
Fix off-hand passive spells from trinkets able to be casted repeatedly Kind of improved support AI
- Guards now are able to use the spell's animations to cast
- Many improvement on the AI and they now are able to cast more spells (spell engine built-ins, druids, bards, etc...)
- Added Special Guards datapack implementation - Special guards that have a chance to replace guards upon village spawning
- Added Guard Armor Theme (to replace the hardcode of armor overwrite)
Updated to spell engine 1.9.6 to fix crash
Updated to 1.9.5, supports ARROW_EFFECT
Now can use the set effects of item sets
Now can hire guards, default 5 emeralds (configurable)
Improved inventory GUI of Guards, added tooltips & fixed model render
Now works with 1.9.0+ of Spell Engine Still unstable!
Now looks at armor slots as well for spells
Guards can now find spells on their mainhand, offhand and their new spellbook slot! They can cast almost every spell (if they aren't too complicated or are using custom handlers). Slight warning, this can be a buggy mess!
Fix missing compat implementations
Improved Spell cast goal
Potentially fix logs spam when c2me is installed
guards now able to damage the player with meteor type spells
No longer depends on spellbladesnext
Added paladins compat Made arrows cant friendly fire
netherite and above wands/staffs now are able to use both basic and
Update fabric.mod.json
Properly fix Crossbows
Optional dependency to Elemental Wizards RPG
Optional dependency to Archers & Archers Expansion
Make melee goal more bearable
Added spellbladenext as a dependency + guards are now able to use the basic spellblades and their claymore version to cast on hit spells
Fix basic spells doing 0 damage by create 3 new spells similar to the original
Fix tiny remap problem
First version!
