374 downloads



Description:
🌑 SoulReaper ├── ✨ Passive Effects (while held) │ ├── 🌙 Night Vision (continuous) │ ├── 🪶 No Fall Damage │ └── 💨 Movement Speed Bonus │ ├── 💎 Offerings System (permanent upgrades) │ ├── 🟩 Emerald Block → +0.5 ❤️ HP each, grants ♻️ Regeneration (after 1st) │ ├── ⚙️ Iron Block (x20) → +0.5 🗡️ AP │ ├── 🔷 Diamond Block → Unlocks Tier 2 (+2 🛡️ Armor each extra) │ ├── 🪓 Netherite Ingot → Unlocks Tier 3 │ └── 🌟 Nether Star → Unlocks Tier 4 │ ├── 🕹️ Offerings Interface │ ├── 🔑 Open: Hold SoulReaper + Press 🅨 │ ├── 🎁 Action: Drag item → SACRIFICE → Server validates & consumes │ └── ⚡ Feedback: Thunder SFX, GUI shake, auto-switch to STATISTICS │ ├── ⚔️ Combat Abilities │ ├── 👊 Left-Click → Heavy Strike (AP-scaling, delayed 💥 explosions) │ ├── 💨 Right-Click → Shadow Dash │ ├── 🔥 Shift + Right-Click → Inferno Reave (Tier 2) │ ├── 🕳️ Q → Void Cleave (Tier 3) │ └── ⚖️ Hold G (1 s) → Judgment (Tier 4) │ └── 📊 Stats Display (tooltip & GUI) ├── 🗡️ ATK • ❤️ HP • 🎯 Pierce % • 🛡️ Armor └── 🔒 Ability Status: LOCKED / UNLOCKED (server-synced)
Manage versions and create new iterations of this mod.
This will create a new mod based on "Soulreaper" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "Soulreaper" for Minecraft Java 1.20.1. The original mod will remain unchanged.
374
Oct 3, 2025, 10:18 AM
User request: Mod summary (global): - Name: Soulreaper — Fabric 1.21.5 weapon mod. - Required libs: Fabric API, Rendering API (Fabric Rendering API), Cardinal Components. - Theme: particle/VFX/SFX-driven with computed trajectories (Bezier/Catmull‑Rom/polar/helix/splines, arc-length reparameterization), multi-stage VFX/SFX with spatial audio, LOD & performance constraints, action GUI with OFFERINGS/STATISTICS. - Key tech rules: particle despawn >32 blocks; per-particle collision damage (raycast/AABB/sample checks); stable passive reapply (no flicker); per-frame budgets & adaptive LOD; server/client sync for unlocks/stats/cooldowns; server authoritative for offerings/AP. Versioned edit history (highlights per version): v1 — Original spec - Platform/libs: Fabric 1.21.5 + Fabric API, Rendering API, Cardinal Components. - Particle/perf: particle despawn 32 blocks; fidelity toggle (default Ultra); LOD, caps, despawn, per-frame budget guidance. - Visuals: obsidian black blade, pulsating crimson veins (2s), purple→cyan edge gradient, bone handle w/ purple bandages, floating rotating soul-gem pommel bob ±0.2 blocks. - Idle: smoke helix (5/tick, 1.5 radius), continuous heartbeat bass (80Hz, 1.2s loop), 3 afterimages fade 0.3s. - Lore & crafting: stylized colored text + flavor quote; crafting: Fire Charge cluster (top-right diagonal), Chain (middle-right), Netherite Sword (bottom-center). - Base stats: 12 dmg (6❤), 0.8 speed, Unbreakable. Held passives: no fall damage, +5% speed, night vision (+20% brightness), soul sense (heartbeat audible within 20 blocks scales). - Tiered abilities: - T1 SHADOW STEP (R‑Click, 3s CD): black smoke burst, teleport dash 15 blocks, 3 shadow clones, sculk crater, 0.5s invincibility + flashes; LoS required in PvP. - T2 INFERNO REAVE (Shift+R, 7s CD; unlock Diamond Block): 0.5s spin windup; expanding fire ring; 300+ flame toroid waves + 24 radial rays to 18 blocks over 1.2s; 15❤ to hostiles; 40% ignite; chromatic aberration + red vignette; Inferno deals 50% vs players. - T3 VOID CLEAVE (Q, 12s CD, unlock Netherite): 10-block vertical rift, portal orbit particles, distortion shader (3-block warp), void tendrils; 8❤/s for 3s; 50% armor pierce; gravity pull. - T4 REAPER’S JUDGMENT (Hold G 1s, 30s CD, unlock Nether Star): Nether Star shatters into 500+ beams; 0.3s time-freeze, 1s charge; 4s auto-target up to 15 hostiles in 25-block sphere; per-hit: 25❤ + Wither II 8s + Weakness II 10s, 0.1s freeze-frame + 3-block knockback; finale Fibonacci dome 1200+ particles 20-block radius; PvP clamp max 3 players. - UI/Tech: particle scaling tiers 100/60/30%; cooldowns show circular hotbar wipe + countdown text + chime. v2 — GUI addition - GUI: 300×200 px centered; obsidian bg #0a0a0a (90% opacity); pulsing crimson veins (3s sine); skull corners 32×32; cyan-purple soul particles (20); jagged bold font; background blur 8px. - Tabs: OFFERINGS (left 140px), STATISTICS (right 140px); active underline, 0.2s fade. - Offerings slot: 64×64 slot purple glow; 3D rotate 2°/tick, bob ±2px; T2=Diamond Block, T3=Netherite Ingot, T4=Nether Star. - Sacrifice button: 180×40 (disabled gray / enabled red glow); dissolve 0.5s particle spiral + flash, thunder+anvil reverb, GUI shake, auto-switch to STATISTICS. v3 — Refinements & fixes - Visual reiteration; lore add bold §l formatting. - GUI & gameplay fixes: reduce blur, fix symmetry/layout/spacing, allow selecting sacrifice items from player's inventory displayed below GUI. - Ensure held passives/effects truly infinite & stable (no flicker). v4 — Consolidated spec - Idle/visuals same; smoke helix (5/tick), heartbeat bass, 3 afterimages. - Passives clarified: infinite while held: +5% speed, night vision, soul sense (20‑block heartbeat). - T1 renamed SHADOW DASH: linear dash (not teleport) 15 blocks with motion blur; spiral cyan particles; 3 shadow clones at 25/50/75% path; sculk crater + white flash. - GUI final: 300×200 center, obsidian bg #0a0a0a 90% opacity; minimal blur (≤8px); inventory sacrifice selection; heavy §l and color usage. - Particles & animations: multi-stage computed trajectories; passives infinite while weapon held. - Tech: Fabric API, Rendering API, Cardinal Components; particle despawn 32 blocks; scaling tiers; cooldown UI. Note: implementer info about final generated prompt <4800 chars. v5 — Abilities & animation revision - Global gameplay: - Left-click damage changed to scale 20→30 depending on tier & offering points; left-click triggers instant particle shockwave; armor-pierce scales with unlocks. - Passives implemented via refresh every 3s reapplying 5s duration; fall immunity persists while held. - Particles: computed trajectories (splines, arcs, spirals), audio spatial panning & bass EQ. - Cooldowns/UI: action-bar numeric + circular hotbar overlay; abilities show progress bars while channeling. - Diamond Block mechanic: after unlock, each Diamond Block grants +0.5 Attack Points (stacking infinitely) scaling left-click & passives. - Abilities refined & stronger: - T1 SHADOW DASH (R‑Click, 2.5s CD): physics dash, up‑bias 0.02–0.06, thrust normalized by look; max 20 blocks in 0.35s; vortex particles (180 per 0.35s) along dash spline; predictive collision radial shockwave (32 sample points); 0.6s invul. - T2 INFERNO REAVE (Shift+R, 7s CD): windup 0.6s 360° spin; 300+ flame toroids expand 0→18/1.2s; 24 tessellated rays per toroid; AoE damage scales with offerings; 40% ignite; chromatic aberration ±6px; volumetric masking. - T3 VOID CLEAVE (Q, 10s CD): vertical rift 10×0.5; 500 orbiting portal particles; 5 Bezier tendrils; 8❤/s for 3s; 50% armor pierce; radial pull 2‑block radius. - T4 REAPER’S JUDGMENT (Hold G 1s, 30s CD): orbits 3×; 500+ white motes; time‑freeze 0.35s then 0.2s dilation; auto‑target 25‑block sphere max 15 hostiles; parabolic dash per target 0.20–0.28s; per‑hit 25❤ + Wither II + Weakness II; finale Fibonacci dome 1200+ particles. v6 — Ultra animation scale-up - Weapon & passives: - Durability 10000. Left‑click damage 20→35 (scales with tier/offering). Hits generate impact shockwave particles; armor‑pierce scales with unlocks. - Passives: refresh every 3s (reapply 5s), no fall damage. - Diamond Block offerings: +0.5 AP per block stacking infinite. - GUI: 300×200 clear obsidian; action‑bar cooldown+charge progress centered; inventory below GUI for offerings; event‑only SFX. - Particles & FX: minimum 2000 particles per animation (v6 demanded), full trajectory computation; layered volumetric lighting; chromatic aberration; entities damaged by particles/dash path. - Abilities (massive adjustments): - T1: physics dash up to 20 blocks, damages hostiles in path; particles 2000+; 3 shadow clones; shockwave sculk crater, 0.5s invul. - T2: 2000+ flame particles 0→20 blocks/1.2s CCW; 18‑block AoE; 50% ignite chance. - T3: vertical rift 12×1 opens 0→1 in 0.4s; 2000+ portal particles; 10❤/s for 4s (40❤), 60% armor pierce, radial pull 3‑block radius; distortion 4‑block radius. - T4: nether star orbits 4× condensing 1000+ motes; time‑freeze 0.4s then 0.3s dilation; auto‑target 30 hostiles in 30‑block sphere; sequential parabolic dashes 0.15–0.25s per target; per‑hit 30❤ + Wither III + Weakness III; finale Fibonacci dome 1500+ particles 25‑block radius. PvP clamp max 3 players. v7 — Maxed GUI & "Cheater" Animations (pre‑v8 final) - Global: - Durability 10000. Left‑click: 20→35 dmg + double mini explosions on hit (instant + 0.8s later) dealing damage without knockback. - Passives: infinite; refresh durations varied (v5: 3s refresh → v7 allowed 5–20s variability). Fall immunity while held. - Suppress ambient pickup/background sound; SFX only for events. - Diamond Block: +0.5 AP per block stacking infinite. - GUI: professional UI; no blur; 300×200 centered; optional subtle vein pulse; Tabs top; action‑bar + T4 charge bar; inventory slots under GUI for offerings. - Particles & FX: each ability 500–2000 computed particles per effect (v7 minimum 500); splines, Bezier curves, parametric arcs; particles can damage hostiles. - Abilities: - T1 SHADOW DASH (R‑click, 2s CD): physics dash up to 20 blocks, mid‑air adjustable, damages hostiles in path; cancel fall damage; vortex trails; ghost clones; shockwave on impact. - T2 INFERNO REAVE (Shift+R, 6s CD): windup 0.6s; massive flame wave; 2000+ particles form toroidal wall; AoE 20‑block radius; damage scales with offerings; volumetric depth & chromatic aberration. - T3 VOID CLEAVE (Q, 10s CD): deploy vertical rift 10×7×7 ahead; 2000+ portal/toxic particles & tendrils; 10❤/s for 4s; 60% armor pierce; radial pull 3‑block radius; distortion shader + implosion. - T4 REAPER'S JUDGMENT (Hold G 1s, 30s CD): sequential physics dashes to up to 15 targets in 25‑block sphere (v7 final: sequential 15 targets), PvP clamp max 3 players; per‑hit 30❤ + Wither III + Weakness III; finale Fibonacci dome 1500+ particles 25‑block radius; sculk+soul‑sand crater; anime‑style SFX. - Offerings & crafting: diamond block AP +0.5 per block; craft patterns: original diagonal Fire Charge cluster + Chain + Netherite Sword; v5 suggested alternate 3×3. v8 — REWORK (strict final rules & algorithms) - GUI: - Full rebuild, no blur. Tabs OFFERINGS/STATISTICS, offerings show inventory below for drag/drop. Clean alignment; action‑bar alignment fixes; T4 charge bar above action‑bar; event‑only SFX. - PASSIVES & OFFERINGS (final mechanics): - Passives last 20s, refreshed every 5s (explicit final timing). - Emerald blocks: every 5 ⇒ +0.5 ❤ max + infinite regen while held. - Iron blocks: every 20 ⇒ +0.5 AP. - Diamond blocks: persist +0.5 AP per block after unlock (stacking). - LEFT‑CLICK: - Base dmg 20→35 scaling with AP. On hit: double explosion on entity: instant + after 0.8s; no knockback. Burst particles + SFX. - PARTICLE RULES (strict): - All systems use computed splines/parametric equations (Bezier, polar, helix). No canned loops. - Particle minima mandated: T1≥1000, T2≥2000, T3≥2500, T4≥3000 total (≥1000 per target for multi‑target T4). - Every particle that “touches” an entity deals damage (implement via collision checks/sample rays). - SFX: custom layered stems with spatial panning. - ABILITY algorithms & specifics (high‑level): parametric emitter rules per ability (T1 dash helix, T2 torus motes from 24 emitter nodes, T3 volumetric rift+tendrils, T4 sequential Bezier paths per target, per-target particle budgets ≥1000 + 1000 impact sparks, finale dome ≥3000). - PvP & balance: T4 PvP clamp = max 3 players. - GUI & UX: modern no‑blur UI, offering selection via inventory drag/drop, action‑bar + hotbar circular overlay + numeric cooldown + progress bars, hover particle previews. - Performance: fidelity toggle default Ultra; minima per ability; optimization required (LOD caps, despawn >32, per-frame budget). - Crafting: original diagonal Fire Charge + Chain + Netherite Sword; alternate 3×3 optional. - Implementation constraints: stable reapply passives (no flicker), SFX only for events. v9 — SOULREAPER GUI COMPLETE REBUILD (final GUI redesign & strict containment) - Mission: rebuild GUI modern, death‑themed, ZERO blur, perfect readability. OFFERINGS & STATISTICS. - Window core change: size 320×240 px centered (from 300×200); bg obsidian #0D0D0D 95% opacity; border 2px crimson #8B0000 + inner 1px cyan glow #00FFFF @30%; skull corner icons 16×16 bone‑white; header 320×32 gradient title "⚔ SOULREAPER ⚔" centered bold 14pt white. NO BLUR / NO DISTORTION. - Tabs: two 160×28px tabs under header: OFFERINGS (☠) left, STATISTICS (⚔) right; hover bottom border 2px cyan 0.15s; metallic click sound. - OFFERINGS layout: - Sacrifice slot centered x=128,y=75 64×64 black bg 2px crimson border; glow pulsing 2s; 3D rotate 1°/tick bob ±1px; label "INSERT OFFERING". - Required Items Grid: 3 cards (emerald/iron/diamond) 90×50 with icon, name, LOCKED/UNLOCKED status; rule text: "5 Emeralds=+0.5♥ | 20 Iron=+0.5 AP | Diamond=Tier Unlock". - Sacrifice button: 180×28 at y=215: disabled Gray "NO OFFERING"; valid Pulsing crimson "⚡ SACRIFICE ⚡". Item spiral dissolve 0.4s, thunder+anvil SFX, GUI shake ±2px; error flash "INVALID ITEM". - Inventory render below GUI (9×4 grid) at y=250 when OFFERINGS active for drag/drop. - STATISTICS: - Ability cards: 4 stacked 280×38px with tier icon, name, keybind pill, cooldown display, lock icon. - Global stats panel y=215 280×36px 2×2 grid: Souls Reaped, Damage Dealt, Enemies Slain, Distance; live update. - Weapon lore tooltip: condensed 3‑line design with heavy § formatting examples. - GUI sounds: Open deep bell, tab whoosh, hover tick, click unsheath, error buzzer, success thunder+anvil. - Technical specs: Fabric 1.21.5, Rendering API, Cardinal Components. Input key Y (rebindable), ESC closes. HUD rendering, no shaders/blur, 60fps target. Client↔server sync required. Strict bounds: 320×240px, zero overflow, perfect containment. v10 — SOULREAPER T2/T3/T4 ULTIMATE PARTICLES (core particle/ability algorithms & tech) - Core rules reiterated: parametric trajectories (Bezier, polar, spirals). Catmull‑Rom interpolation for splines, 0.05s steps recommended. - Counts mandated: T2≥2000, T3≥2500, T4≥3000 total (≥1000 per target). - Every particle collision deals damage (raycast/AABB per particle/tick). - SFX: layered stems spatialized; audio EQ guidance (40–80Hz boost, 200–400Hz cut). - T2 INFERNO REAVE detailed: windup 0.6s, lock 0.2s, Laser Barrage 1.2s with cubic Bezier lasers sampled 100 points, ≈20 particles/point ≈2000 particles/laser, motion 0.8 blocks/tick, impact explosions 80 particles, scorch decal, 3s flames, 18‑block AoE, 50% ignite, chromatic aberration ±6px. - T3 VOID CLEAVE detailed: rift 0.4s 1×7×10 spawn, border 500 orbit particles, vacuum 0.5s pull ≤3 blocks Δv=0.3/tick, 1000 tendril particles (Bezier), Spiral Dome 3s 2500 Fibonacci+helix particles, damage 10♥/s, 60% armor pierce, particles deal +2♥ on collision, implosion 0.3s invisible explosion 15♥ burst 4‑block radius. - T4 JUDGMENT detailed: per‑target dash 0.16–0.24s double‑helix trail 1000 particles along Bezier, motes converge, impact 0.08s hit‑stop, X‑slash 150 particles, Soul explosion 120 cyan, finale dome 1500+ particles + 4 shock rings 600 each; sampling & collision guidance. v11 — SOULREAPER CRITICAL VISUAL FIXES (urgent) - GUI FIXES: Remove ALL blur; reposition GUI UP 60px (new Y = screen_center_Y - 180); must sit ABOVE inventory with min 20px gap. - T2 INFERNO REAVE — MASSIVE VISUAL OVERHAUL: Target Lock 0.2s 48 red lasers 0.05 width 60Hz flicker; 3 flame rings orbit; Laser Launch/Laser Travel/Impact detailed: per-laser ~2000+ particles, Bezier 100 sample points × per-point particles, motion blur ghosts, heat distortion cylinder, crossfire sparks/electric arcs; impacts 120-particle explosions, scorch decal, lingering fire 3s; screen FX: chromatic aberration ±8px, red vignette 50%, bloom. - T3 VOID CLEAVE — COMPLETE REBUILD: Rift spawn 0.4s vertical 1×7×10 at 2 blocks ahead; border 500 purple particles (10 rings × 50 p); interior black void + 120 cyan stars; distortion 3‑block warp; Vacuum 0.5s 20 tendrils per entity (50 p each=1000), pulled mobs trail 30 cyan soul particles; Zebra Spiral Dome 3s 2500 particles with zebra stripes, Fibonacci lattice, rotate CCW 45°/s; Implosion 0.3s 2500 converge, white flash 0.05s, explosion embers, shockwave rings, 5×5 sculk crater. - T4 JUDGMENT — PARTICLE BOOST: Per-target arrival 80 white sparkles; X-slash 150 + ghost trails; Soul explosion 120 + tails; Finale 4 shock rings + persistent trail 0.5s (2400 extra particles), ground dust kick 100/ring. - TECH (v11): Render translucent layer, depth sort; blending additive for flames/energy and alpha for smoke. LOD -30% particles if FPS<50. Shaders allowed for aberration/distortion/bloom but GUI must remain zero blur. v12 — SOULREAPER ULTIMATE FIX — final edits & color/pattern refinements + GUI blur enforcement - GUI BLUR FIX: Stats panel NO blur; bg #0D0D0D 100% opacity. Remove ALL blur shaders. GUI must be crystal clear. - ACTION‑BAR SPACING: X spacing increased 40px→65px. Explicit action-bar X positions: T1 x=-97, T2 x=-32, T3 x=33, T4 x=98. - T2 INFERNO REAVE — color & counts: explicit color palettes (RED #FF0000, ORANGE #FF6600), per-laser particles 2000+, gradient RED→ORANGE→YELLOW, differing per-point composition, heat distortion ±0.2 wobble; Impact: 120 particles (60 red-orange flames, 40 smoke, 20 yellow embers); ORANGE shockwave; 20% orange vignette. - T3 VOID CLEAVE — violet/pink/black spiral specifics: 500 violet border particles; 120 pink stars; per-mob spiral 400 particles with explicit param eqns and envelopes; Dome 2500 zebra violet/black stripes, Fibonacci lattice rotate 45°/s; implosion + white flash + burst 400 particles + 8 rings violet/black. - T4 JUDGMENT — DEATH ANGEL particle & sequence: Charge 1s skull above y+4 800 particles breakdown; Dash trail 1200-particle ribbon width 1.2 sine ±0.6 3Hz; Arrival splatter; Slash 200 X particles + trails; Finale angel wings y+8 each 500 particles per wing, 4 rings 700 each; detailed color mixes and timing. - LORE TOOLTIP condensed formatted §l§4 block. - PARTICLE PATTERNS: Fibonacci sphere (137.5°), ribbon equations, skull voxel/SDF, wing Bezier feathers, zebra Y-modulo bands. - TECH & LOD: HUD layer, additive/alpha blend, despawn >32 blocks, LOD -25% if FPS<50. ALL Gaussian blur overlays on GUI must be deleted. Raise GUI Y by +150px (additional demand). v13 — SOULREAPER GUI PERFECT REBUILD — Fabric 1.21.5 (final GUI code & layout) - CRITICAL BLUR FIX: root cause: renderBackground() applies Gaussian blur. Solution: override render to SKIP blur shader or set this.blur = false in screen constructor. DO NOT use blur post-processing. Render GUI elements with direct fill/blit operations only. - GUI LAYOUT SPEC (authoritative): - Screen dims dynamic. GUI window: 340×260px. Position: center-top: X = (screen_width - 340)/2; Y = screen_height * 0.18. Inventory below with 24px gap; inventory X centered; Y = gui_bottom_Y + 24. - Background: solid #0D0D0D 100% opacity; Border 2px crimson #8B0000; inner cyan #00FFFF 1px @25% opacity; skull corner icons 16×16. - Header (340×36px): gradient #1A0000→#0D0D0D; title "⚔ SOULREAPER ⚔" centered, 15pt bold #E8E8E8. - TAB SYSTEM (y=36–64): two tabs 170×28px split; active tab crimson bg + bottom cyan border. - OFFERINGS Tab: - Sacrifice slot pos x=138,y=80 64×64; glow pulse 2s; 3D rotate 1°/tick; label "INSERT OFFERING". - Required Items Display: 3 cards Emerald/Iron/Diamond 98×56 at x=12/118/224 y=156; LOCKED/UNLOCKED status. - Rules text y=216: "5 Emerald = +0.5♥ | 20 Iron = +0.5 AP | Diamond = Tier Unlock". - Sacrifice Button: 200×24 x=70 y=232; disabled #1A1A1A "NO OFFERING"; valid pulsing crimson "⚡ SACRIFICE ⚡". Click triggers dissolve spiral 0.4s, thunder SFX, GUI shake ±2px, switch to STATISTICS. - Inventory: renders below GUI when OFFERINGS active (9×4 grid) for drag/drop. - STATISTICS Tab: - Ability cards: 4 stacked 316×40px with 4px spacing starting y=76 (explicit card positions provided; implementer verify Card4 continuity). - Implementation note: provide explicit code snippet to disable blur (set this.blur=false or skip renderBackground()); DO NOT call super.renderBackground(). v14 — Particle design & implementation constraints (final new design) - Directive: implement high-fidelity particle effects for abilities T1–T4 using only Fabric API + Minecraft particle system (no external libs). Use mathematical trajectories (cylinders, helixes, Bezier curves, Fibonacci spheres) and precise color palettes. Client-side only; despawn beyond 32 blocks; auto-scale density -30% if FPS <50. - T1 SHADOW DASH (Palette: White, Gray, Cyan/Blue): - Form: cylindrical tunnel along dash path (radius 1.2). Cylinder edges filled with 1500+ particles fading white→cyan; internal mist gray. - Player trail: smoke helix r=0.5 θ 0→6π cyan/blue gradient. - Impact entry/exit: shockwave ring 300 particles at start/end. - Front mist: faint cyan projection ahead. Trail fades after 0.5s. - T2 INFERNO REAVE (Palette: Red, Orange, Yellow): - Form: chaotic fire waves; each wave = Bezier curve particle beam (start player, end target, control offset ±2). - Curve rendered with 2000+ particles red→orange→yellow gradient; thickness oscillates sin(t). - Secondary sparks: yellow motes velocity ±1.5. - Impact: radial burst 120 flame + 30 embers rising with gravity -0.02. - Distortion: irregular offsets dx,dy ±0.1. - T3 VOID CLEAVE (Palette: Violet, Pink, Black): - Two-stage: Stage 1 Vortex Pull spawn spiral helix r=2→0.5 θ=0→8π pulling mobs, 400 particles per mob + central storm 2500 total. - Stage 2 Fibonacci Sphere Implosion: sphere radius 4 with Fibonacci lattice points, particles cycle violet→black→pink, contracts 2s to 0.5 radius, final explosion 1500 shards spiral outward fade 1s. - T4 REAPER’S JUDGMENT (Palette: Black, White, Yellow): - Death chain: tether targets (max 15, 30-block radius, PvP cap 3). For each jump generate Bezier ribbon curve looping once then snapping to target; curve particles 1200+ gradient black→white with inner yellow sparks. - Ribbon lingers 0.5s; blade strike impact 200-particle X-slash white core with yellow edge + 100 motes spiraling upward. - Finale: angelic wings above player y+6 span 6 blocks, 1000+ white/yellow feathers collapse inward then detonate into 4 concentric shock rings (700 each). Authoritative rules, deltas & implementation summary (treat v8–v14 as authoritative while preserving history): - Platform & libs constant: Fabric 1.21.5 + Fabric API, Rendering API, Cardinal Components. - GUI authoritative (v13): final window 340×260px, center-top Y = screen_height * 0.18, bg #0D0D0D 100% opacity, 2px crimson border + 1px cyan inner glow, skull 16×16 corners; tabs OFFERINGS/STATISTICS 170×28px; OFFERINGS sacrifice slot x=138,y=80 64×64; 3 required item cards positions and sizes as specified; Sacrifice button 200×24 x=70 y=232; inventory below GUI with 24px gap; do NOT use any blur shaders; override renderBackground()/set this.blur = false as provided in v13. - GUI containment/spacing: GUI must sit above inventory (24px gap), no overflow; action-bar X positions explicit: T1=-97, T2=-32, T3=33, T4=98; HUD layer separation; implement described sounds per event. - Passives & Offerings authoritative (v8/v12/v14): - Passives last 20s, refreshed every 5s; stable reapply (no flicker). - Emerald blocks: every 5 ⇒ +0.5 ❤ max + infinite regen while held. - Iron blocks: every 20 ⇒ +0.5 AP. - Diamond blocks: after unlock, +0.5 AP per block persistent stacking infinite; Diamond Block also used to unlock tiers. - Left-click authoritative evolution: - Base damage final 20→35 scaling with AP/offering; on hit double explosion instant + 0.8s no knockback; hits generate impact shockwave particles; armor-pierce scales with unlocks. - Dash evolution summary: - Teleport → linear → physics dash → final physics dash up to 20 blocks ≤0.35s with swept-volume damage, helix vortex, ≥1000 particles (final T1≥1000, v14 T1 1500+ particle cylinder), invul ~0.5–0.6s. - Particle & algorithm hardening (authoritative): - All particles computed via parametric equations: Bezier/Catmull‑Rom/polar/helix/Fibonacci; use arc-length reparameterization where needed; no canned loops. - Mandated minima per ability (authoritative aggregated): T1≥1000 (v8+), T2≥2000, T3≥2500, T4≥3000 total; T4 multi-target ≥1000 per target. v14 clarifies specific counts per T1-T4. - Per-particle collision: every particle that touches entity deals damage; implement via per-particle raycast/AABB/sample checks each tick (or sample points). - Sampling recommendation: Catmull‑Rom/Bezier sampling ~0.05s per step; per-sample spawn counts as specified for lasers/beams. - Despawn beyond 32 blocks. LOD adaptive: reduce particles -25% to -30% when FPS thresholds (authoritative v12: -25% if FPS<50; v11/v10 suggested -30% at <50/45); v14 enforces -30% if FPS <50; clamp particle max ~3000 active per tick. - Blending: additive for flames/energy; alpha for smoke; translucent depth sort; shaders allowed for distortion/chromatic/bloom but NO GUI blur. - Abilities authoritative algorithm & timing (summarized): - T1 SHADOW DASH (R‑Click, ~2s CD): physics dash up to 20 blocks in ≤0.35s, up-bias 0.02–0.06, swept-volume damage along dash cubic Bezier spline, helix vortex particles, front mist, shockwave rings at start/end, ≥1000–1500 particles (v14 specifies 1500+ in cylinder), 0.5–0.6s invul. - T2 INFERNO REAVE (Shift+R, 6s CD): windup 0.6s, lock 0.2s (48 beams), Laser Barrage ~1.2s with per-target cubic Bezier sampled ~100 points spawning particles (~20 per point → ~2000 per laser), color gradient RED→ORANGE→YELLOW, impact explosions (~120 particles), scorch decal, lingering flames 3s, AoE ~18–20 blocks, ignite chance ~40–50%, chromatic aberration allowed (but no GUI blur). - T3 VOID CLEAVE (Q, 10s CD): rift spawn 0.4s (vertical ~1×7×10 ahead), border orbit particles (~500), vacuum pull 0.5s Δv~0.3/tick up to 3 blocks, tendrils ~1000 particles (Bezier), spiral dome 3s 2500 Fibonacci/helix particles, DoT ~10❤/s (or 8–10 depending historic versions) and 60% armor pierce, per-mob spiral 400 particles param equation, implosion final invisible explosion (high burst damage), shock rings, sculk crater. - T4 REAPER’S JUDGMENT (Hold G 1s, 30s CD): charge 1s (skull motes 800 in v12), scan up to 25–30 blocks auto-target up to 15 hostiles but PvP clamp = max 3 players, per-target parabolic/Bezier/physics dash 0.15–0.28s, per-target particle budgets ≥1000 double-helix + ~1000 impact sparks, impact hit-stop 0.08–0.12s, per-hit damage ~25–30❤ + Wither/Weakness stacks (v6+ W/III in later versions), finale dome/angel wings & multi-ring shock effects (counts 1000s). - PvP & balance: T4 PvP clamp max 3 players; historically Inferno less effective vs players; enforce per-version final balancing rules. - SFX & audio: event-only SFX; layered stems spatialized with panning; EQ guidance (boost 40–80Hz, cut 200–400Hz); suppress ambient pickup sounds; thunder+anvil for sacrifices; per-ability audio cues provided (v14: T1 whoosh pitch 0.6; T2 crackling flame vol 1.2; T3 deep vacuum hum + pop; T4 sharp slash + bass explosion). - Networking & persistence: server authoritative for unlocks/offering/AP/HP/regeneration, stats, cooldowns; client↔server sync required; particle-driven damage events should be synchronized/validated server-side. - Performance & implementation constraints: - Per-frame particle budgets & adaptive LOD required; clamp active particle counts ~3000; autoscale -25% to -30% below FPS thresholds (v12/v14 specifics). - Despawn >32 blocks; arc-length reparameterization & Catmull‑Rom/Bezier sampling recommended (~0.05s); per-particle collision checks via raycast/AABB sampling. - Use Fabric Rendering API for allowed distortion/chromatic/bloom; absolutely no GUI blur shaders or Gaussian overlays. GUI must be sharp; override renderBackground() or set this.blur = false per v13. - Separate GUI and inventory layers; ensure GUI containment & spacing; GUI must sit above inventory (24px gap) and be positioned per v13. - Crafting: preserve original Fire Charge diagonal cluster + Chain + Netherite Sword; alternate 3×3 pattern optional. - Deliverable expectations to implementer: - Implement v8–v14 authoritative rules: parametric particle systems (equations, sampling, lifespans), per-particle collision/damage, particle minima per ability incl. v14 counts, ability timings/particle budgets/damage/effects/debuffs, GUI per v13 (340×260, #0D0D0D @100%, no blur, specified positioning), offering rules (emerald/iron/diamond), passives (20s refreshed every 5s), networking persistence, LOD/despawn/per-frame budgets, and GUI blur-fix pattern from v13. - Final constraint: remove ALL Gaussian blur overlays from GUI; do not call renderBackground() that triggers blur; separate GUI and inventory; follow explicit action-bar X positions; implement adaptive LOD, per-frame budgets, and required per-particle collision/damage. Edit v15: Target: Update SoulReaper tooltip lore, offering system, and GUI sacrifice button hitbox. Fabric 1.21.5 + Fabric API only. Do NOT change combat or VFX logic. --- TOOLTIP / LORE (dynamic) --- - Tooltip must dynamically display both abilities and bonuses from server-tracked values. - Section "§l§8[REAPER ARTS]§r": - Always show all 4 abilities in fixed order with consistent formatting. - Each ability shows its current lock state: * §5☠ §l§dShadow Dash§r → Always UNLOCKED by default. * §6⚡ §l§6Inferno Reave§r → LOCKED until at least 1 Diamond Block is sacrificed. Unlock status must switch to [UNLOCKED] instantly after server confirms sacrifice. * §5⚔ §l§5Void Cleave§r → LOCKED until at least 1 Netherite Ingot is sacrificed. * §e★ §l§eJudgment§r → LOCKED until at least 1 Nether Star is sacrificed. - Formatting of lock state: - If unlocked: show “§a[UNLOCKED]§r”. - If locked: show “§c[LOCKED]§r”. - Section "§l§8[BONUSES]§r": - Must display the ACTUAL server-side values in real time: * Attack damage range (dynamic scaling with offering bonuses). * Bonus HP (accumulated from emerald sacrifices). * Armor Pierce % (from unlock scaling). * Attack Points (from iron sacrifices). * Armor Bonus (from diamond sacrifices). - Example format (must update dynamically): §c⚔ ATK: §l§c<currentDamage>§r | §a♥ HP: §l§a+<currentHPBonus>§r §5🛡 Pierce: §l§5<currentPierce>%§r | §6✦ AP: §l§6+<currentAP>§r §9⚒ Armor: §l§9+<armorBonus>§r - Values come directly from server stats component, updated whenever offerings are made. - Lore tagline at bottom remains constant: §8"Forged where souls burn..."§r --- OFFERING SYSTEM (server authoritative) --- - All offering actions must be validated on the server. Client only shows success after server ack packet. - Offerings and effects: * Emerald Block: +0.5 HP max + permanent regeneration (while SoulReaper held). Stacks infinitely. * Iron Block: +0.5 Attack Points per 20 blocks sacrificed. Stacks infinitely. * Diamond Block: - First sacrifice: Unlocks Tier 2 (Inferno Reave). - Every additional Diamond Block after the first: grants +2 Armor Points (permanent, stacking). * Netherite Ingot: Unlocks Tier 3 (Void Cleave). * Nether Star: Unlocks Tier 4 (Judgment). - Server responsibilities: - Validate item type. - Consume item. - Update player’s SoulReaper component with new stats/unlocks. - Send sync packet to client with updated: attack damage, HP bonus, pierce %, attack points, armor bonus, unlocked abilities. - Client responsibilities: - Update tooltip dynamically using values from sync packet. - Trigger sacrifice VFX + GUI changes only after server confirmation. --- GUI SACRIFICE BUTTON FIX --- - The "⚡ SACRIFICE ⚡" button is 180×28px. Hitbox must exactly match its visual bounds. - Every pixel inside the button rectangle should be fully clickable, no gaps or offset. - Position: centered below the sacrifice slot and offering cards, aligned to GUI grid so visual and clickable regions match. - Button states: * Disabled (gray): non-interactive, full rect disabled. * Enabled (pulsing crimson): fully interactive, click sends sacrifice packet to server. - On success: item dissolves, thunder SFX, GUI shake, then auto-switch to Statistics tab. --- DELIVERABLES --- 1. Server-side: OfferingHandler that consumes valid sacrifice items, updates unlocks and stats, sends sync packets with exact values. 2. Client-side: Tooltip generator that builds dynamic lore based on received stats and unlock state. Must use § formatting exactly as defined above. 3. GUI: Sacrifice button hitbox fixed to exact rect, aligned with its visual. Interactive only if valid item present and server accepts.
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Oct 2, 2025, 10:34 PM
User request: Mod summary (global): - Name: Soulreaper — Fabric 1.21.5 weapon mod. Required libs: Fabric API, Rendering API (Fabric Rendering API), Cardinal Components. Theme: particle/VFX/SFX-driven with computed trajectories (Bezier/Catmull‑Rom/polar/helix/splines, arc‑length reparameterization), multi-stage VFX/SFX with spatial audio, LOD & performance constraints, action GUI with OFFERINGS/STATISTICS. Particle despawn >32 blocks. Particle-entity collision damage (per-particle collision checks/raycast/AABB). Stable passive reapply with no flicker. Per-frame budgets and adaptive LOD required. Server/client sync for unlocks/stats/cooldowns; server authoritative state for offerings/AP. Versioned edit history (each line = important changes per version): v1 — Original spec - Platform/libs: Fabric 1.21.5 + Fabric API, Rendering API, Cardinal Components. - Particle/perf: particle despawn at 32 blocks; fidelity toggle (default Ultra); guidance: LOD, caps, despawn, per-frame budget. - Visuals: obsidian blade black, pulsating crimson veins (2s), purple→cyan gradient edge, bone handle with purple bandages, floating soul‑gem pommel rotating & bobbing ±0.2 blocks. - Idle: smoke helix (5/tick, 1.5 block radius), continuous heartbeat bass (80Hz, 1.2s loop), 3 afterimages fade 0.3s. - Lore & crafting: stylized colored text + flavor quote; crafting: Fire Charge cluster (top‑right diagonal), Chain (middle‑right), Netherite Sword (bottom‑center). - Base stats: 12 dmg (6❤), 0.8 speed, Unbreakable. Held passives: no fall damage, +5% speed, night vision (+20% brightness), soul sense (heartbeat audible within 20 blocks scales with proximity). - Tiered abilities: - T1 SHADOW STEP (R‑Click, 3s CD): black smoke burst, teleport dash 15 blocks, 3 shadow clones, sculk crater, 0.5s invincibility + flashes; LoS required in PvP. - T2 INFERNO REAVE (Shift+R, 7s CD; unlock Diamond Block): 0.5s spin windup; expanding fire ring; 300+ flame toroid wave + 24 radial rays to 18 block radius over 1.2s; 15❤ damage to hostiles within 18 blocks; 40% ignite; chromatic aberration + red vignette; Inferno deals 50% vs players. - T3 VOID CLEAVE (Q, 12s CD, unlock Netherite): 10-block vertical rift, portal orbit particles, distortion shader (3-block warp), void tendrils; 8❤/s for 3s; 50% armor pierce; gravity pull. - T4 REAPER’S JUDGMENT (Hold G 1s, 30s CD, unlock Nether Star): Nether Star shatters into 500+ beams; 0.3s time-freeze, 1s charge; 4s auto-target up to 15 hostiles in 25-block sphere; per-hit: 25❤ + Wither II 8s + Weakness II 10s, 0.1s freeze-frame + 3-block knockback; finale: Fibonacci dome 1200+ particles 20-block radius; PvP clamp max 3 players. - UI/Tech: particle scaling tiers 100/60/30%; cooldowns show circular hotbar wipe + countdown text + chime. v2 — GUI addition - GUI: 300×200 px centered; obsidian bg #0a0a0a (90% opacity); pulsing crimson veins (3s sine); skull corners 32×32; cyan‑purple soul particles (20); jagged bold font; background blur 8px. - Tabs: OFFERINGS (left 140px), STATISTICS (right 140px); active underline, 0.2s fade. - Offerings slot: 64×64 slot purple glow; 3D rotate 2°/tick, bob ±2px; T2=Diamond Block, T3=Netherite Ingot, T4=Nether Star. - Sacrifice button: 180×40 (disabled gray / enabled red glow); dissolve 0.5s particle spiral + flash, thunder+anvil reverb, GUI shake, auto-switch to STATISTICS. v3 — Refinements & fixes - Visual reiteration; lore add bold §l formatting. - GUI & gameplay fixes: reduce blur, fix symmetry/layout/spacing, allow selecting sacrifice items from player's inventory displayed below GUI. - Ensure held passives/effects truly infinite & stable (no flicker). v4 — Consolidated spec - Idle/visuals same; smoke helix (5/tick), heartbeat bass, 3 afterimages. - Passives clarified: infinite while held: +5% speed, night vision, soul sense (20‑block heartbeat). - T1 renamed SHADOW DASH: linear dash (not teleport) 15 blocks with motion blur; spiral cyan particles; 3 shadow clones at 25/50/75% path; sculk crater + white flash. - GUI final: 300×200 center, obsidian bg #0a0a0a 90% opacity; minimal blur (≤8px); inventory sacrifice selection; heavy §l and color usage. - Particles & animations: multi-stage computed trajectories; passives infinite while weapon held. - Tech: Fabric API, Rendering API, Cardinal Components; particle despawn 32 blocks; scaling tiers; cooldown UI. Note: implementer info about final generated prompt <4800 chars. v5 — Abilities & animation revision - Global gameplay: - Left‑click damage changed to scale 20→30 depending on tier & offering points; left‑click triggers instant particle shockwave; armor-pierce scales with unlocks. - Passives implemented via refresh every 3s reapplying 5s duration; fall immunity persists while held. - Particles: computed trajectories (splines, arcs, spirals), audio spatial panning & bass EQ. - Cooldowns/UI: action‑bar numeric + circular hotbar overlay; abilities show progress bars while channeling. - Diamond Block mechanic: after unlock, each Diamond Block grants +0.5 Attack Points (stacking infinitely) scaling left‑click & passives. - Abilities refined & stronger: - T1 SHADOW DASH (R‑Click, 2.5s CD): physics dash, up‑bias 0.02–0.06, thrust normalized by look; max 20 blocks in 0.35s; vortex particles (180 per 0.35s) along dash spline; predictive collision radial shockwave (32 sample points); 0.6s invul. - T2 INFERNO REAVE (Shift+R, 7s CD): windup 0.6s 360° spin; 300+ flame toroids expand 0→18/1.2s; 24 tessellated rays per toroid; AoE damage scales with offerings; 40% ignite; chromatic aberration ±6px; volumetric masking. - T3 VOID CLEAVE (Q, 10s CD): vertical rift 10×0.5; 500 orbiting portal particles; 5 Bezier tendrils; 8❤/s for 3s; 50% armor pierce; radial pull 2‑block radius. - T4 REAPER’S JUDGMENT (Hold G 1s, 30s CD): orbits 3×; 500+ white motes; time‑freeze 0.35s then 0.2s dilation; auto‑target 25‑block sphere max 15 hostiles; parabolic dash per target 0.20–0.28s; per‑hit 25❤ + Wither II + Weakness II; finale Fibonacci dome 1200+ particles. v6 — Ultra animation scale‑up - Weapon & passives: - Durability 10000. Left‑click damage 20→35 (scales with tier/offering). Hits generate impact shockwave particles; armor‑pierce scales with unlocks. - Passives: refresh every 3s (reapply 5s), no fall damage. - Diamond Block offerings: +0.5 AP per block stacking infinite. - GUI: 300×200 clear obsidian; action‑bar cooldown+charge progress centered; inventory below GUI for offerings; event‑only SFX. - Particles & FX: minimum 2000 particles per animation (v6 demanded), full trajectory computation; layered volumetric lighting; chromatic aberration; entities damaged by particles/dash path. - Abilities (massive adjustments): - T1: physics dash up to 20 blocks, damages hostiles in path; particles 2000+; 3 shadow clones; shockwave sculk crater, 0.5s invul. - T2: 2000+ flame particles 0→20 blocks/1.2s CCW; 18‑block AoE; 50% ignite chance. - T3: vertical rift 12×1 opens 0→1 in 0.4s; 2000+ portal particles; 10❤/s for 4s (40❤), 60% armor pierce, radial pull 3‑block radius; distortion 4‑block radius. - T4: nether star orbits 4× condensing 1000+ motes; time‑freeze 0.4s then 0.3s dilation; auto‑target 30 hostiles in 30‑block sphere; sequential parabolic dashes 0.15–0.25s per target; per‑hit 30❤ + Wither III + Weakness III; finale Fibonacci dome 1500+ particles 25‑block radius. PvP clamp max 3 players. v7 — Maxed GUI & "Cheater" Animations (pre‑v8 final) - Global: - Durability 10000. Left‑click: 20→35 dmg + double mini explosions on hit (instant + 0.8s later) dealing damage without knockback. - Passives: infinite; refresh durations varied (v5: 3s refresh → v7 allowed 5–20s variability). Fall immunity while held. - Suppress ambient pickup/background sound; SFX only for events. - Diamond Block: +0.5 AP per block stacking infinite. - GUI: professional UI; no blur; 300×200 centered; optional subtle vein pulse; Tabs top; action‑bar + T4 charge bar; inventory slots under GUI for offerings. - Particles & FX: each ability 500–2000 computed particles per effect (v7 minimum 500); splines, Bezier curves, parametric arcs; particles can damage hostiles. - Abilities: - T1 SHADOW DASH (R‑click, 2s CD): physics dash up to 20 blocks, mid‑air adjustable, damages hostiles in path; cancel fall damage; vortex trails; ghost clones; shockwave on impact. - T2 INFERNO REAVE (Shift+R, 6s CD): windup 0.6s; massive flame wave; 2000+ particles form toroidal wall; AoE 20‑block radius; damage scales with offerings; volumetric depth & chromatic aberration. - T3 VOID CLEAVE (Q, 10s CD): deploy vertical rift 10×7×7 ahead; 2000+ portal/toxic particles & tendrils; 10❤/s for 4s; 60% armor pierce; radial pull 3‑block radius; distortion shader + implosion. - T4 REAPER'S JUDGMENT (Hold G 1s, 30s CD): sequential physics dashes to up to 15 targets in 25‑block sphere (v7 final: sequential 15 targets), PvP clamp max 3 players; per‑hit 30❤ + Wither III + Weakness III; finale Fibonacci dome 1500+ particles 25‑block radius; sculk+soul‑sand crater; anime‑style SFX. - Offerings & crafting: diamond block AP +0.5 per block; craft patterns: original diagonal Fire Charge cluster + Chain + Netherite Sword; v5 suggested alternate 3×3. v8 — REWORK (strict final rules & algorithms) - GUI: - Full rebuild, no blur. Tabs OFFERINGS/STATISTICS, offerings show inventory below for drag/drop. Clean alignment; action‑bar alignment fixes; T4 charge bar above action‑bar; event‑only SFX. - PASSIVES & OFFERINGS (final mechanics): - Passives last 20s, refreshed every 5s (explicit final timing). - Emerald blocks: every 5 ⇒ +0.5 ❤ max + infinite regen while held. - Iron blocks: every 20 ⇒ +0.5 AP. - Diamond blocks: persist +0.5 AP per block after unlock (stacking). - LEFT‑CLICK: - Base dmg 20→35 scaling with AP. On hit: double explosion on entity: instant + after 0.8s; no knockback. Burst particles + SFX. - PARTICLE RULES (strict): - All systems use computed splines/parametric equations (Bezier, polar, helix). No canned loops. - Particle minima mandated: T1≥1000, T2≥2000, T3≥2500, T4≥3000 total (≥1000 per target for multi‑target T4). - Every particle that “touches” an entity deals damage (implement via collision checks/sample rays). - SFX: custom layered stems with spatial panning. - ABILITY algorithms & specifics (high‑level): parametric emitter rules per ability (T1 dash helix, T2 torus motes from 24 emitter nodes, T3 volumetric rift+tendrils, T4 sequential Bezier paths per target, per-target particle budgets ≥1000 + 1000 impact sparks, finale dome ≥3000). - PvP & balance rules: T4 PvP clamp = max 3 players. - GUI & UX: modern no‑blur UI, offering selection via inventory drag/drop, action‑bar + hotbar circular overlay + numeric cooldown + progress bars, hover particle previews. - Performance: fidelity toggle default Ultra; minima per ability; optimization required (LOD caps, despawn >32, per-frame budget). - Crafting: original diagonal Fire Charge + Chain + Netherite Sword; alternate 3×3 optional. - Implementation constraints: stable reapply passives (no flicker), SFX only for events. v9 — SOULREAPER GUI COMPLETE REBUILD (final GUI redesign & strict containment) - Mission: rebuild GUI modern, death‑themed, ZERO blur, perfect readability. OFFERINGS & STATISTICS. - Window core change: size 320×240 px centered (changed from 300×200); bg obsidian #0D0D0D 95% opacity; border 2px crimson #8B0000 + inner 1px cyan glow #00FFFF @30%; skull corner icons 16×16 bone‑white; header 320×32 gradient title "⚔ SOULREAPER ⚔" centered bold 14pt white. NO BLUR / NO DISTORTION. - Tabs: two 160×28px tabs under header: OFFERINGS (☠) left, STATISTICS (⚔) right; hover bottom border 2px cyan 0.15s; metallic click sound. - OFFERINGS layout: - Sacrifice slot centered (x=128,y=75) 64×64 black bg 2px crimson border; glow pulsing 2s; 3D render rotate 1°/tick bob ±1px; label "INSERT OFFERING". - Required Items Grid: 3 cards (emerald/iron/diamond) 90×50 with icon, name, LOCKED/UNLOCKED status; rule text: "5 Emeralds=+0.5♥ | 20 Iron=+0.5 AP | Diamond=Tier Unlock". - Sacrifice button: 180×28 at y=215: disabled Gray "NO OFFERING"; valid Pulsing crimson "⚡ SACRIFICE ⚡". Item spiral dissolve 0.4s, thunder+anvil SFX, GUI shake ±2px; error flash "INVALID ITEM". - Inventory render below GUI (9×4 grid) at y=250 when OFFERINGS active for drag/drop. - STATISTICS: - Ability cards: 4 stacked 280×38px with tier icon, name, keybind pill, cooldown display, lock icon. - Global stats panel y=215 280×36px 2×2 grid: Souls Reaped, Damage Dealt, Enemies Slain, Distance; live update. - Weapon lore tooltip: condensed 3‑line design with heavy § formatting examples. - GUI sounds: Open deep bell, tab whoosh, hover tick, click unsheath, error buzzer, success thunder+anvil. - Technical specs: Fabric 1.21.5, Rendering API, Cardinal Components. Input key Y (rebindable), ESC closes. HUD rendering, no shaders/blur, 60fps target. Client↔server sync required. Strict bounds: 320×240px, zero overflow, perfect containment. v10 — SOULREAPER T2/T3/T4 ULTIMATE PARTICLES (core particle/ability algorithms & tech) - Core rules reiterated: parametric trajectories (Bezier, polar, spirals). Catmull‑Rom interpolation for splines, 0.05s steps recommended. - Counts mandated: T2≥2000, T3≥2500, T4≥3000 total (≥1000 per target). - Every particle collision deals damage (raycast/AABB per particle/tick). - SFX: layered stems spatialized; audio EQ guidance (40–80Hz boost, 200–400Hz cut). - T2 INFERNO REAVE (Shift+R, 6s CD) detailed: - Windup 0.6s: 200 embers spiral in (polar r=5→0, θ=8πt). Whoosh SFX. - Lock 0.2s: scan ≤20 blocks, mark targets with red X (12 particles), emit 48 targeting rays. - Laser Barrage 1.2s: per target cubic Bezier laser sampled 100 points; spawn 20 particles/point = ~2000 particles/laser; motion 0.8 blocks/tick, lifespan 0.4s; crossfire sparks on intersections; impact 80‑particle radial explosion, scorch decal, 3s flames; 18‑block AoE, ignite 50% chance; chromatic aberration ±6px. - T3 VOID CLEAVE (Q, 10s CD) detailed: - Rift 0.4s: vertical rift 1×7×10; border 500 purple orbit particles; interior black void + 80 cyan stars. - Vacuum 0.5s: pull ≤3 blocks (Δv=0.3/tick); 1000 tendril particles (Bezier). - Spiral Dome 3s: 2500 particles with Fibonacci lattice + helix; damage 10♥/s, 60% armor pierce; particles deal +2♥ on collision. - Implosion 0.3s: dome converges; invisible explosion 15♥ burst, 4‑block radius, 5‑block knockback; embers/outward explosion; distortion 3‑block radius. - T4 JUDGMENT (Hold G 1s, 30s CD) detailed: - Per‑target dash 0.16–0.24s: double‑helix trail 1000 particles along Bezier path (two helices φ=0/π); motes converge (200) from 2‑block radius. - Impact: 0.08s hit‑stop; X‑slash 150 particles; Soul explosion 120 cyan particles; target flash 0.08s; anime impact SFX. - Finale Dome: 1500+ particles + 4 shock rings 600 particles each; convergence→explosion with screen shake. - Tech/perf: Catmull‑Rom sampling 0.05s; collision raycast/AABB per particle/tick; LOD -50% particles if FPS<45 (historical), despawn >32 blocks; audio spatialization guidelines. v11 — SOULREAPER CRITICAL VISUAL FIXES (urgent) - GUI FIXES: - Remove ALL blur (disable Gaussian/background/post processing). GUI must be 100% sharp. - Reposition GUI UP 60px. New Y = screen_center_Y - 180. Must sit ABOVE inventory with minimum 20px gap. - T2 INFERNO REAVE — MASSIVE VISUAL OVERHAUL: - Target Lock 0.2s: 48 red laser beams (0.05 width) player→targets, 60Hz flicker; red X per target (32 particles, 1.5‑block rotating); 3 flame rings orbit player (r=1/2/3 blocks, 180 particles). - Laser Launch 0.05s: muzzle flash 80 white particles; screen flash 30% white 0.08s; camera shake ±3px. - Laser Travel 1.2s: per laser (2000+ particles): 100 Bezier sample points each spawning 12 flame + 8 spark particles (~2000 particles); motion blur trails (3 ghosts, 0.15s fade); color gradient orange→white→cyan; heat distortion cylinder (~1.5 blocks); crossfire sparks + electric arcs at intersections. - Impact 0.3s/target: 120‑particle explosion (2.5 radius) flame/smoke/embers; scorch decal 3×3; lingering fire 3s; shockwave ring 0→3 blocks; screen FX: chromatic aberration ±8px, red vignette 50%, bloom 1.5‑block glow. - T3 VOID CLEAVE — COMPLETE REBUILD: - Rift spawn 0.4s: Vertical 1×7×10 at 2 blocks ahead; border 500 purple particles orbit (10 rings × 50 p); interior black void + 120 cyan twinkling stars; distortion 3‑block warp (±0.4 displacement); 8 ground crack lines with purple particle trails. - Vacuum 0.5s: 20 tendrils per entity (50 particles each = 1000 total), Bezier 5 points; pulled mobs trail 30 cyan soul particles. - ZEBRA SPIRAL DOME 3s: 2500 particles form dome (r=3→1.5, h=7) with 8 zebra stripes purple/black alternating; Fibonacci lattice; rotate CCW 45°/s; particle size & pulse details; interior: 15 purple lightning arcs + 200 black smoke churn. - Implosion 0.3s: 2500 particles converge; white flash 0.05s; invisible explosion: 400 black/purple embers; 8 shockwave rings 0→5 blocks purple/black; 5×5 sculk crater. - T4 JUDGMENT — PARTICLE BOOST: - Per‑Target: Arrival 80 white sparkles; X‑slash 150 particles + 30 ghost trails; Soul explosion 120 cyan + wispy tails; helical spiral paths for motes. - Finale: 4 shock rings (600 particles each) + persistent trail 0.5s (2400 extra particles), ground dust kick 100/ring. - TECH (v11 specifics): Render translucent layer, depth sort. Blending: additive (flames/energy), alpha (smoke). LOD: -30% particles if FPS<50. Shaders allowed for aberration/distortion/bloom but GUI must remain zero blur. v12 — SOULREAPER ULTIMATE FIX — final edits & color/pattern refinements + GUI blur enforcement - GUI BLUR FIX: Stats panel NO blur; bg changed to #0D0D0D at 100% opacity. Remove ALL blur shaders. GUI must be crystal clear. - ACTION‑BAR SPACING: X spacing increased 40px→65px. Explicit X positions: T1 x=-97, T2 x=-32, T3 x=33, T4 x=98. - T2 INFERNO REAVE — color & counts: - Lock & Launch: 48 RED beams (#FF0000); crosshair ORANGE (#FF6600) 32 particles; 3 rings YELLOW/ORANGE/RED (60 each). Muzzle flash 80 white; screen flash 30% 0.08s. - Lasers (2000+/laser): Bezier path gradient RED→ORANGE→YELLOW; per point: 12 flames (gradient) + 8 YELLOW sparks. Motion blur 3 ghosts; heat distortion ±0.2 wobble; crossfire 50 white + electric arcs. - Impact: 120 particles: 60 RED‑ORANGE flames, 40 smoke, 20 YELLOW embers; ORANGE shockwave; 20% orange vignette (no red border). - T3 VOID CLEAVE — violet/pink/black spiral specifics: - Rift: 500 violet/purple border particles; 120 PINK stars. - Spiral per mob: 400 particles/mob helix spawn 0.6s with param eqns: x=mx+r·cos(θ), y=my+h(t), z=mz+r·sin(θ); r=2→1, θ=0→8π, h=0→3→0; colors violet 50%/pink 30%/black 20%; envelope 1.5s; collapse 0.4s inverse‑square; explosion 0.2s: 150 burst (60 PINK, 60 VIOLET, 30 BLACK). - Dome: 2500 zebra violet/black stripes, Fibonacci lattice, rotate 45°/s; pink lightning 15 bolts; implosion + white flash; burst 400 VIOLET/PINK/BLACK, 8 rings violet/black. - T4 JUDGMENT — DEATH ANGEL particle & sequence: - Charge (1s): 800-particle SKULL above (y+4): breakdown: 600 outline (eye sockets CYAN 80 each, teeth WHITE 120, cranium GRAY 320), 200 SILVER‑BLACK scythe blade. Rotate 20°/s spawn over 1s. - Dash Trail: 1200-particle ribbon: width 1.2, sine wave ±0.6, 3Hz. Colors GOLD 40%/RED 40%/BLACK 20%. 300 WHITE motes orbit r=0.8 at 720°/s. Arrival: 120 WHITE + 40 RED splatter. - Slash: 200 particle X (WHITE→RED), 50 ghost trails 0.4s. 150 CYAN souls helical burst (θ=0→4π). - Finale: 1000-particle ANGEL WINGS (y+8), 500 per wing, 6‑block span, 20 feather strands, WHITE→GRAY; close 0.8s, explode. 4 rings (700 each) GOLD/WHITE/CYAN/PURPLE, trail 0.6s. - LORE TOOLTIP: condensed formatted §l§4⚔ THE SOULREAPER ⚔§r block with ability lines and flavor quote. - PARTICLE PATTERNS: Fibonacci sphere (137.5°), ribbon x=cx+w·cos(α), skull voxel/SDF, wing Bezier feathers, zebra Y‑modulo bands. - TECH & LOD: HUD layer, additive/alpha blend. Despawn >32 blocks. LOD -25% if FPS<50. ALL Gaussian blur overlays on GUI must be deleted. Additional demand: separate GUI and inventory correctly and raise GUI Y by +150px. v13 — SOULREAPER GUI PERFECT REBUILD — Fabric 1.21.5 (final GUI code & layout) - CRITICAL BLUR FIX: root cause: renderBackground() applies Gaussian blur. Solution: override render to SKIP blur shader (example code provided) or set this.blur = false in screen constructor. DO NOT use any blur post-processing shaders. Render GUI elements with direct fill/blit operations only. - GUI LAYOUT SPEC (new authoritative layout): - Screen dims dynamic. GUI window: 340×260px (increased). Position: center-top: X = (screen_width - 340)/2; Y = screen_height * 0.18. Inventory positioned below GUI with 24px gap; inventory X centered; Y = gui_bottom_Y + 24. - GUI WINDOW STRUCTURE (340×260): - Background: solid #0D0D0D at 100% opacity. Border 2px crimson #8B0000; inner cyan #00FFFF 1px @25% opacity; skull corner icons 16×16 bone-white inset 4px. - Header (340×36px): gradient #1A0000→#0D0D0D; title "⚔ SOULREAPER ⚔" centered, 15pt bold #E8E8E8. - TAB SYSTEM (y=36–64): two tabs 170×28px split; divider 1px cyan; active tab crimson bg with bottom cyan border; inactive dark gray. - OFFERINGS TAB content: - Sacrifice slot: position x=138, y=80, 64×64; black bg, 2px crimson border; glow pulse (crimson 2s sine); 3D rotate 1°/tick; label "INSERT OFFERING". - Required Items Display: 3 cards (Emerald/Iron/Diamond) 98×56 each at x=12/118/224 y=156; each card icon + name + LOCKED/UNLOCKED status and color-coded name. - Rules text: centered y=216: "5 Emerald = +0.5♥ | 20 Iron = +0.5 AP | Diamond = Tier Unlock". - Sacrifice Button: 200×24 at x=70 y=232; disabled #1A1A1A text "NO OFFERING"; valid pulsing crimson "⚡ SACRIFICE ⚡"; click triggers item dissolve spiral 0.4s, thunder SFX, GUI shake ±2px, switch to STATISTICS. - Inventory: render below GUI when OFFERINGS active (9×4 grid) for drag/drop. - STATISTICS TAB content (layout): - Ability cards: 4 stacked, each 316×40px with 4px spacing, start y=76. Card positions: Card1 (T1) x=12,y=76; Card2 x=12,y=120; Card3 x=12,y=164; Card4 position line truncated in source (x=12,y=20) — preserve as provided but implementer should verify continuity. - Implementation notes from v13: provide explicit code snippet to disable blur (override render or set this.blur=false). Reiterate: do NOT call super.renderBackground() or renderBackground() to avoid Gaussian blur. Render solid background manually. Evolution & key authoritative deltas (implementer-facing mapping; treat v8–v13 as authoritative while preserving history): - Platform & libs constant: Fabric 1.21.5 + Fabric API, Rendering API, Cardinal Components. - Dash evolution: teleport (v1) → linear (v4) → physics dash (v5+) → final physics dash up to 20 blocks ≤0.35s with swept-volume damage, helix vortex, ≥1000 particles (final). - Left‑click evolution: 12 dmg (v1) → scaled 20→30 (v5) → 20→35 (v6+) scaling with AP/offering; final includes double explosion on hit (instant + 0.8s), no knockback. - Passives timing authoritative: v8 final: passives last 20s refreshed every 5s (stable reapply, no flicker). - Offerings authoritative mechanics (v8/v12/v13): - Diamond Block: after unlock, persistent +0.5 AP per block stacking infinite. - Emerald Block: every 5 ⇒ +0.5 ❤ max + infinite regen while held. - Iron Block: every 20 ⇒ +0.5 AP. - Sacrifice via drag/drop GUI; unlocks tiers and scales abilities. - Particle & algorithm hardening: - All particles computed via parametric equations (Bezier/Catmull‑Rom/polar/helix), arc‑length reparameterization where needed; no canned loops. - Mandated minima: T1≥1000, T2≥2000, T3≥2500, T4≥3000 total; T4 multi-target ≥1000 per target. v10/v11/v12 add per-event/per-target budgets and sampling (e.g., T2 ~100 sample points per laser, ~20 particles/point). - Particle collision: every particle that touches an entity deals damage — implement per-particle raycast/AABB checks each tick (or sampled). - Sampling recommendation Catmull‑Rom 0.05s steps; per-point spawn counts and lifespans detailed per ability. - Despawn beyond 32 blocks. LOD adaptive (v12: -25% if FPS<50 minimum; v11 suggested -30% at FPS<50; implement adaptive thresholds). - Blending: additive for flames/energy, alpha for smoke; depth sort translucent layer. - Abilities authoritative algorithms & numbers: - T1 SHADOW DASH (R‑Click ~2s CD): physics dash up to 20 blocks in ≤0.35s, up bias 0.02–0.06, swept-volume damage, helix vortex along cubic Bezier dash spline; emit ≥1000 particles arc-length sampled; particle lifespans and tangent-aligned motion; 3 shadow clones; sculk crater + 0.5–0.6s invul. - T2 INFERNO REAVE (Shift+R, 6s CD): windup 0.6s; lock 0.2s (48 target beams); Laser Barrage 1.2s with per-target cubic Bezier sampled ~100 points, spawn ≈20 particles/point → ≈2000 particles per laser; per-point composition: flames + sparks; color gradients RED→ORANGE→YELLOW; impacts spawn ~120 particle explosions, scorch decals, lingering flames; AoE ~18–20 blocks; ignite chance ~40–50%; screen FX allowed (chromatic aberration, vignette) but no GUI blur. - T3 VOID CLEAVE (Q, 10s CD): rift spawn 0.4s (vertical 1×7×10 at ~2 blocks ahead) with 500 border particles; vacuum 0.5s pull ≤3 blocks Δv ~0.3/tick; tendrils ~1000 particles (Bezier); spiral dome 3s with 2500 Fibonacci/helix particles (zebra violet/black stripes per v11/v12), damage DoT ~10♥/s and 60% armor pierce; per-mob spiral 400 particles with explicit param equations; implosion final invisible explosion (large burst damage, shock rings, sculk crater). - T4 REAPER’S JUDGMENT (Hold G 1s, 30s CD): 1s charge (skull motes per v12 800), scan up to 30 hostiles within 25–30 blocks sorted by priority but clamp PvP hits to max 3 players; per-target cubic Bezier path with flight 0.16–0.24s, root-motion kinematic dashes; per-target particle budget ≥1000 double‑helix + ~1000 impact sparks; impact hit-stop 0.08–0.12s; per-hit damage ~25–30❤ + Wither/Weakness stacks (final W/III where v6+), finale dome/angel wings & shock rings per v12 counts (1000s of particles). PvP clamp enforced. - SFX & audio: event‑only SFX, layered stems spatialized with panning, inverse-square attenuation; EQ guidance (boost 40–80Hz, cut 200–400Hz); suppress ambient pickup; thunder+anvil for sacrifices; small list of sounds per GUI events. - PvP & balance: enforce T4 PvP clamp = max 3 players; Inferno reduced effectiveness vs players historically (apply balancing as specified). - Networking & persistence: server/client sync for offerings/unlocks/AP/HP/regeneration, stats, cooldowns; server authoritative; synchronize particle-driven damage events appropriately. - Performance & implementation constraints: - Per-frame particle budget & LOD adaptive reductions (v12 minimum -25% if FPS<50); despawn beyond 32 blocks; mandated minima per ability; arc-length reparameterization & Catmull‑Rom/Bezier sampling recommended (~0.05s); per-particle collision checks recommended (raycast/AABB). - Use Fabric Rendering API for distortion/chromatic/bloom where allowed; absolutely no GUI blur shaders or Gaussian overlays. Separate GUI and inventory layers; ensure GUI containment and spacing (action-bar X positions T1=-97,T2=-32,T3=33,T4=98). - GUI authoritative specs (combine v9/v11/v12/v13): - Final GUI window now 340×260px (v13) positioned center-top with Y = screen_height * 0.18; alternative earlier windows were 320×240 (v9) and 300×200 (v2/v4); v13 supersedes for final layout. Background #0D0D0D @100% opacity; 2px crimson border + 1px cyan inner glow; skull 16×16 corners. - Tabs OFFERINGS/STATISTICS split 170×28px; header 340×36px with "⚔ SOULREAPER ⚔" 15pt; OFFERINGS content: 64×64 sacrifice slot at x=138,y=80, 3 item cards (emerald/iron/diamond), rules text and 200×24 sacrifice button; inventory renders below GUI with 24px gap; STATISTICS: 4 ability cards laid out as specified (implementer validate Card4 Y value). - GUI must be sharp: override render to avoid renderBackground() or set this.blur = false; DO NOT use any blur/post-processing. Render all GUI elements with direct fill/blit ops. Must sit above inventory with required gap. - Crafting: preserve original diagonal Fire Charge cluster + Chain + Netherite Sword; optional 3×3 variant available. - Deliverable expectation: implement v8–v13 authoritative rules: parametric particle systems (equations, sampling, lifespans), per-particle collision damage, particle minima per ability, abilities' timings/particle budgets/damage/effects/debuffs, GUI per v13 (340×260, #0D0D0D @100%, no blur, positioning), offering rules (diamond/emerald/iron counts & effects), passives (20s refreshed every 5s), performance/LOD/despawn/networking constraints, and the GUI blur-fix code pattern from v13. - Final implementation notes: preserve historical lineage for context, but treat v8–v13 as authoritative. Absolute final constraints: remove ALL Gaussian blur overlays from GUI; separate GUI and inventory layers; ensure GUI containment and spacing; follow explicit action-bar X positions; implement adaptive LOD, per-frame budgets, and required per-particle collision/damage. Edit v14: Design and implement high-fidelity particle effects for **SoulReaper abilities (T1–T4)** with no external libraries, only Fabric API + Minecraft particle system. Use mathematical trajectories (cylinders, helixes, Bezier curves, Fibonacci spheres) and precise color palettes. Ensure effects run client-side only, despawn beyond 32 blocks, and auto-scale density by -30% if FPS < 50. --- ### T1 — **SHADOW DASH** (Palette: White, Gray, Cyan/Blue) Form: A **cylindrical tunnel** generated along the dash path (length = dash distance, radius = 1.2 blocks). Cylinder edges filled with 1500+ particles fading **white→cyan**, internal mist gray. - **Player trail**: smoke streak behind player (helix r=0.5, θ 0→6π, cyan/blue gradient). - **Impact entry/exit**: short shockwave ring of 300 particles at dash start/end. - **Front mist**: faint cyan particles projected ahead for anticipation. Visual: Appears like the player phases through a glowing light corridor. Trail fades after 0.5s. --- ### T2 — **INFERNO REAVE** (Palette: Red, Orange, Yellow) Form: **Chaotic fire waves** unleashed in lock-on arcs. - Each wave = **Bezier curve particle beam** (start = player, end = target, control point offset by ±2 blocks). - Curve rendered with 2000+ particles in **red→orange→yellow gradient**, thickness oscillates with sin(t). - **Secondary sparks**: yellow motes radiate outward (velocity ±1.5). - **Impact**: At enemy location, radial burst of 120 flame particles + 30 embers rising with gravity -0.02. - Fire distortion simulated with irregular offsets (dx, dy randomized ±0.1). Visual: Feels like unstable fire ribbons converging violently on targets. --- ### T3 — **VOID CLEAVE** (Palette: Violet, Pink, Black) Form: Two-stage collapse effect inside radius 10. **Stage 1: Vortex Pull** - Spawn a spiral helix (r=2→0.5, θ=0→8π) pulling inward, color violet→pink streaked with black motes. - Each mob inside radius dragged toward vortex center with force vector. - Particle density: 400 per mob + central storm (2500 total). **Stage 2: Fibonacci Sphere Implosion** - Sphere radius starts 4 blocks, populated with Fibonacci lattice points (φ=golden angle). - Particles cycle violet→black→pink. - Sphere contracts over 2s to 0.5 radius while dragging entities inward. - Final explosion: 1500 shards scatter outward in spiral trajectories, fading over 1s. Visual: Feels like reality collapses into a singularity, then shatters. --- ### T4 — **REAPER’S JUDGMENT** (Palette: Black, White, Yellow) Form: **Death chain attack with Bezier trails and blade strikes**. - On cast, player tethered to targets (max 15, 30-block radius, PvP cap 3). - **Dash sequence**: For each jump, generate a **Bezier ribbon** curve that follows the player, looping once around them before snapping to target. Curve particles: 1200+, gradient black→white with inner yellow sparks. - **Trail persistence**: Each ribbon lingers 0.5s, forming layered afterimages. - **Blade strike at impact**: 200-particle X-slash (white core with yellow edge), + 100 motes spiraling upward. - **Finale**: After last hit, spawn angelic wings above player (y+6, span=6 blocks, 1000+ white/yellow feathers). Wings collapse inward and detonate into 4 concentric shock rings (700 particles each, alternating black/white/yellow). --- ### Technical Requirements - **Particles**: All effects computed mathematically. Clamp particle count to max ~3000 active per tick. - **Despawn**: remove if >32 blocks from player. - **LOD**: reduce spawn count -30% if client FPS <50. - **Audio cues**: - T1: low-pitch whoosh (pitch 0.6) - T2: crackling flame burst (volume 1.2) - T3: deep vacuum hum + implosion pop - T4: sharp slash + final bass explosion --- ### Expected Visual Tone Each tier should resemble **high-budget anime combat**: exaggerated scale, vibrant color gradients, particle density enough to create tunnels, vortexes, and ribbons of energy. Emphasis on smooth geometric motion (cylinders, curves, spirals) with fade-out timing for cinematic clarity.
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Oct 2, 2025, 10:10 PM
User request: Mod summary: - Name: Soulreaper — Fabric 1.21.5 weapon mod (requires Fabric API, Rendering API, Cardinal Components). - Theme: Heavily particle/VFX/SFX-driven with computed trajectories (Bezier/Catmull‑Rom/polar/helix/splines, arc‑length reparameterization), multi‑stage VFX/SFX with spatial audio, LOD & performance constraints, action GUI with OFFERINGS/STATISTICS. Offering mechanics (diamond/emerald/iron blocks) permanently/stackingly alter Attack Points (AP) / HP / regen and unlock tiers. Server/client sync required for unlocks/stats/cooldowns. Particle despawn >32 blocks. Particle‑entity collision damage, stable passive reapply, per‑frame budgets. Versioned edit history (each line highlights important changes; preserve details and evolution): v1 — Original spec - Platform/libs: Fabric 1.21.5 + Fabric API, Rendering API, Cardinal Components. - Particle/despawn & perf: Particle despawn 32 blocks; fidelity toggle (default Ultra); optimization guidance: LOD, caps, despawn, per‑frame budget. - Visuals: jet‑black obsidian blade; pulsating crimson veins (2s); purple→cyan gradient edge; bone handle w/ purple bandages; floating soul‑gem pommel rotating & bobbing ±0.2 blocks. - Idle: smoke helix (5/tick, 1.5 block radius), continuous heartbeat bass (80Hz, 1.2s loop), 3 afterimages fade 0.3s. - Lore & crafting: stylized colored text + flavor quote; crafting pattern: Fire Charge cluster (top‑right diagonal), Chain (middle‑right), Netherite Sword (bottom‑center). - Base stats: 12 dmg (6❤), 0.8 speed, Unbreakable. Held passives: No fall damage, +5% speed, night vision (+20% brightness), soul sense (heartbeat audible within 20 blocks scales with proximity). - Tiered abilities: - T1 SHADOW STEP (Right‑Click, 3s CD): black smoke burst, teleport dash 15 blocks, 3 shadow clones, sculk crater, 0.5s invincibility + flashes. LoS required in PvP. - T2 INFERNO REAVE (Shift+Right‑Click, 7s CD, unlock Diamond Block): 0.5s spin windup; expanding fire ring; 300+ flame toroid wave + 24 radial rays to 18 block radius over 1.2s; 15❤ damage to hostiles within 18 blocks; 40% ignite chance; chromatic aberration + red vignette; Inferno deals 50% vs players. - T3 VOID CLEAVE (Q, 12s CD, unlock Netherite): 10‑block vertical rift, portal orbit particles, distortion shader (3‑block warp), void tendrils; 8❤/s for 3s; 50% armor pierce; gravity pull. - T4 REAPER’S JUDGMENT (Hold G 1s, 30s CD, unlock Nether Star): nether star shatters into 500+ beams; 0.3s time‑freeze, 1s charge; 4s auto‑target up to 15 hostiles in 25‑block sphere; per‑hit: 25❤ + Wither II 8s + Weakness II 10s, 0.1s freeze‑frame + 3‑block knockback; finale: Fibonacci dome 1200+ particles 20‑block radius; PvP clamp max 3 players. - UI/Tech: Particle scaling tiers 100/60/30%; cooldowns show circular hotbar wipe + countdown text + chime when ready. v2 — GUI addition - GUI: 300×200 px centered; obsidian bg #0a0a0a (90% opacity); pulsing crimson veins (3s sine); skull corners 32×32; cyan‑purple soul particles (20); jagged bold font; background blur 8px. - Tabs: OFFERINGS (left 140px), STATISTICS (right 140px); active underline, 0.2s fade. - Offerings slot: 64×64 slot purple glow; 3D rotate 2°/tick, bob ±2px; T2=Diamond Block, T3=Netherite Ingot, T4=Nether Star. - Sacrifice button: 180×40 (disabled gray / enabled red glow); dissolve 0.5s particle spiral + flash, thunder+anvil reverb, GUI shake, auto‑switch to STATISTICS. v3 — Refinements & fixes - Visual reiteration; lore add bold §l formatting. - GUI & gameplay fixes: reduce blur, fix symmetry/layout/spacing, allow selecting sacrifice items from player's inventory displayed below GUI. - Ensure held passives/effects truly infinite & stable (no flicker). v4 — Consolidated spec - Idle/visuals same; smoke helix (5/tick), heartbeat bass, 3 afterimages. - Passives clarified: infinite while held: +5% speed, night vision, soul sense (20‑block heartbeat). - T1 renamed SHADOW DASH: linear dash (not teleport) 15 blocks with motion blur; spiral cyan particles; 3 shadow clones at 25/50/75% path; sculk crater + white flash. - GUI final: 300×200 center, obsidian bg #0a0a0a 90% opacity; minimal blur (≤8px); inventory sacrifice selection; heavy §l and color usage. - Particles & animations: multi‑stage computed trajectories; passives infinite while weapon held. - Tech: Fabric API, Rendering API, Cardinal Components; particle despawn 32 blocks; scaling tiers; cooldown UI. Note: implementer info about final generated prompt <4800 chars. v5 — Abilities & animation revision - Global gameplay changes: - Left‑click damage changed to scale 20→30 depending on tier & offering points; left‑click triggers instant particle shockwave; armor‑pierce scales with unlocks. - Passives implemented via refresh every 3s reapplying 5s duration; fall immunity persists while held. - Particles: computed trajectories (splines, arcs, spirals), audio spatial panning & bass EQ. - Cooldowns/UI: action‑bar numeric + circular hotbar overlay; abilities show progress bars while channeling. - Diamond Block mechanic: after unlock, each Diamond Block grants +0.5 Attack Points (stacking infinitely) scaling left‑click & passives. - Abilities refined & stronger: - T1 SHADOW DASH (Right‑Click, 2.5s CD): physics dash, up‑bias 0.02–0.06, thrust normalized by look; max 20 blocks in 0.35s; vortex particles (180 per 0.35s) along dash spline; predictive collision radial shockwave (32 sample points); 0.6s invul. - T2 INFERNO REAVE (Shift+Right, 7s CD): windup 0.6s 360° spin; 300+ flame toroids expand 0→18/1.2s; 24 tessellated rays per toroid; AoE damage scales with offerings; 40% ignite; chromatic aberration ±6px; volumetric masking. - T3 VOID CLEAVE (Q, 10s CD): vertical rift 10×0.5; 500 orbiting portal particles; 5 Bezier tendrils; 8❤/s for 3s; 50% armor pierce; radial pull 2‑block radius. - T4 REAPER’S JUDGMENT (Hold G 1s, 30s CD): orbits 3×; 500+ white motes; time‑freeze 0.35s then 0.2s dilation; auto‑target 25‑block sphere max 15 hostiles; parabolic dash per target 0.20–0.28s; per‑hit 25❤ + Wither II + Weakness II; finale Fibonacci dome 1200+ particles. v6 — Ultra animation scale‑up - Weapon & passives: - Durability 10000. Left‑click damage 20→35 (scales with tier/offering). Hits generate impact shockwave particles; armor‑pierce scales with unlocks. - Passives: refresh every 3s (reapply 5s), no fall damage. - Diamond Block offerings: +0.5 AP per block stacking infinite. - GUI: 300×200 clear obsidian; action‑bar cooldown+charge progress centered; inventory below GUI for offerings; event‑only SFX. - Particles & FX: minimum 2000 particles per animation (v6 demanded), full trajectory computation; layered volumetric lighting; chromatic aberration; entities damaged by particles/dash path. - Abilities (massive adjustments): - T1: physics dash up to 20 blocks, damages hostiles in path; particles 2000+; 3 shadow clones; shockwave sculk crater, 0.5s invul. - T2: 2000+ flame particles 0→20 blocks/1.2s CCW; 18‑block AoE; 50% ignite chance. - T3: vertical rift 12×1 opens 0→1 in 0.4s; 2000+ portal particles; 10❤/s for 4s (40❤), 60% armor pierce, radial pull 3‑block radius; distortion 4‑block radius. - T4: nether star orbits 4× condensing 1000+ motes; time‑freeze 0.4s then 0.3s dilation; auto‑target 30 hostiles in 30‑block sphere; sequential parabolic dashes 0.15–0.25s per target; per‑hit 30❤ + Wither III + Weakness III; finale Fibonacci dome 1500+ particles 25‑block radius. PvP clamp max 3 players. v7 — Maxed GUI & "Cheater" Animations (pre‑v8 final) - Global: - Durability 10000. Left‑click: 20→35 dmg + double mini explosions on hit (instant + 0.8s later) dealing damage without knockback. - Passives: infinite; refresh durations varied across edits (v5: 3s refresh → v7 allowed 5–20s variability). Fall immunity while held. - Suppress ambient pickup/background sound; SFX only for events. - Diamond Block: +0.5 AP per block stacking infinite. - GUI: professional UI; no blur; 300×200 centered; optional subtle vein pulse; Tabs top; action‑bar + T4 charge bar; inventory slots under GUI for offerings. - Particles & FX: each ability 500–2000 computed particles per effect (v7 minimum 500); splines, Bezier curves, parametric arcs; particles can damage hostiles. - Abilities: - T1 SHADOW DASH (Right‑click, 2s CD): physics dash up to 20 blocks, mid‑air adjustable, damages hostiles in path; cancel fall damage; vortex trails; ghost clones; shockwave on impact. - T2 INFERNO REAVE (Shift+Right, 6s CD): windup 0.6s; massive flame wave; 2000+ particles form toroidal wall; AoE 20‑block radius; damage scales with offerings; volumetric depth & chromatic aberration. - T3 VOID CLEAVE (Q, 10s CD): deploy vertical rift 10×7×7 ahead; 2000+ portal/toxic particles & tendrils; 10❤/s for 4s; 60% armor pierce; radial pull 3‑block radius; distortion shader + implosion. - T4 REAPER'S JUDGMENT (Hold G 1s, 30s CD): sequential physics dashes to up to 15 targets in 25‑block sphere (v7 final: sequential 15 targets), PvP clamp max 3 players; per‑hit 30❤ + Wither III + Weakness III; finale Fibonacci dome 1500+ particles 25‑block radius; sculk+soul‑sand crater; anime‑style SFX. - Offerings & crafting: diamond block AP +0.5 per block; craft patterns: original diagonal Fire Charge cluster + Chain + Netherite Sword; v5 suggested alternate 3×3. v8 — REWORK (strict final rules & algorithms) - GUI: - Full rebuild, no blur. Tabs OFFERINGS/STATISTICS, offerings show inventory below for drag/drop. Clean alignment; action‑bar alignment fixes; T4 charge bar above action‑bar; event‑only SFX. - PASSIVES & OFFERINGS (finalized mechanics): - Passives last 20s, refreshed every 5s (explicit final timing). - Emerald blocks: every 5 ⇒ +0.5 ❤ max + infinite regen while held. - Iron blocks: every 20 ⇒ +0.5 AP. - Diamond blocks: persist +0.5 AP per block after unlock (stacking). - LEFT‑CLICK: - Base dmg 20→35 scaling with AP. On hit: double explosion on entity: instant + after 0.8s; no knockback. Burst particles + SFX. - PARTICLE RULES (strict): - All systems use computed splines/parametric equations (Bezier, polar, helix). No canned loops. - Particle minima mandated: T1≥1000, T2≥2000, T3≥2500, T4≥3000 total (≥1000 per target for multi‑target T4). - Every particle that “touches” an entity deals damage (implement via collision checks/sample rays). - SFX: custom layered stems with spatial panning. - ABILITY algorithms & specifics (high‑level): detailed parametric rules per ability (T1 dash helix particles, T2 torus motes from 24 emitter nodes, T3 volumetric rift+mist+tendrils, T4 sequential Bezier paths per target, per‑target particle budgets ≥1000 + 1000 impact sparks, finale dome ≥3000). - PvP & balance rules: T4 PvP clamp = max 3 players. - GUI & UX: modern no‑blur UI, offering selection via inventory drag/drop, action‑bar + hotbar circular overlay + numeric cooldown + progress bars, hover particle previews. - Particle & performance: fidelity toggle default Ultra; minima per ability enforced; optimization required (LOD, caps, despawn, per‑frame budget). - Crafting: original diagonal Fire Charge + Chain + Netherite Sword; alternate 3×3 optional. - Implementation constraints: stable reapply mechanism for passives (no flicker), SFX only for events. v9 — SOULREAPER GUI COMPLETE REBUILD (final GUI redesign & strict containment) - Mission: rebuild GUI modern, death‑themed, ZERO blur, perfect readability. OFFERINGS & STATISTICS. - Window core (final GUI change): size 320×240 px centered (changed from 300×200); bg obsidian #0D0D0D 95% opacity; border 2px crimson #8B0000 + inner 1px cyan glow #00FFFF @30%; skull corner icons 16×16 bone‑white; header 320×32 gradient title "⚔ SOULREAPER ⚔" centered bold 14pt white. NO BLUR / NO DISTORTION. - Tabs: two 160×28px tabs under header: OFFERINGS (☠) left, STATISTICS (⚔) right; hover bottom border 2px cyan 0.15s; metallic click sound. - OFFERINGS layout: - Sacrifice slot centered (x=128,y=75) 64×64 black bg 2px crimson border; glow pulsing 2s; 3D render rotate 1°/tick bob ±1px; label "INSERT OFFERING". - Required Items Grid: 3 cards (emerald/iron/diamond) 90×50 with icon, name, LOCKED/UNLOCKED status; rule text: "5 Emeralds=+0.5♥ | 20 Iron=+0.5 AP | Diamond=Tier Unlock". - Sacrifice button 180×28 at y=215: disabled Gray "NO OFFERING"; valid Pulsing crimson "⚡ SACRIFICE ⚡". Item spiral dissolve 0.4s, thunder+anvil SFX, GUI shake ±2px; error flash "INVALID ITEM". - Inventory render below GUI (9×4 grid) at y=250 when OFFERINGS active for drag/drop. - STATISTICS: - Ability cards: 4 stacked 280×38px with tier icon, name, keybind pill, cooldown display, lock icon. - Global stats panel y=215 280×36px 2×2 grid: Souls Reaped, Damage Dealt, Enemies Slain, Distance; live update. - Weapon lore tooltip: condensed 3‑line design with heavy § formatting examples. - GUI sounds: Open deep bell, tab whoosh, hover tick, click unsheath, error buzzer, success thunder+anvil. - Technical specs: Fabric 1.21.5, Rendering API, Cardinal Components. Input key Y (rebindable), ESC closes. HUD rendering, no shaders/blur, 60fps target. Client↔server sync required. Strict bounds: 320×240px, zero overflow, perfect containment. v10 — SOULREAPER T2/T3/T4 ULTIMATE PARTICLES (core particle/ability algorithms & tech) - Core rules reiterated: - Trajectories: parametric equations (Bezier, polar, spirals). Catmull‑Rom interpolation for splines, 0.05s steps recommended. - Counts mandated: T2≥2000, T3≥2500, T4≥3000 total (≥1000 per target). - Every particle collision deals damage (raycast/AABB per particle/tick). - SFX: layered stems spatialized; audio EQ guidance (40–80Hz boost, 200–400Hz cut). - T2 INFERNO REAVE (Shift+R, 6s CD) — detailed algorithm: - Windup 0.6s: 200 embers spiral in (polar r=5→0, θ=8πt). Whoosh SFX. - Lock‑on 0.2s: scan ≤20 blocks, mark targets with red X (12 particles), emit 48 targeting rays. - Laser Barrage 1.2s: per target cubic Bezier laser sampled 100 points; spawn 20 particles/point = ~2000 particles/laser; motion 0.8 blocks/tick, lifespan 0.4s; crossfire sparks on intersections; impact 80‑particle radial explosion, scorch decal, 3s flames; 18‑block AoE, ignite 50% chance; chromatic aberration ±6px. - T3 VOID CLEAVE (Q, 10s CD) — detailed algorithm: - Rift 0.4s: vertical rift 1×7×10; border 500 purple orbit particles; interior black void + 80 cyan stars. - Vacuum 0.5s: pull ≤3 blocks (Δv=0.3/tick); 1000 tendril particles (Bezier). - Spiral Dome 3s: 2500 particles with Fibonacci lattice + helix; damage 10♥/s, 60% armor pierce; particles deal +2♥ on collision. - Implosion 0.3s: dome converges; invisible explosion 15♥ burst, 4‑block radius, 5‑block knockback; embers/outward explosion; distortion 3‑block radius. - T4 JUDGMENT (Hold G 1s, 30s CD) — detailed algorithm: - Per‑target dash 0.16–0.24s: double‑helix trail 1000 particles along Bezier path (two helices φ=0/π); motes converge (200) from 2‑block radius. - Impact: 0.08s hit‑stop; X‑slash 150 particles; Soul explosion 120 cyan particles; target flash 0.08s; anime impact SFX. - Finale Dome: 1500+ particles + 4 shock rings 600 particles each; convergence→explosion with screen shake. - Tech/perf: spline interpolation Catmull‑Rom recommended, sampling 0.05s; collision raycast/AABB per particle/tick; LOD -50% particles if FPS<45 (historical), despawn >32 blocks; audio spatialization recommendations. v11 — SOULREAPER CRITICAL VISUAL FIXES (urgent) - GUI FIXES: - Remove ALL blur (disable Gaussian/background/post processing). GUI must be 100% sharp. - Reposition GUI UP 60px. New Y = screen_center_Y - 180. Must sit ABOVE inventory with minimum 20px gap. - T2 INFERNO REAVE — MASSIVE VISUAL OVERHAUL (precise VFX) - Target Lock 0.2s: 48 red laser beams (0.05 width) player→targets, 60Hz flicker; glowing red X per target (32 particles, 1.5‑block rotating); 3 flame rings orbit player (r=1/2/3 blocks, 180 particles). - Laser Launch 0.05s: muzzle flash 80 white particles; screen flash 30% white 0.08s; camera shake ±3px. - Laser Travel 1.2s (CRITICAL): per laser (2000+ particles): 100 Bezier sample points each spawning 12 flame + 8 spark particles (per point → ~2000 particles); motion blur trails (3 ghosts, 0.15s fade); color gradient orange→white→cyan; heat distortion cylinder (~1.5 blocks); crossfire sparks + electric arcs at intersections. - Impact 0.3s/target: 120‑particle explosion (2.5 radius) with flame/smoke/embers; scorch decal 3×3; lingering 15 fire particles for 3s; shockwave ring 0→3 blocks; screen FX: chromatic aberration ±8px, red vignette 50%, bloom 1.5‑block glow. - T3 VOID CLEAVE — COMPLETE REBUILD (precise VFX) - Rift spawn 0.4s: Vertical 1×7×10 at 2 blocks ahead; border 500 purple particles orbit (10 rings × 50 p); interior black void + 120 cyan twinkling stars; distortion 3‑block warp (±0.4 displacement); 8 ground crack lines with purple particle trails. - Vacuum 0.5s: 20 tendrils per entity (50 particles each = 1000 total), Bezier 5 points; pulled mobs trail 30 cyan soul particles. - ZEBRA SPIRAL DOME 3s (KEY VISUAL): 2500 particles form dome (r=3→1.5, h=7) with 8 zebra stripes purple/black alternating; Fibonacci lattice; rotate CCW 45°/s; contraction ease‑in; particle size & pulse details; interior: 15 purple lightning arcs + 200 black smoke churn. - Implosion 0.3s: 2500 particles converge; white flash 0.05s; invisible explosion: 400 black/purple embers burst; 8 shockwave rings 0→5 blocks purple/black; 5×5 sculk crater. - T4 JUDGMENT — PARTICLE BOOST (precise VFX) - Per‑Target: Arrival 80 white sparkles; X‑slash 150 particles + 30 ghost trails; Soul explosion 120 cyan + wispy tails; helical spiral paths for motes. - Finale: 4 shock rings (600 particles each) + persistent trail 0.5s (2400 extra particles), ground dust kick 100/ring. - TECH (v11 specifics): Render translucent layer, depth sort. Blending: additive (flames/energy), alpha (smoke). LOD: -30% particles if FPS<50. Shaders: Fabric Rendering API for aberration/distortion/bloom allowed (but GUI must remain zero blur). Evolution & key deltas across edits (implementer‑facing mapping) - Platform & libs constant: Fabric 1.21.5 + Fabric API, Rendering API, Cardinal Components. - Dash evolution: v1 teleport → v4 linear dash → v5+ physics dash (up‑bias, kinematic, mid‑air adjust) → final physics dash up to 20 blocks ≤0.35s, swept‑volume damage, helix vortex, ≥1000 particles. - Left‑click: increased from 12 (v1) to scalable 20→35 (v5+); final left‑click scales with AP/offering points and triggers double explosion (instant + 0.8s) with no knockback. - Passives timing: v1 infinite while held → v5 refresh every 3s (5s duration) → v8 final: passives last 20s refreshed every 5s (stable reapply, no flicker). - Offerings mechanics: - Diamond Block: unlock then persistent +0.5 AP per block stacking infinite (from v5 onward; final authoritative from v8+). - Emerald (v8/v9/v11): every 5 ⇒ +0.5 ❤ max + infinite regen while held. - Iron (v8/v9): every 20 ⇒ +0.5 AP. - Offerings amplify damage/range/speed and unlock tiers; sacrifice via GUI drag/drop. - Particle & algorithm hardening: - Transition from simple visual loops → computed parametric trajectories (v5 onward). v8 mandated minima (T1≥1000,T2≥2000,T3≥2500,T4≥3000) and that every particle collision deals damage. v10/v11 add per‑ability sampling counts, Catmull‑Rom sampling steps (0.05s), per‑particle raycast/AABB collision, and SFX audio EQ/spacing rules. - Abilities progression: - T2 became laser/torus barrage with per‑laser ~2000 particles, multi‑stage lock→launch→travel→impact (v10+v11 detailed sample counts & VFX). - T3 evolved to rift→vacuum→zebra spiral dome→implosion with precise particle counts/timings (v10/v11 specified 2500 dome + other counts). - T4 evolved to sequential per‑target Bezier kinematic dashes (scan up to 30 hostiles but clamp PvP hits to 3 players), ≥1000 particles per target, hit‑stop, debuffs, finale dome/shock rings (v10/v11 provided exact counts). - PvP safety: Inferno reduced vs players in early notes; final enforcement: T4 PvP clamp max 3 players. - GUI evolution: v2 initial 300×200 w/ blur → v3 fixes → v4 consolidation → v8 removed blur + inventory integration → v9 final strict containment 320×240 (colors/borders/header/tabs/layout/audio cues) → v11 critical fix: remove ALL blur and reposition GUI UP 60px (Y = screen_center_Y - 180) with min 20px gap above inventory. - Crafting: original diagonal Fire Charge cluster + Chain + Netherite Sword persisted across versions; optional 3×3 variant noted. v12 — SOULREAPER ULTIMATE FIX — Fabric 1.21.5 (final edits & color/pattern refinements + GUI blur enforcement) - GUI BLUR FIX: Stats panel NO blur; main bg changed to #0D0D0D at 100% opacity (not 95%). Remove ALL blur shaders. Crystal clear GUI demanded. - ACTION‑BAR SPACING: Increase X spacing 40px→65px. Layout explicit X positions: T1 x=-97, T2 x=-32, T3 x=33, T4 x=98. No text overlap. - T2 INFERNO REAVE — RED/ORANGE/YELLOW color & counts: - Lock & Launch: 48 RED beams (#FF0000). Crosshair ORANGE (#FF6600) 32 particles. 3 rings YELLOW/ORANGE/RED (#FFFF00/#FF8800/#FF0000) 60 each. Muzzle flash 80 white, screen flash 30% 0.08s. - Lasers (2000+/laser): Bezier path gradient RED→ORANGE→YELLOW. Per point: 12 flames (gradient), 8 YELLOW sparks. Motion blur 3 ghosts. Heat distortion ±0.2 wobble. Crossfire: 50 white + electric arcs. - Impact: 120 particles: 60 RED‑ORANGE flames, 40 smoke, 20 YELLOW embers. ORANGE shockwave ring. No red border; only 20% orange vignette. - T3 VOID CLEAVE — VIOLET/PINK/BLACK spiral specificity: - Rift: 500 border particles violet/purple; 120 PINK stars. - Spiral per mob (KEY): 400 particles/mob helix spawn 0.6s with equation x=mx+r·cos(θ), y=my+h(t), z=mz+r·sin(θ); r=2→1, θ=0→8π, h=0→3→0; colors violet 50%/pink 30%/black 20%; envelope 1.5s; collapse 0.4s inverse‑square; explosion 0.2s: 150 burst (60 PINK, 60 VIOLET, 30 BLACK). - Dome: 2500 zebra violet/black stripes, Fibonacci lattice, rotate 45°/s; pink lightning 15 bolts; implosion converge + white flash; burst 400 VIOLET/PINK/BLACK, 8 rings violet/black. - T4 JUDGMENT — DEATH ANGEL particle & sequence specs: - Charge (1s): 800‑particle SKULL above (y+4): 600 outline (eye sockets CYAN 80 each, teeth WHITE 120, cranium GRAY 320), 200 SILVER‑BLACK scythe blade. Rotate 20°/s, spawn over 1s. - Dash Trail: 1200‑particle ribbon: width 1.2, sine wave ±0.6, 3Hz. Colors GOLD 40%/RED 40%/BLACK 20%. 300 WHITE motes orbit r=0.8 at 720°/s. Arrival: 120 WHITE + 40 RED splatter. - Slash: 200 particle X (WHITE→RED), 50 ghost trails 0.4s. 150 CYAN souls helical burst (θ=0→4π). - Finale: 1000‑particle ANGEL WINGS (y+8), 500 per wing, 6‑block span, 20 feather strands, WHITE→GRAY; close 0.8s, explode. 4 rings (700 each) GOLD/WHITE/CYAN/PURPLE, trail 0.6s. - LORE TOOLTIP: Condensed §l§4⚔ THE SOULREAPER ⚔§r block with formatted ability + bonus lines and flavor quote (provided text). - PARTICLE PATTERNS: Fibonacci sphere (137.5°), ribbon x=cx+w·cos(α), skull voxel/SDF, wing Bezier feathers, zebra Y‑modulo bands. - TECH & LOD: HUD layer, additive/alpha blend. Despawn >32 blocks. LOD -25% if FPS<50. ALL Gaussian blur overlays on GUI must be deleted. Additional demand: separate GUI and inventory correctly and raise GUI Y by +150px (user text: “(+150px for y axes for the GUI)”). - Final all‑caps instruction: "DELERE ALL THE GLAUSSIAN BLUR OVERLAYS ON THE GUI ! DELERE ALL THE BLUR AND SEPERATE CORRECTLY THE INTERFACE GUI AND THE INVENTORIE !! (+150px for y axes for the GUI)" Final authoritative implementation expectations & strict constraints (combine v8/v9/v10/v11/v12 authoritative rules while preserving evolution): - Platform & libs: Fabric 1.21.5, Fabric API, Rendering API, Cardinal Components. - GUI: Implement v9 spec with v11 adjustments and v12 fixes: - Size 320×240 px, background #0D0D0D at 100% opacity (v12), border 2px crimson + inner 1px cyan glow, header 320×32, two 160×28 tabs, OFFERINGS & STATISTICS with drag/drop inventory below GUI, event‑only SFX, no blur shaders anywhere, repositioning: v11 Y = screen_center_Y - 180 (above inventory with ≥20px gap) AND v12 note to raise GUI by +150px (implementer should reconcile final Y adjustment per UI layout rule: GUI must be sharp, above inventory, no overlap; action‑bar spacing X positions: T1 x=-97,T2 x=-32,T3 x=33,T4 x=98). - Passives & offerings exact mechanics: - Passives last 20s, refreshed every 5s (stable reapply, no flicker). - Diamond blocks: persistent +0.5 AP per block after unlock (stacking infinite). - Emerald blocks: every 5 ⇒ +0.5 ❤ max + infinite regen while held. - Iron blocks: every 20 ⇒ +0.5 AP. - Left‑click/melee: - Base dmg scales 20→35 with AP; on hit spawn double explosions (instant + 0.8s later), no knockback; generate burst particles + SFX; armor‑pierce scales with unlocks. - Particle & collision rules (strict): - All particles computed via parametric equations (Bezier/Catmull‑Rom/polar/helix) with arc‑length reparameterization where required; no canned loops. - Mandated minima: T1≥1000, T2≥2000, T3≥2500, T4≥3000 total (T4 multi‑target ≥1000 per target). v12 provides additional per‑ability/per‑event counts (e.g., T4 skull 800, ribbon 1200, etc.)—implement those specifics. - Each particle that touches an entity deals damage (implement via per‑particle raycast/AABB sampling each tick). - Despawn beyond 32 blocks. LOD: implement adaptive LOD and per‑frame budget; use v12 LOD -25% if FPS<50 as latest, but preserve ability to reduce further if required. Per‑frame caps & budgets required. - Blending rules: additive for flames/energy, alpha for smoke; render translucent layer depth sorted. - Abilities (final algorithms & numbers to implement): - T1 SHADOW DASH (Right‑Click, ~2s CD): physics dash up to 20 blocks in ≤0.35s with up‑bias; swept volume damage; helix vortex along cubic Bezier dash spline; emit ≥1000 particles arc‑length sampled; particles follow local tangent 0.18–0.28s; 3 shadow clones dissolve 0.25s; impact sculk crater + 0.5–0.6s invul. - T2 INFERNO REAVE (Shift+Right/Shift+R, 6s CD): windup 0.6s; lock 0.2s (48 target beams); Laser Barrage travel 1.2s with per‑laser cubic Bezier sampled ~100 points, spawn ≈20 particles/point → ≈2000 particles per laser; per‑point composition and motion blur per v10/v11; color/particle composition refined per v12 (RED→ORANGE→YELLOW gradient, per‑point 12 flames + 8 yellow sparks, heat wobble ±0.2); impacts spawn ~120 particle explosions, scorch decals, lingering flames; 18–20 block AoE; ignite chance ~50%; screen FX options per v11 (chromatic aberration, vignette) but GUI must remain blur‑free. - T3 VOID CLEAVE (Q, 10s CD): rift spawn 0.4s vertical 1×7×10 at 2 blocks ahead with 500 border particles; vacuum 0.5s pulling mobs ≤3 blocks (Δv=0.3/tick); tendrils ~1000 particles; spiral dome 3s with 2500 Fibonacci/helix particles (v11 zebra stripes; v12 color palette violet/pink/black) dealing DoT (approx 10♥/s scaled, 60% armor pierce) and extra collision damage (+2♥ per particle hit where specified); implosion convergence with invisible explosion damage and shock rings; T3 per‑mob spiral: 400 particles/mob with equations/time envelopes per v12. - T4 REAPER’S JUDGMENT (Hold G 1s, 30s CD): 1s charge; scan up to 30 hostiles within 25 blocks sorted by priority/distance but clamp PvP hits to 3 players; per target compute cubic Bezier path P0→P3 with up bias; flight time 0.16–0.24s per target; move player via kinematic/root motion; per‑target particle budget ≥1000 double‑helix + ≈1000 impact sparks (v10/v11), with v12 additional elements: 800 skull particles spawn during charge, 1200 ribbon trail, slash & soul particle counts, finale angel wings & rings counts; hit‑stop 0.08–0.12s; per‑hit damage ~25–30❤ + Wither/Weakness stacks per final versions. - SFX & audio: - Event‑only SFX, layered stems spatialized (OpenAL/engine), inverse square attenuation, panning, Doppler where appropriate; EQ guidance (boost 40–80Hz, cut 200–400Hz); suppress ambient pickup background; per‑ability cues (whoosh, thunder/anvil, muzzle flash, screen bass). - PvP & balance: - Enforce PvP clamp for T4 (max 3 players); apply inferred player damage reductions for Inferno per historical notes (final enforcement: inferno less effective vs players where specified). - Networking & persistence: - Client↔server sync for offering unlocks, AP/HP/stats, cooldowns, and stable passive reapplication. Ensure server authoritative state for offerings/AP and synchronization of particle‑driven damage events as appropriate. - Performance & implementation constraints: - Per‑frame budget, LOD adaptive reductions (v12: -25% if FPS<50 as minimum), despawn beyond 32 blocks, particle minima enforced, arc‑length reparameterization & Catmull‑Rom/Bezier sampling (~0.05s recommended), per‑particle collision checks (raycast/AABB). - Use Fabric Rendering API for required distortion/chromatic/bloom effects as allowed, but absolutely no GUI blur shaders or Gaussian overlays. Separate GUI and inventory layering; ensure GUI is contained (320×240) and sits above inventory with required gap; apply action‑bar spacing X positions provided. - Crafting: - Preserve original diagonal Fire Charge cluster + Chain + Netherite Sword recipe by default; optional 3×3 alternate available on request. - Deliverable expectation: - Implement v8/v9/v10/v11/v12 final algorithmic rules for particle systems and ability execution: parametric emitter equations, sample counts, lifespans, per‑particle collision damage; GUI per v9 with v11/v12 adjustments (320×240, #0D0D0D @100% opacity, no blur, repositioned/spacing X coords), offering rules exactly (diamond/emerald/iron counts & effects), passives reapply rule (20s refreshed every 5s), and performance/LOD/despawn/networking constraints. - Preserve historical notes as references but treat v8–v12 as authoritative for final implementation specifics; obey the final capitalization/demand to remove ALL GUI Gaussian blur overlays and to separate GUI vs inventory layering (including user request to raise GUI Y by an additional +150px — reconcile with v11 position to ensure GUI sits above inventory with required gaps and no overlap). Edit v13: # SOULREAPER GUI PERFECT REBUILD — Fabric 1.21.5 ## CRITICAL BLUR FIX **ROOT CAUSE**: Minecraft 1.21+ uses `renderBackground()` method which applies Gaussian blur shader automatically. Custom GUIs inherit this. **SOLUTION**: Override the rendering method to SKIP blur shader: ```java @Override public void render(DrawContext context, int mouseX, int mouseY, float delta) { // DO NOT call super.renderBackground() or this.renderBackground() // Render solid background manually instead context.fill(0, 0, this.width, this.height, 0x99000000); // Semi-transparent black overlay super.render(context, mouseX, mouseY, delta); } ``` **Alternative approach**: Set `this.blur = false;` in screen constructor if extending `Screen` class. **For complete clarity**: Do NOT use any blur post-processing shaders. Render all GUI elements with direct fill/blit operations only. --- ## GUI LAYOUT SPECIFICATION ### Screen Positioning - **Screen dimensions**: Minecraft window width × height (dynamic) - **GUI window**: 340×260px (increased for better spacing) - **Position**: Center-top of screen - X: `(screen_width - 340) / 2` (perfectly centered horizontally) - Y: `screen_height * 0.18` (18% from top, leaves room above) - **Inventory position**: Below GUI with 24px gap - Standard inventory: 176×85px (9 slots × 4 rows + hotbar) - X: `(screen_width - 176) / 2` (centered) - Y: `gui_bottom_Y + 24` (24px gap below GUI) --- ## GUI WINDOW STRUCTURE (340×260px) ### Background & Border - **Main background**: Solid #0D0D0D at 100% opacity (NOT 95% — this prevents any inherited blur) - **Border**: 2px solid crimson #8B0000 - **Inner glow**: 1px cyan #00FFFF at 25% opacity (subtle, inside border) - **Corner decorations**: Skull icons 16×16px at each corner (bone-white #E8E8E8), inset 4px from edges ### Header Bar (340×36px, y=0–36) - **Background**: Gradient #1A0000 (top) → #0D0D0D (bottom) - **Title**: "⚔ SOULREAPER ⚔" centered, 15pt bold, color #E8E8E8 - **Position**: Centered horizontally (x=170), vertically centered in header (y=18) --- ## TAB SYSTEM (y=36–64, 28px height) ### Tab Dimensions & Layout - **Two tabs**: 170×28px each (perfectly split 340px width) - **Tab 1 (OFFERINGS)**: x=0–170, icon ☠ (skull) - **Tab 2 (STATISTICS)**: x=170–340, icon ⚔ (crossed swords) - **Divider**: 1px vertical line at x=170, color cyan #00FFFF at 40% opacity ### Tab States - **Active**: Background #8B0000 (crimson), text #FFFFFF (white), 3px bottom border cyan #00FFFF - **Inactive**: Background #1A1A1A (dark gray), text #666666 (gray), no border - **Icon position**: 8px from left edge of tab, vertically centered - **Text position**: Icon + 20px horizontal offset, vertically centered, 11pt font ### Tab Content Area - **Position**: y=64–260 (196px height) - **Width**: 340px (full window width minus borders handled by window border) - **Padding**: 12px on all sides (usable area: 316×172px) --- ## OFFERINGS TAB CONTENT (y=64–260) ### Sacrifice Slot (centered top) - **Position**: x=138 (centered: (340-64)/2 = 138), y=80 - **Dimensions**: 64×64px - **Background**: #000000 (pure black), 2px border #8B0000 - **Glow effect**: When item present, animated outer glow (crimson, pulse 50→100% opacity, 2s sine wave, 4px radius) - **Item render**: 3D isometric, rotate 1°/tick, vertical bob ±1px (1.5s sine), scale 1.5× - **Label above**: "INSERT OFFERING", 10pt, #888888, centered at x=170, y=68 ### Required Items Display (y=156) Three cards horizontally aligned, 98×56px each, 8px spacing between: - **Card 1 (Emerald)**: x=12, y=156 - **Card 2 (Iron)**: x=118, y=156 - **Card 3 (Diamond)**: x=224, y=156 **Each card structure**: - Background: #0F0F0F, 1px border #333333, 2px radius corners - Icon: 28×28px, centered horizontally, y_offset=8 from card top - Name: 9pt bold, centered, y_offset=40, color-coded: - Emerald: #50C878 - Iron: #C0C0C0 - Diamond: #B9F2FF - Status: 8pt, centered, y_offset=52 - Locked: "LOCKED" #FF3333 (red) - Unlocked: "✓ READY" #33FF33 (green) ### Rules Text (y=216) - **Text**: "5 Emerald = +0.5♥ | 20 Iron = +0.5 AP | Diamond = Tier Unlock" - **Position**: Centered x=170, y=216 - **Style**: 8pt, #888888, centered alignment ### Sacrifice Button (y=232) - **Dimensions**: 200×24px - **Position**: x=70 (centered: (340-200)/2), y=232 - **Border radius**: 3px - **States**: - **Disabled**: Background #1A1A1A, text "NO OFFERING" #555555, 10pt - **Valid**: Background pulsing #8B0000 ↔ #B22222 (1.5s), text "⚡ SACRIFICE ⚡" #FFFFFF bold 10pt - **Hover**: Brightness +15%, cursor pointer - **Click**: Item dissolve animation (0.4s spiral particles), thunder SFX, GUI shake ±2px for 0.2s, switch to STATISTICS tab --- ## STATISTICS TAB CONTENT (y=64–260) ### Ability Cards (4 stacked, y=76 start) Each card: 316×40px, 4px spacing between (total height: 4×40 + 3×4 = 172px fits perfectly) **Card positions**: - Card 1 (T1): x=12, y=76 - Card 2 (T2): x=12, y=120 - Card 3 (T3): x=12, y=164 - Card 4 (T4): x=12, y=20
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This mod is licensed under the CreativeMode Mods License.