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Zifeng Skill Tree

Convert FE energy into skill points and unlock 32 skills — base attributes, amplifiers, ultimates, and combat auras — in a full skill tree for NeoForge 1.21.1.
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zifeng_s_custom_skill_tree-1.20.1-Forge-1.4.3.jar

File namezifeng_s_custom_skill_tree-1.20.1-Forge-1.4.3.jar
Uploader
wuliaoaszqbwuliaoaszqb
Uploaded
Sep 22, 2026
Downloads
191
Size
569.8 KB
Mod Loaders
Forge
File ID
8945762
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:zcs-1643398:8945762")

Learn more about Curse Maven

What's new

==================================================
Zifeng Skill Tree — CurseForge 更新报告(双语精简版)
Zifeng Skill Tree — CurseForge Changelog (Bilingual)
Minecraft 1.20.1 Forge + 1.21.1 NeoForge · v1.4.3
==================================================

【版本 Version】v1.4.3

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English Version:
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v1.4.3  ·  2026-09-22  ·  1.20.1 Forge + 1.21.1 NeoForge
BUGFIX RELEASE — input, UI overflow and display corrections
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🔴  FIXES

1) One click was registering two corners (zone and magnet-zone tools)
   The selection event fires once per click AND once every tick while the button is
   held, so a single click could place two corners. It was worst at close range and
   easiest to trigger by holding the mouse button. Selection now uses rising-edge
   detection (exactly one action per press), and the interaction is consumed before
   the check, so holding left-click no longer mines blocks either.

2) 1.21.1 — zone outlines showed through terrain when using shaders
   Under Iris/Oculus the outlines were also drawn during the shadow pass, where the
   bound depth buffer is the shadow map, so depth testing could not occlude terrain.
   The shadow-pass guard that 1.20.1 already had has been restored on both zone
   renderers (operation zones and magnet zones).

3) Skill tooltips overflowed their frame
   Text is drawn at integer GUI scale (so glyphs stay sharp) while the frame followed
   the interface scale, so below 100% the text became wider than its box. It was
   visible on skills with long descriptions, and line spacing could even overlap at
   smaller window sizes. Text measurements are now converted into layout space, so
   frames always fit their content at any scale and window size.

4) Bottom-right buttons overflowed their frame at small window sizes
   Button widths were measured in screen pixels while the button body followed the
   interface scale. Fixed — and the width, frame, text and click area now all derive
   from a single shared value, so this cannot drift apart again.

5) Sub-screens could be dragged far off screen
   The drag limit is "keep at least 75% of the panel on screen", but the screen size
   was converted twice, so at 83% scale a panel could hang 83% off the edge — and at
   67% it could leave the screen entirely. The 25% limit is now enforced against the
   real screen size.

6) The HUD on/off toggle was not saved
   The state lived in a temporary field and silently reset to "on" after a restart.
   It is now persisted together with the HUD position.

7) Four English descriptions displayed raw text
   A single % next to %s/%% makes the whole string fall back to its raw form, so
   players saw literal "%s"/"%%". Fixed for the armour, spawn egg, mob head and
   Blood Rage descriptions (the Chinese text was already correct).

🎨  DISPLAY AND TEXT

8) Kill baptism showed the wrong unit
   It displayed "1000 m" where it should say "1000 kills" — the attribute panel
   already used the correct unit, so the tooltip disagreed with it.

9) Haste Aura now shows attacks per second
   It used to show a percentage interval reduction that told players nothing useful.
   It now shows the real attack rate (for example +0.83/s at level 20), matching the
   actual server-side interval formula.

10) Haste Aura description corrected
   The description claimed "~1.2 attacks/s" at level 20 — that was 1.2 SECONDS per
   attack written as attacks per second. The real value is 0.83/s, now corrected in
   both the description and the config comment.

11) Spellbreak Blade had an empty attribute slot
   The only skill in the tree showing nothing despite having an effect. It now shows
   its +60% maximum damage bonus.

12) Long Reach showed two identical entries
   Entity range and block range are now displayed as one entry instead of two
   identical arrows.

13) Break All now states the tool requirement
   The skill only works while holding a pickaxe, but the description never said so.

14) English UI labels were too long for their buttons
   24 labels shortened to their standard forms (Stats, HP, Absorb, Armour, Max, X, Y,
   Reset, Mode, Skill…), and button widths now adapt to whichever language is loaded,
   so no locale can overflow. The HUD panel rows also reused the toggle wording
   ("Skill Point HUD On") where they should have read just "On"/"Off" — both fixed.

✨  NEW

15) Magnet exclusion zones can be resized with the mouse wheel
   Same behaviour as the stick-tool operation zones: aim at a zone and scroll
   (1 per notch, Shift for 10). Previously they could only be deleted and recreated.

🔧  HARDENING

16) HUD offset limits aligned
   The config file clamped saved offsets to ±400/±200 while the settings UI allowed
   ±800/±400, so loading could silently pull a position back. Both now use ±800/±400.

📌  COMPATIBILITY
   ✅ Old saves and configs are fully compatible — no migration needed.
   ✅ Both platforms identical in features and version: 142 skills + 1 stick-tool
      placeholder / 10 columns.
   ✅ Goety, Ars Nouveau, Iron's Spells 'n Spellbooks and AE2 are all soft dependencies —
      hidden and silent when absent. No hard dependency, works standalone.

Requirements: Forge 47.3.0+ (1.20.1, Java 17) / NeoForge 21.1.248+ (1.21.1, Java 21). No required dependencies.
Need an energy-generating mod to use the Skill Point Converter (1 skill point = 100,000,000 FE).

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中文版:
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v1.4.3  ·  2026-09-22  ·  1.20.1 Forge + 1.21.1 NeoForge
修复版 · 操作输入 / 界面溢出 / 显示文案修正
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🔴  修复

① 点一下会框出两个角(选区工具与磁铁屏蔽区)
   选中事件在「点一下」时触发一次,按住不放时【每 tick 还会再触发一次】,
   所以一次点击可能记下两个角 —— 距离越近越容易出现,按住左键时几乎必现。
   现在改为「上升沿」判定(按下只算一次),并且把交互提前吞掉,
   按住左键也不会再顺带挖方块。

② 1.21.1 —— 开光影时选区框线穿透地形
   在 Iris/Oculus 下,框线在阴影通道里也会被绘制一次,而那时绑定的深度缓冲是阴影贴图,
   深度测试自然挡不住地形。1.20.1 本来就有这个守卫,1.21.1 在同步时丢了,
   现已补回两个渲染器(操作区 + 磁铁屏蔽区)。

③ 技能悬浮描述会超出悬浮框
   文字按整数 GUI Scale 绘制(为了字形清晰),而框跟着界面缩放走 ——
   界面小于 100% 时文字会比框更宽。描述长的技能一眼可见,窗口更小时行距还会重叠。
   现在文字测量统一换算到布局空间,任何缩放与窗口尺寸下框都刚好装下内容。

④ 窗口变小时右下角按钮文字超出按钮
   按钮宽度按屏幕像素测量,而按钮本体跟着界面缩放。已修复 ——
   并且宽度、框、文字、点击判定现在全部来自同一个值,结构上不会再脱节。

⑤ 子界面能被拖到屏幕外很远
   拖动限制本来是「面板至少 75% 留在屏幕内」,但屏幕尺寸被换算了两遍,
   于是 83% 缩放时面板能挂出去 83%,67% 缩放时能整块拖出屏幕。
   现在改为按真实屏幕尺寸执行 25% 出屏限制。

⑥ HUD 开关不保存
   开关状态存在临时字段里,重启后悄悄变回「开」。现已与 HUD 位置一起持久化。

⑦ 4 条英文描述直接显示了原始文本
   单个 % 与 %s/%% 混用时,整条文案会退化成原始字符串,
   玩家会看到字面的 "%s"/"%%"。已修好护甲、刷怪蛋、头颅、燃血四条英文描述
   (中文本来就是对的)。

🎨  显示与文案

⑧ 击杀馈赠的单位错了
   显示「1000 米」,实际应是「1000 杀」—— 属性面板用的就是正确单位,
   两者此前不一致。

⑨ 攻速光环改为显示每秒攻击次数
   原来显示「攻击间隔缩减百分之多少」,玩家看不懂那是什么。
   现在直接显示真实攻击频率(例如 20 级 +0.83/s),与服务端实际间隔公式一致。

⑩ 攻速光环描述修正
   描述写着「20 级 = 每秒约 1.2 次」,那是把「1.2 秒一次」误写成了「每秒 1.2 次」。
   真实值是 0.83 次/秒,描述与配置注释都已改正。

⑪ 破法之刃贴片是空白的
   全技能树唯一一个「有效果但属性区什么都不显示」的技能。
   现在会显示它的增伤上限 +60%。

⑫ 长臂善舞显示了两个一样的箭头
   实体触及与方块触及改为合并显示一项,不再重复。

⑬ 万物可掘描述补齐工具要求
   该技能必须手持镐子才生效,而描述里从来没写。

⑭ 英文界面文案过长导致按钮装不下
   24 条文案改为通用简写(Stats、HP、Absorb、Armor、Max、X、Y、Reset、Mode、Skill…),
   且按钮宽度改为按当前语言实测,任何语言都不会溢出。
   另外 HUD 调整面板的行误用了开关文案(显示成「技能点 HUD 开」),
   应为单纯的「开/关」—— 两者都已修正。

✨  新增

⑮ 磁铁屏蔽区支持滚轮调整大小
   与木棍工具的选区操作完全一致:对准屏蔽区滚轮即可(每格 1 格,Shift 为 10 格)。
   此前只能删掉重画。

🔧  加固

⑯ HUD 偏移上限对齐
   配置文件把保存的偏移夹在 ±400/±200,而设置界面允许 ±800/±400,
   读档时位置会被悄悄拉回。两者现已统一为 ±800/±400。

📌  兼容性
   ✅ 旧存档与旧配置完全兼容 —— 无需任何迁移。
   ✅ 双平台功能与版本号完全一致:142 技能 + 1 木棍工具占位 / 10 列。
   ✅ Goety、新生魔艺、铁魔法、AE2 均为软依赖 —— 未安装时功能隐藏且无报错,
      无任何硬依赖,可独立使用。

环境要求:Forge 47.3.0+(1.20.1,Java 17)/ NeoForge 21.1.248+(1.21.1,Java 21)。无必需依赖。
使用星能转换机需要配合一个可以发电的模组(1 技能点 = 1 亿 FE)。

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