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