permanent busy; a normal exit keeps the real end position.
  • Real-body melee gate. Plan, re-proof and execution share the native attack box at the real feet (horizontal expansion only), the four-way adjacency and the real eye-line LOS. A 0.9-tall spider no longer hits one level up on a grid dy=1, while fractional feet still decide by real intersection. doHurtTarget stays the only damage entry and only a real hit pays the existing melee price.
  • One bounded short leap, not invented pounce damage. New SpiderLeap: ground take-off and real ground landing, locked opponent at a real 3D distance of 2 to 4 blocks (the native LeapAtTargetGoal band) that melee cannot reach yet, landing cell within Manhattan 2, 2.5 blocks horizontally and 1 vertically. At most 16 real landings are examined and cached once per own turn plus epoch; later re-proofs re-check that same immutable proposal. Each slice sweeps the whole body against chunk loading, blocks, liquid, hazards, other bodies and the battlefield; the roster gate reads the cells the real foot point passes through.
  • A leap is chosen only when cheaper; commit and first frame are two transactions. Melee first; otherwise one bounded route is planned and the leap is used only when that route cannot reach or costs at least three edges. One successful leap per own turn; ap.spider.leapCost (base 10 AP) follows the shared surcharge and is frozen at commit. Only the first real displacement subtracts exactly that frozen price and adds one paid action; an unaffordable pool refuses instead of being clamped. Zero displacement and any change before lift-off are re-proved at the first frame against the same cached proposal and refused free, without a paid action or the quota.
  • An interrupted spider never hands its turn over before the fall is its own. All three stop paths establish the fall barrier before publishing state and handing the turn on, so no tick leaves commands live or lets the other side recover AP while the body is still in the air.
  • Broken mid-arc stops at the real position. Nothing already flown is refunded, the body stops where it really is, the pose is cleared and the existing fall rule takes over; no pull-back, no restored start, no permanent busy. After landing, target, real attack box, adjacency, real eye LOS and AP are re-proved for at most one native doHurtTarget (10 then 13 AP by default); otherwise the turn is handed over with no further walk or leap.
  • The cave spider's poison is still the native poison. Its only source is that spider's successful doHurtTarget: NORMAL 140 ticks, HARD 300 ticks, EASY none, amplifier 0; cancelling the native damage adds no poison and charges nothing, and both spider types stay immune. A newly added poison only baselines at the target's next own start, the wall clock never advances it, and a later complete own cycle applies its pulse and expires without killing; per-unit release never deletes a real instance. That is not by itself a cross-encounter isolation proof.

Verified on this stage (source-set outputs): :common:test 94 and :neoforge-1.21.1:build 818 Java tests (912 total) with no failure, error or skip after cleanTest and --no-build-cache, 51 release-script tests and check_release packaging PASS on artifact SHA256 c52dc77fb02f41b10558291526841b54d0d0ab11020cb7c850e9267f08c53997. The isolated fixture runServerSpiderTest (own world and port, no client) passed 593 checks: exact types and bodies, admission/exit, real wall hugging and climb edges, a real one-block ceiling corridor with no side wall for both bodies, occupancy/unloaded-chunk/battlefield negatives, the same-layer attack box and the refused layer above, the in-flight refund of a removed wall, a real two-cell leap with its 10 then 13 price and one quota, four pre-lift negatives, target loss after lift-off without refund, the 3D distance band, the foot-path roster gate, and the native bite at 140/300/none with immunity, baseline, freeze, pulse and expiry. Scoped regressions on this source: effects, block_terrain (91), drowned, enderman, flight and multi_battle all passed.

Real-client checks (limited): a literal development runClient with Dungeons Perspective 3.6.3 joined an isolated dedicated server (own world, 854x480 window, GUI scale 2), with every hand-off, facing choice, scroll and click going through the client's own GLFW callbacks while a read-only sampler recorded the server thread. G1: a wide spider walked to the wall, held attachment at (-1,91,0) with real feet (-0.7,91,0.5), mantled to (0,93,0), reached (1,93,0) and bit for 84 to 74 AP with one paid action while the member went 20.0 to 18.33 HP. G2: a cave spider crossed a genuine one-wide, one-high hole cell by cell and bit for 2.4 damage, leaving poison 140 and amplifier 0; the poison was still 140 at the target's next own start (baseline) and was gone at the following one, and the net health change in that own start is reported as sampled rather than assumed (the same own start also settles the target's native food tick). G3: a leap paid 10 AP on the first real displacement, was sampled mid-air, landed and paid 13 AP for the follow-up bite - 100 to 90 to 77 AP with two paid actions. G4: with the body holding a wall node the wall was removed; the route stopped, the unwalked edges were given back, the body really descended and settled, and the encounter's own busy answer and its fall rule were both sampled false afterwards with no permanent busy and no member change. The short log was captured expanded in English and Chinese. The executor has no image capability and makes no visual claim. These are source-set runs.

Not covered: the ceiling surface, every vanilla climbable shape, spider jockey cooperation, PvP, other encounter geometries and a wider multi-member matrix.

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