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VTT MineRPG

VTT MineRPG is a utility and QoL mod intended for tabletop players. It gives the player the ability to manage and roll from a character sheet accessible with the press of a key.
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vttminerpg-2.3.0.jar

File namevttminerpg-2.3.0.jar
Uploader
dancastellodancastello
Uploaded
Oct 25, 2026
Downloads
6
Size
2.0 MB
Mod Loaders
Forge
File ID
9323627
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:vtt-minecraft-1634980:9323627")

Learn more about Curse Maven

What's new

GeckoLib 4 is now a required dependency (for the creature models below). Install it alongside the mod.

Animated creature models

  • 15 animated creature models of the mod's own: dragons, goblinoids, brutes and giants, kobolds and lizardfolk, devils and demons, undead, golems, wolves and big cats, crocodiles and lizards, snakes and nagas, spiders, oozes, elementals and mephits, birds, and sharks. 144 monsters use them, each in its own colours.
  • Each model has idle, attack, hurt and death animations, and flying creatures have a flight animation. The attack animation plays on every monster attack, including legendary and opportunity attacks.
  • Weapons in a monster's hands are drawn, in the right hand.
  • Wyrmlings and pseudodragons are drawn small; the size category still scales everything else with Pehkui.
  • A colour is a palette, not another texture: one model per creature type, and a pack can give a monster any colour with "variant": "#RRGGBB".
  • Every monster keeps its vanilla entity as a fallback. New config ownCreatureModels (default true): false spawns them all as before. Skin packs for other creature mods still win, and a model missing on a client draws as the dragon instead of crashing.
  • Monsters that don't fit a model (equipped humanoids, skeletons, horses, composite creatures…) stay vanilla.

Item models

  • 3D held models, in a dark arcane style, for the DM wand, move wand, rest kit, summon card, spell staff and the ability medallions.
  • 21 weapons from the weapon list get their own model in hand.
  • The staff and the summon card look different once they hold something.

One staff, one card

  • Multi-spell staff: one staff holds up to 9 spells and casts the active one. Change the active spell with Shift+scroll or the new X / Z keys; the action bar shows it. "Bind to staff" in the Spellbook adds a spell to the staff in your hand, or removes it if it's already there. The creative tab now has one empty staff instead of one per spell.
  • Multi-monster summon card: one summon card holds several monsters. With the card in hand, clicking a monster in the DM's monster list adds it to the card or removes it. The creative tab now has one empty card instead of 330+.
  • Old single-spell staffs and single-monster cards keep working.

Combat

  • Hitting a creature that isn't a monster (a cow, a villager) no longer starts an encounter. Before, it started one that never ended and left you stuck on the movement budget.
  • Fleeing works: if no monster of the encounter is near any player for a while, the encounter ends ("You escaped the encounter."). For a short time after, a chasing monster's hit doesn't start a new one; you attacking, or the DM, still can. New configs: fleeDistance, fleeEndSeconds, fleeWindowSeconds (0 turns each one off).
  • Dash and Disengage no longer end your turn: their effect applies to the movement you make after using them.

Screens

  • Character sheet:
    • the hit-point value no longer overlaps its label;
    • long lines wrap inside the panel;
    • conditions are shown on the Overview tab;
    • hovering a saving-throw pip says whether you are proficient.
  • Lists:
    • an empty list says so;
    • a search with no matches says "No results for …";
    • Enter in the search box picks the first match.
  • Forms confirm with Enter.
  • Truncated button labels show the full text in a tooltip.
  • The resource HUD hides behind open menus instead of showing through them.

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