#For the main mod
##Fix
Fixed a critical issue that caused the client thread to permanently lock up when using a weapon from this mod, preventing other Epic Fight categories or modules from properly accessing the client. This was due to the updateContainer module, which, when using a weapon from this mod, was locked to that mod only. While it's unknown if it affected other areas, the issue has now been resolved. I also don't know if this only affected my mod's categories, since, as I mentioned earlier, the client thread would be locked and permanently active for one category.

Fixed a multiplayer desynchronization bug that caused "echoes" between players. This interference affected internal variables. These are now protected, and such issues should no longer occur — or have been greatly minimized.

Fixed critical server stability issues that occurred during server operations.

Fixed a multithreading issue when rendering particles on weapon blades. The issue was caused by attempting to generate random numbers within a multithreaded call, which caused a crash. This issue has now been fully resolved, with the legacy method replaced with a thread-dependent one.

Fixed a critical bug that caused a crash if the player left the world and a skill had not finished executing, this error occurred because there was not adequate protection for the level, the problem has been fixed and the world will no longer crash due to invalid tasks and without looping objectives.

Fixed client-server synchronization issues and differences between data containers. An interface has been implemented to manage passive capabilities on both the client and server. Due to previous synchronization issues, this interface ensures that data containers are managed in a structured and secure manner.

##Additions – General
A general configuration file has been added for the mod. It is structured by categories and global concepts for better customization.

Introduced a Forge configuration adapter class that maps config values to simple animation behaviors. This allows for deeper, user-friendly customization of the mod without the need for code modifications.

Native support has been added for English, Spanish, and Portuguese.

#Weapon Category
##Changes - The Incinerator
The particle beam behavior for The Incinerator has been adjusted for improved precision.

##Additions – Combat -/- Soul Render & Cursium Armor Set
Slight improvements made to the tooltip for better clarity.

The helmet now has a passive skill that increases damage dealt to marked enemies.

The chestplate now has an active skill that allows the player to sacrifice 3 hearts of health to gain a 20% damage boost for 8 seconds.

If the player is revived by the chestplate, they will enter spiritual phases that grant various buffs. The aforementioned upgrades allow the player to be intangible for a period of time with increased speed, then enter a dormant state where they gain 25% to 10% extra attack speed that mitigates over time, and then be able to revive.

The crude percentage system has been replaced with an integrated EpicFight one which will directly supply damage that matches Soul Render's innate abilities.

A graphical interface has been added to indicate the states of the Soul Render weapon and its armor, now you can see the probability in the hub and not just in the tooltip, you can also observe the extra attack speed and buff time

##Additions – Combat -/- The Incinerator & Ignitium Armor Set
Added a new weapon category: The Incinerator.
Added a new innate skill: Inner Flame.

Inner Flame – Innate Skill
The player enters the Inner Flame state, which drastically alters the weapon’s passive behavior and visually changes the color of the weapon, themed armor and particles.

#The Incinerator – Amor Passive
As usual in this mod, the passive interacts directly with the player and the themed armor.
When wielding the weapon, it injects special abilities into the armor pieces:

Ignitium Helmet: Can launch Ignis Orbs based on the weapon's heat. Compatible with Inner Flame, which transforms them into Ignis Soul Orbs.

Ignitium Elytra Breastplate: Can launch dashes in the air, consuming heat. It has a passive that accumulates dive height and converts it into an area attack if enough kinetic force is stored from the fall and the player has at least 50% heat. The ability is passive and triggers automatically, but if the player is crouching when it can be cast, it will be canceled and will not consume heat.

Ignitium Leggings: Gains a passive that increases damage dealt to enemies on fire or affected by the Ignis debuff.

#The Incinerator - Heat System –/- Overview
The Incinerator now features a heat mechanic:

Heat builds from 0% to 100% when dealing damage.

Base Gain: 10% of damage dealt is converted to heat; if the target is on fire, this increases to 20%.

Each equipped armor piece adds an additional 5% (stacking, up to a maximum of 20%).

The Aspect of Fire enchantment increases the gain by 15% per level (stacking, up to a maximum of 30%).

Heat Penalties:
Immersing in water and swimming (-10%) or standing in the rain (-5%) reduces the heat gain.

All of the above values ​​are operated in a simple arithmetic manner, that is, by subtraction and addition. Now, the result of the above value is the "heat gain factor." If the factor is equal to or less than 0 (0%), the player will NOT be able to obtain heat.

However, if the result is greater than 0, then that gain will be applied to the weapon's damage output, and that result will be operated according to the following logic.

If the player is in Inner Flame, all final gains are reduced by 35%; otherwise, the result will be the same, as they are reduced by 0%.

After the calculations, a final static reduction of 40% is applied before storing the value.

#The Incinerator - Heat to Power Conversion
20% of stored heat becomes a damage bonus. This bonus scales up to 35% if the player is in Inner Flame.

#The Incinerate – (Passive) Intrnal Active Skill
Can be used when heat reaches 100%.

Slams the weapon to the ground, creating rings of fire that burn nearby enemies.

Compatible with Inner Flame: casts Soulfire (blue fire), with reduced cooldown.

#The Incinerator – UI & Visuals
Players can customize the position of the heat percentage indicator and choose between icons, gifs, or none.

Each skill UI (helmet, chestplate, etc.) can be repositioned independently.

#The Incinerator – Rendering Effects
When held, the weapon emits fiery particles around the blade, which change color according to the current state and armor.

If the full set is equipped, trail effects appear when running:

Normal: fire

Rain/Water: smoke

Inner Flame: always blue fire, ignoring environment.

If Morning Star (chestplate passive) is triggered:

The impact area, particle color, and damage scale with Inner Flame:

+15% damage

Blue particles in Inner Flame, normal otherwise.

Additionally, each execution circle also changes its color from reddish to blue.
