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KineticDamage

A highly-configurable Minecraft mod that scales damage and knockback with kinetic energy.

Modrinth game-mechanics utility

Описание

--- # KineticDamage **An easy-to-use, highly-configurable Minecraft mod that brings more realism to combat by scaling damage and knockback with kinetic energy.** ***This mod is still in development and lots of new features are still being planned! This is my first ever mod, I hope you find it useful!*** **If you have a feature request or find a bug please create an [issue](https://github.com/o7q/KineticDamage/issues) or message me on Discord! (username: o7q) 😊** --- # ✨ Features - ## ⚔️ Damage scaling > This mod features a highly configurable damage scaling system that changes how Minecraft deals damage to mobs. --- - ## 💨 Knockback scaling > You can also configure how energy is transferred from yourself to other entities. --- > Highly compatible with other mods, here are some examples with [**ULTRACRAFT**](https://github.com/absolutelyaya/ultracraft) --- > Example with [**BetterCombat**](https://github.com/ZsoltMolnarrr/BetterCombat) --- > Example with an elytra --- # 📜 Commands - **`/kineticdamage reload` *reloads the config*** That's it! For now... 🙂 --- # ⚙️ Configuration This is the default configuration file for KineticDamage. It contains an explanation for every configurable option and acts as the guide. ```properties # KineticDamage config # Comment out 'version' with '#' if you do not want the config to regenerate on version change version=1.0.0_beta1 # Damage multipliers # These values will be multiplied with the calculated damage values damage-multiplier-vertical=1.0 damage-multiplier-horizontal=2.0 # Specify the max amount of damage that can be done # Negative numbers will uncap the damage damage-max-vertical=50.0 damage-max-horizontal=-1.0 # Knockback multipliers # Scales the knockback with attacker's incoming velocity knockback-multiplier-x=2.0 knockback-multiplier-y=1.0 knockback-multiplier-z=2.0 # Action multipliers # Scales damage and knockback depending on the attacker's action action-sprinting-multiplier=1.5 action-swimming-multiplier=0.75 action-sneaking-multiplier=0.5 action-crawling-multiplier=0.25 # Use player fall distance for damage # The farther the player falls the more damage they will do # Also, this damage will be added on top of the damage already done by the player's velocity player-use-fall-distance=true # Use the direct attack register rather than the standard attack callback (calculated client-side using a mixin) # This option is useful if you are having mod compatibility issues (ex. BetterCombat, or other combat based mods that may interfere with KineticDamage) # This option should usually be enabled, but in the case you are having issues, try disabling it player-use-direct-hit-register=true # Use player head rotation vector for math # This will use the player's head rotation instead of body velocity to calculate values # If enabled, the server will always use the players head rotation vector to calculate knockback vectors instead of the velocity vector of the player itself # In other words, the knockback will always occur in the direction the player is looking, this is not as realistic but it can be very fun player-use-head-rotation=false # Should the entity's velocity be completely overwritten by the new calculated velocity? # By default, the new calculated velocity is added to the entities original velocity, this is much more realistic # If enabled, all original entity velocity will be ignored and overwritten by the new calculated velocity entity-ignore-original-velocity=false # ADVANCED OPTIONS # Damping function for player fall distance # This option will make the fall distance damage and knockback scale more slowly the longer the player falls # This is to make it so a player can't just jump off of a mountain and 1 tap any mob # I've also included some options to increase the damage the longer you fall (inverse-damping options) # # If you don't want to use any damping functions specify: none # DAMPING OPTIONS (by increasing strength): linear, sqrt, log_e, log, tanh # INVERSE-DAMPING OPTIONS (by increasing strength): quadratic, cubic # Note: 'none' is the same as 'linear', except that linear will use the coefficient and constant values in it's calculation player-fall-distance-damping-function=sqrt # This value is multiplied to the fall distance before going into the damping function, it will be ignored if 'none' is set for the damping function player-fall-distance-damping-coefficient=10.0 # Horizontal shift factor, example: f(x) = FUNC(AX + K1