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More RPG Library

Library for the More RPG Classes & More RPG Content Series.

Автор: Fichte2,2 млн172обновлён 24 окт. 2026 г.
ПриключенияБиблиотекиМагия

Описание

Title


     Curseforge  Discord  Kofi Github


🚨Required Mods

- Spell Engine (+ all Dependencies of Spell Engine!)
- Spell Power Attributes


🌟Features

-On its own this Mod does not add spells, you need to install the class mods you want to add spells to your game
- This mod is used mainly as a library for the More RPG Classes & Content Series Mods
- Unique EntityAttributes used by different RPG Classes
- New Status Effects used by different RPG Classes

More information about the library can be found here.


🧙‍♂️Check out my RPG themed Mods using this Library

Archers ExpansionBerserkerElemental Wizards

ForcemasterWitcher


Want to play more RPG content? Check out the RPG Series Mods created by Daedelus!

Archers Paladins Wizards Rogues Jewelry Relics Arsenal Armory Skill Tree


Check out more RPG-Content created by other Spell Engine Dev's

Anarchy Mercenaries and Artificers  Death Knigths


Галерея

TitleIconArchers Expansion BannerBerserker Banner

Последние версии

Все версии →
release

2.8.1+1.21.1-neoforge

2.8.1+1.21.1-neoforge
24 окт. 2026 г.569Minecraft: 1.21.1neoforge
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Что нового
# 2.8.1 - 1.21.1 ### Fixed - Fixed a server crash (StackOverflow) when two players with high Damage Reflect hit each other - The elemental weaknesses config now actually takes effect. Its default water and earth tag conditions and the water weakness/resistance entries were broken and are fixed. Delete `config/mrpg_lib/elemental_weaknesses.json` once so it regenerates with the new defaults - Wither Pulse no longer uses a missing sound, which spammed the log with NullPointerExceptions - Range scaled knockback now uses the real distance and range bonuses
release

2.8.1+1.21.1-fabric

2.8.1+1.21.1-fabric
24 окт. 2026 г.465Minecraft: 1.21.1fabric
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Что нового
# 2.8.1 - 1.21.1 ### Fixed - Fixed a server crash (StackOverflow) when two players with high Damage Reflect hit each other - The elemental weaknesses config now actually takes effect. Its default water and earth tag conditions and the water weakness/resistance entries were broken and are fixed. Delete `config/mrpg_lib/elemental_weaknesses.json` once so it regenerates with the new defaults - Wither Pulse no longer uses a missing sound, which spammed the log with NullPointerExceptions - Range scaled knockback now uses the real distance and range bonuses
release

2.7.3+1.20.1-fabric

2.7.3+1.20.1-fabric
23 окт. 2026 г.752Minecraft: 1.20.1fabric
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Что нового
# 2.7.3+1.20.1 ### Bug Fixes - Fixed a server crash (StackOverflow) when two players with high Damage Reflect hit each other. - The elemental weaknesses config now actually takes effect. Its default water and earth tag conditions and the water weakness/resistance entries were broken and are fixed. Delete `config/more_rpg_classes/elemental_weaknesses.json` once so it regenerates with the new defaults. - Wither Pulse no longer uses a missing sound, which spammed the log with NullPointerExceptions. - Range scaled knockback now uses the real distance and range bonuses.
release

2.7.3+1.20.1-forge

2.7.3+1.20.1-forge
23 окт. 2026 г.705Minecraft: 1.20.1forge, neoforge
Скачать
Что нового
# 2.7.3+1.20.1 ### Bug Fixes - Fixed a server crash (StackOverflow) when two players with high Damage Reflect hit each other. - The elemental weaknesses config now actually takes effect. Its default water and earth tag conditions and the water weakness/resistance entries were broken and are fixed. Delete `config/more_rpg_classes/elemental_weaknesses.json` once so it regenerates with the new defaults. - Wither Pulse no longer uses a missing sound, which spammed the log with NullPointerExceptions. - Range scaled knockback now uses the real distance and range bonuses.
release

2.8.0+1.21.1-neoforge

2.8.0+1.21.1-neoforge
11 окт. 2026 г.7,2 тыс.Minecraft: 1.21.1neoforge
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Что нового
# 2.8.0 - 1.21.1 ## For players ### ⚠️ BREAKING - ⚠️ Mod id and namespace renamed `more_rpg_classes` -> `mrpg_lib` (registry ids, spells, tags, loot functions and entries such as `mrpg_lib:conditional_item`, custom impact handlers such as `mrpg_lib:knock_up_fixed`) - Package renamed `net.more_rpg_classes` -> `com.mrpg_lib`, maven group `com.mrpg_lib`, archive base name `mrpg-lib` - Everything that touches Spell Engine, Spell Power, playerAnimator, Ranged Weapon API or Critical Strike moved into `com.mrpg_lib.compat.<name>` - `MoreParticles` split: the Spell Engine dependent particles moved to `compat.spell_engine.particle.MoreSpellParticles`; `client.particle.MoreParticles` - `CustomMethods` split: `spellSchoolDamageCalculation` and `isEntityProtectedCheck` moved to `SpellEngineMethods`; `isEntityProtectedCheck` is deprecated, use `AllyHelper.canHelp`, `getHighestSpellSchoolPower` to `SpellPowerMethods` - `StealthStatusEffect.stealthPopParticles()` is no longer abstract, it returns `Object` (default `null`) so the class no longer references Spell Engine types - `MobSpellCastGoal` runs in real time now: it ticks every game tick and tracks cooldowns against world time, so `updateCooldown()` is a no-op and no longer needs to be called ### Changed - Spell Engine and Spell Power are no longer required. Both are optional now. - The mod id is now `mrpg_lib` it was `more_rpg_classes`. - The config folder moved from `config/more_rpg_classes` to `config/mrpg_lib`. - Frozen Solid, Soaked and Arcane Precision use standalone versions of the effects when Spell Power is not installed. - Spells with a cast time now go off at the end of the cast, like for players, so the whole cast animation plays. - Mob spells now respect the spell's delivery delay. - Mobs mow charge spells like players. If charging adds range, they charge just enough to reach the target and use the spell from its full charged range. - Otherwise, they charge fully, or release at the minimum charge when the target is very close. - Buffed Burstcrack's Damage Power Coefficient ### Added - `mrpg_lib:custom_cloud` entity, a generic lingering cloud, added mainly for Loot & Explore - Mobs can play player animations (needs playerAnimator). This includes villagers, wandering traders, witches and illagers. - Better Combat (optional): mobs that use the new melee goal attack with their weapon's combos, animations, hitboxes and weapon trails, with the same animation timing, slowdown while swinging and knockback rules as players. - They can dual wield too: alternating hands, mirrored off-hand swings and Better Combat's dual-wield attack speed and damage multipliers. - Weapons with a holding pose (like claymores, spears and glaives) are held in that pose whenever the mob carries them, with the same walking and two-handed rules as for players - Combat Roll (optional): mobs that use the new roll goal can roll away when hurt, roll towards their target and dodge projectiles - Spell casting mobs can cast arrow spells and stash spells - Spell casting mobs can also use summon spells correctly now - Spell casting mobs can now use melee weapon skills like Swift Strikes: they walk up to the target, dash forward when the skill has momentum, and hit everything in the swing's arc - Spell casting mobs can cast spells with a custom delivery from other mods - Upgrade crystals (T5 Class Armor Upgrade Crystals) are now affiliated loot: they drop more often for players carrying a spell book of a class they apply to - Breaking: `ISpellCasterEntity.isCastingSpell()` is now `isMobCasting()`. The old name collides with vanilla's own `isCastingSpell` on spellcasting illagers, which broke the interface on NeoForge dev environments - `MobSpellCastGoal`: `SpellTimings` with `withTimings(...)` (goal-wide or per spell; cast/channel seconds, cooldown seconds, channel ticks) and `withAnimations(true)` to play the spell's cast and release animations - `MobSpellCastGoal` casts arrow spells (`SHOOT_ARROW`, `AFFECT_ARROW`) with real arrows, and stash spells (`STASH_EFFECT`, e.g. Power Shot) like on players. - `MobSpellCastGoal` runs `CUSTOM` deliveries through Spell Engine, so handlers registered with `SpellHandlers.registerCustomDelivery` work for mobs (they get the mob as `caster`). - `SpellBehaviorRegistry.targetDistance(min, max)`: ready-made condition to only cast a spell when the target is within a distance range - Spell Engine summons of a mobSpellCaster treat it as their owner, so they follow and defend it and attack its target - playerAnimator mob bridge (`compat.player_animator.api.MobAnimations`, `MobAnimationOptions`, `MobAnimationLayer` with `POSE`, `OFF_HAND_POSE`, `MISC`, `ATTACK`, `CASTING`, `RELEASE`, `DODGE`, client `MobModelAdapters`, built-in `VillagerModelAdapter`) - Goals: `LongReachMeleeAttackGoal`, `WindupMeleeAttackGoal`, `PredicateGatedGoal` - `BetterCombatCompat.createMeleeGoal(...)` (Better Combat combo melee for mobs, a plain `MeleeAttackGoal` without the mod) with `MeleeSettings` (`baseRange`, `intervalScale`, `animations`, `resetInvulnerability`, `weaponTrails`), and `BetterCombatCompat.onGoalRemoved(goal)` to drop the weapon pose of a goal you remove - `MobAnimations.playWeaponPose(mob, layer, poseId, twoHanded)`: plays the Better Combat weapon pose on `POSE` or `OFF_HAND_POSE` - `MobGoals` (add goals to mobs you don't own, e.g. villagers) and `SpellCasterState` (cast timer to back an `ISpellCasterEntity` mixin) - Dev-environment commands `/mrpg_goal <targets> bettercombat|combatroll [dodge]|spellcast <spell>|shoot [count]|clear` to test the custom goals on any mob. - `AllyHelper` (`canHurt`, `canHelp`, `isAlly`): one ally check for projectiles, clouds, traps and AoE. Resolves owners (projectiles, pets, controlled mobs), checks teams and mob-vs-mob - Asks Spell Engine's entity relations first when it is installed (`setRelationBridge`) - `EntityAttributeConfig` / `EntityAttributeApplier`: a reusable, `ConfigManager`-backed way to give a registered entity configurable attributes - base values are for the easy difficulty and there separate normal/hard difficulty multipliers - Config entries can also carry a `custom` map of numbers (with the same difficulty multipliers) and string values (with optional `normal_string` and `hard_string` per difficulty), for mob tuning like cooldowns, projectile counts, ranges or summoned entity ids. Set defaults with `Entry.setCustom(...)` / `setCustomString(...)`, read them live with `EntityAttributeApplier.custom(entity, config, fallback)` (`getInt`, `getDouble`, `getBoolean`, `getString`) - Config entries can also carry an `equipment` map (`mainhand`, `offhand`, `head`, `chest`, `legs`, `feet`) to equip mobs on spawn: an item id or a `#tag` (random item from the tag), with optional spawn `chance`, `enchant_chance` / `enchant_levels` / `enchant_tag`, `drop_chance`, and `required_mods` with a `fallback_item` for items from optional mods. Set defaults with `Entry.setEquipment(...)` and `EquipmentValue` - `MobSpellCastGoal.withEquipmentSpells(true)` reads the caster's mainhand item for passive and modifier spells - `withPassiveSpellTag(tag)` grants passive spells for the SpellCasting Entity from a spell tag instead ### Fixed - Soaked now also makes targets vulnerable to lightning spells (with Spell Power), not only frost - Wither's Curse now only counts harmful status effects on the target - Mob-cast spells with an area impact now hit everything around the target and show their impact particles and sound. - Mobs no longer use melee-range spells from far away - Mob-cast area spells with melee range now hit everything around the mob.
release

2.8.0+1.21.1-fabric

2.8.0+1.21.1-fabric
11 окт. 2026 г.5,8 тыс.Minecraft: 1.21.1fabric
Скачать
Что нового
# 2.8.0 - 1.21.1 ## For players ### ⚠️ BREAKING - ⚠️ Mod id and namespace renamed `more_rpg_classes` -> `mrpg_lib` (registry ids, spells, tags, loot functions and entries such as `mrpg_lib:conditional_item`, custom impact handlers such as `mrpg_lib:knock_up_fixed`) - Package renamed `net.more_rpg_classes` -> `com.mrpg_lib`, maven group `com.mrpg_lib`, archive base name `mrpg-lib` - Everything that touches Spell Engine, Spell Power, playerAnimator, Ranged Weapon API or Critical Strike moved into `com.mrpg_lib.compat.<name>` - `MoreParticles` split: the Spell Engine dependent particles moved to `compat.spell_engine.particle.MoreSpellParticles`; `client.particle.MoreParticles` - `CustomMethods` split: `spellSchoolDamageCalculation` and `isEntityProtectedCheck` moved to `SpellEngineMethods`; `isEntityProtectedCheck` is deprecated, use `AllyHelper.canHelp`, `getHighestSpellSchoolPower` to `SpellPowerMethods` - `StealthStatusEffect.stealthPopParticles()` is no longer abstract, it returns `Object` (default `null`) so the class no longer references Spell Engine types - `MobSpellCastGoal` runs in real time now: it ticks every game tick and tracks cooldowns against world time, so `updateCooldown()` is a no-op and no longer needs to be called ### Changed - Spell Engine and Spell Power are no longer required. Both are optional now. - The mod id is now `mrpg_lib` it was `more_rpg_classes`. - The config folder moved from `config/more_rpg_classes` to `config/mrpg_lib`. - Frozen Solid, Soaked and Arcane Precision use standalone versions of the effects when Spell Power is not installed. - Spells with a cast time now go off at the end of the cast, like for players, so the whole cast animation plays. - Mob spells now respect the spell's delivery delay. - Mobs mow charge spells like players. If charging adds range, they charge just enough to reach the target and use the spell from its full charged range. - Otherwise, they charge fully, or release at the minimum charge when the target is very close. - Buffed Burstcrack's Damage Power Coefficient ### Added - `mrpg_lib:custom_cloud` entity, a generic lingering cloud, added mainly for Loot & Explore - Mobs can play player animations (needs playerAnimator). This includes villagers, wandering traders, witches and illagers. - Better Combat (optional): mobs that use the new melee goal attack with their weapon's combos, animations, hitboxes and weapon trails, with the same animation timing, slowdown while swinging and knockback rules as players. - They can dual wield too: alternating hands, mirrored off-hand swings and Better Combat's dual-wield attack speed and damage multipliers. - Weapons with a holding pose (like claymores, spears and glaives) are held in that pose whenever the mob carries them, with the same walking and two-handed rules as for players - Combat Roll (optional): mobs that use the new roll goal can roll away when hurt, roll towards their target and dodge projectiles - Spell casting mobs can cast arrow spells and stash spells - Spell casting mobs can also use summon spells correctly now - Spell casting mobs can now use melee weapon skills like Swift Strikes: they walk up to the target, dash forward when the skill has momentum, and hit everything in the swing's arc - Spell casting mobs can cast spells with a custom delivery from other mods - Upgrade crystals (T5 Class Armor Upgrade Crystals) are now affiliated loot: they drop more often for players carrying a spell book of a class they apply to - Breaking: `ISpellCasterEntity.isCastingSpell()` is now `isMobCasting()`. The old name collides with vanilla's own `isCastingSpell` on spellcasting illagers, which broke the interface on NeoForge dev environments - `MobSpellCastGoal`: `SpellTimings` with `withTimings(...)` (goal-wide or per spell; cast/channel seconds, cooldown seconds, channel ticks) and `withAnimations(true)` to play the spell's cast and release animations - `MobSpellCastGoal` casts arrow spells (`SHOOT_ARROW`, `AFFECT_ARROW`) with real arrows, and stash spells (`STASH_EFFECT`, e.g. Power Shot) like on players. - `MobSpellCastGoal` runs `CUSTOM` deliveries through Spell Engine, so handlers registered with `SpellHandlers.registerCustomDelivery` work for mobs (they get the mob as `caster`). - `SpellBehaviorRegistry.targetDistance(min, max)`: ready-made condition to only cast a spell when the target is within a distance range - Spell Engine summons of a mobSpellCaster treat it as their owner, so they follow and defend it and attack its target - playerAnimator mob bridge (`compat.player_animator.api.MobAnimations`, `MobAnimationOptions`, `MobAnimationLayer` with `POSE`, `OFF_HAND_POSE`, `MISC`, `ATTACK`, `CASTING`, `RELEASE`, `DODGE`, client `MobModelAdapters`, built-in `VillagerModelAdapter`) - Goals: `LongReachMeleeAttackGoal`, `WindupMeleeAttackGoal`, `PredicateGatedGoal` - `BetterCombatCompat.createMeleeGoal(...)` (Better Combat combo melee for mobs, a plain `MeleeAttackGoal` without the mod) with `MeleeSettings` (`baseRange`, `intervalScale`, `animations`, `resetInvulnerability`, `weaponTrails`), and `BetterCombatCompat.onGoalRemoved(goal)` to drop the weapon pose of a goal you remove - `MobAnimations.playWeaponPose(mob, layer, poseId, twoHanded)`: plays the Better Combat weapon pose on `POSE` or `OFF_HAND_POSE` - `MobGoals` (add goals to mobs you don't own, e.g. villagers) and `SpellCasterState` (cast timer to back an `ISpellCasterEntity` mixin) - Dev-environment commands `/mrpg_goal <targets> bettercombat|combatroll [dodge]|spellcast <spell>|shoot [count]|clear` to test the custom goals on any mob. - `AllyHelper` (`canHurt`, `canHelp`, `isAlly`): one ally check for projectiles, clouds, traps and AoE. Resolves owners (projectiles, pets, controlled mobs), checks teams and mob-vs-mob - Asks Spell Engine's entity relations first when it is installed (`setRelationBridge`) - `EntityAttributeConfig` / `EntityAttributeApplier`: a reusable, `ConfigManager`-backed way to give a registered entity configurable attributes - base values are for the easy difficulty and there separate normal/hard difficulty multipliers - Config entries can also carry a `custom` map of numbers (with the same difficulty multipliers) and string values (with optional `normal_string` and `hard_string` per difficulty), for mob tuning like cooldowns, projectile counts, ranges or summoned entity ids. Set defaults with `Entry.setCustom(...)` / `setCustomString(...)`, read them live with `EntityAttributeApplier.custom(entity, config, fallback)` (`getInt`, `getDouble`, `getBoolean`, `getString`) - Config entries can also carry an `equipment` map (`mainhand`, `offhand`, `head`, `chest`, `legs`, `feet`) to equip mobs on spawn: an item id or a `#tag` (random item from the tag), with optional spawn `chance`, `enchant_chance` / `enchant_levels` / `enchant_tag`, `drop_chance`, and `required_mods` with a `fallback_item` for items from optional mods. Set defaults with `Entry.setEquipment(...)` and `EquipmentValue` - `MobSpellCastGoal.withEquipmentSpells(true)` reads the caster's mainhand item for passive and modifier spells - `withPassiveSpellTag(tag)` grants passive spells for the SpellCasting Entity from a spell tag instead ### Fixed - Soaked now also makes targets vulnerable to lightning spells (with Spell Power), not only frost - Wither's Curse now only counts harmful status effects on the target - Mob-cast spells with an area impact now hit everything around the target and show their impact particles and sound. - Mobs no longer use melee-range spells from far away - Mob-cast area spells with melee range now hit everything around the mob.
release

2.7.2+1.20.1-fabric

2.7.2+1.20.1-fabric
20 сент. 2026 г.8,2 тыс.Minecraft: 1.20.1fabric
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Что нового
# 2.7.2+1.20.1 > ### ⚠️ Read this before updating > > This release is a **major technical overhaul and is not backwards compatible.** > > - **Requires the matching Spell Engine release.** This version will not run on Spell Engine > **0.9.x**, and mods built against 0.9.x will not work alongside it. > - **Update the whole set together.** Spell Engine and every RPG Series mod must be on > matching versions. Mixing in an older add-on will break at startup or misbehave in play. > > **Back up your world before updating.** - Thanks to Daedelus for the PR! - Ported to Minecraft 1.20.1 (Fabric + Forge 47). NeoForge is replaced by Forge on this line; the same Forge jar also loads on NeoForge 1.20.1. - Requires the matching 1.20.1 releases of Spell Engine (1.10.5) and Spell Power (1.6.0). - Loot-table modification and the mob-beam packet were rebuilt on Spell Engine's platform seams, so both loaders share one implementation. - Every registry write goes through Forge's `RegisterEvent` window, so the mod also boots on Forge 47.0-47.3 and on NeoForge 1.20.1, which never unlock the vanilla registries. ### Accepted 1.20.1 limitations - The `typhoon` and `stonebloom` enchantments are registered from Java instead of shipping as data-driven enchantments (1.20.1 has none). Weights, max level, costs, slots and the multi-school exclusivity are unchanged, but they can no longer be overridden or disabled from a datapack. - 1.20.1 has no entity-scale attribute, so everything that read a living entity's scale now uses 1.0. - Trial Omen and Raid Omen do not exist on 1.20.1: `clearNegativeEffects` no longer clears Trial Omen, and the Tenacity resist check covers Bad Omen only. - Tag entries naming 1.21-only content (`bogged`, `breeze`, `wind_charge`) are declared optional and are simply absent.
release

2.7.2+1.20.1-forge

2.7.2+1.20.1-forge
20 сент. 2026 г.8,2 тыс.Minecraft: 1.20.1forge, neoforge
Скачать
Что нового
# 2.7.2+1.20.1 > ### ⚠️ Read this before updating > > This release is a **major technical overhaul and is not backwards compatible.** > > - **Requires the matching Spell Engine release.** This version will not run on Spell Engine > **0.9.x**, and mods built against 0.9.x will not work alongside it. > - **Update the whole set together.** Spell Engine and every RPG Series mod must be on > matching versions. Mixing in an older add-on will break at startup or misbehave in play. > > **Back up your world before updating.** - Thanks to Daedelus for the PR! - Ported to Minecraft 1.20.1 (Fabric + Forge 47). NeoForge is replaced by Forge on this line; the same Forge jar also loads on NeoForge 1.20.1. - Requires the matching 1.20.1 releases of Spell Engine (1.10.5) and Spell Power (1.6.0). - Loot-table modification and the mob-beam packet were rebuilt on Spell Engine's platform seams, so both loaders share one implementation. - Every registry write goes through Forge's `RegisterEvent` window, so the mod also boots on Forge 47.0-47.3 and on NeoForge 1.20.1, which never unlock the vanilla registries. ### Accepted 1.20.1 limitations - The `typhoon` and `stonebloom` enchantments are registered from Java instead of shipping as data-driven enchantments (1.20.1 has none). Weights, max level, costs, slots and the multi-school exclusivity are unchanged, but they can no longer be overridden or disabled from a datapack. - 1.20.1 has no entity-scale attribute, so everything that read a living entity's scale now uses 1.0. - Trial Omen and Raid Omen do not exist on 1.20.1: `clearNegativeEffects` no longer clears Trial Omen, and the Tenacity resist check covers Bad Omen only. - Tag entries naming 1.21-only content (`bogged`, `breeze`, `wind_charge`) are declared optional and are simply absent.
release

2.7.2+1.21.1-neoforge

2.7.2+1.21.1-neoforge
7 сент. 2026 г.12,1 тыс.Minecraft: 1.21.1neoforge
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# 2.7.2 - 1.21.1 - Drop Forgified Fabric API (FFAPI) as a required dependency
release

2.7.2+1.21.1-fabric

2.7.2+1.21.1-fabric
7 сент. 2026 г.12,2 тыс.Minecraft: 1.21.1fabric
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Что нового
# 2.7.2 - 1.21.1 - Drop Forgified Fabric API (FFAPI) as a required dependency