Spell Engine
作者:rebot | 分类:模组
Minecraft 版本: 1.21 1.21.1
平台: fabric
标签: game-mechanics library magic
SpellEngine is library mod (also known as an API) that lets developers create magic spells using, providing players with a complete spell-casting system including spell books, visual effects, and weapon integration.
? Installation
? Installation via Modrinth app is strongly recommended, to automatically resolve all required mods.
Required
Additionally on Fabric:
- Fabric API
- slot mod: Trinkets or Accessories
Additionally on NeoForge:
- Forgified Fabric API
- slot mod: Accessories
⭐️ Content made with Spell Engine
? Made by partners
? Built-in content
?️ Weapon skills ?

Explore a variety of melee attack skills, each of them designed for a specific weapon type, with unique features:
- detailed collision detection
- momentum and sliding
- fancy animations
RPG Series content mods come with these skills assigned by default.
Automatically assigned to third-party and vanilla weapons, based on item id or item tag membership. (Config file: config/spell_engine/weapon_fallback.json)
?️ API Features
Data driven API
- ?️ Spells can be assigned to any weapon (data driven with automatic weapon compatibility)
- ? Spells deal damage based on Spell Power entity attributes
- ✍️ Spells defined in JSON format with hot-reloading and network synchronization
- ? Spell Container System with proxy mode, equipment slots, and dynamic spell resolution
- ? Universal pattern matching for tags, regex, and exact matches across all spell properties
- ?️ Programmatic spell generation with SpellBuilder and SpellGenerator for mod developers
- ⚙️ Spells have a comprehensive set of mechanical behaviours:
- Spell Types: Active (casted), Passive (triggered), Modifier (spell-modifying)
- Cast Modes: Instant, charged, channeled, with configurable haste effects
- Trigger System: 14+ trigger types (melee, arrow, spell, damage, evasion, roll, etc.) with conditional logic
- Targeting: Aim, Beam, Area, Caster, None, FromTrigger - with caps, conditions, and health-based limits
- Delivery: Direct, Projectile, Meteor, Cloud, ShootArrow, StashEffect, Custom - with delays and multi-placement
- Projectile Features: Homing, ricochet, bounce, pierce, chain reactions, divergence, custom hitboxes
- Impact Actions: Damage, Heal, StatusEffect, Fire, Teleport, Spawn, Cooldown, Aggro, Custom
- Conditional Logic: Target modifiers, impact filters, chance-based execution, entity type conditions
- Cost System: Exhaust, items/runes, cooldowns, durability, status effect consumption, with batching
- Equipment Sets: Set bonuses providing spells, attributes, and special abilities
Fancy audio and visuals
- ? Advanced sound system: casting start/loop, release, impact, travel sounds with randomization
- ✨ Sophisticated particle system with shapes, entity following, scaling, and custom magical particles
- ? Custom Item/Block models for projectiles, status effects, and spell clouds with BlockBench support
- ? Player animations at all spell stages with pitch control and ranged weapon animation support
- ? Dynamic lighting integration (LambDynamicLights) for magical illumination
- ? Customizable beam rendering with colors, textures, width, and flow effects
- ? Area effect visualization with ground indicators and range-scaled particles
In game features
- ? Spell selection and casting visible on HUD (fully player configurable)
- ? QoL features: automatic spell cast release, client prediction, smart targeting
- ⛓️ Spell Binding Table for adding spells to weapons and creating spell books
- ? Spell Scroll system with creative tab generation and dungeon loot integration
- ? Equipment integration: Spell books, trinket slots (Trinkets/Accessories), automatic weapon detection
- ⚡ Spell Infinity enchantment with configurable item tag support
- ? Commands:
/spell_cooldownsfor server administration and debugging - ? Advanced loot system with
spell_bind_randomlyfunction for dynamic spell assignment
Developer & Mod Integration
- ? Extensive mod compatibility: Better Combat, Combat Roll, FTB Teams, Shoulder Surfing, and more
- ? Comprehensive event system for spell casting, healing, and projectile lifecycle
- ?️ Custom handler registration for delivery methods and impact actions
- ? Entity predicate system for complex targeting conditions
- ? Performance optimizations: batching, scheduling, client-side prediction
- ? Data generation framework for programmatic spell creation and validation
- ? Multi-platform support (Fabric & NeoForge) with unified API
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