Описание
# **THE STRENGTH SMP VANILLA MOD**
### IMPORTANT IN-GAME COMMANDS :
**/strength**
**/upgrade **
**/leaderboard**
### MOD OVERVIEW:
TheStrength Vanilla is a high-performance combat and progression overhaul built for
Fabric 1.21.11 using Official Minecraft Mappings. It features a permanent
attribute-based leveling system, sequential weapon skill cycles, dynamic center-
screen feedback, and a custom "Partial Keep Inventory" death penalty system.
### 1. CORE DEPENDENCIES
• Minecraft: 1.21.11
• Fabric Loader: >= 0.19.3
• Fabric API: Latest compatible (Required for Networking, Events, and Attributes)
• Java Version: Java 21
### 2. PERMANENT STRENGTH ATTRIBUTE SYSTEM
Players progress through 5 permanent levels of Strength. These levels modify
attack damage attributes globally (melee and projectile).
**• Damage Matrix (Base Attribute Modifiers):**
- Level 1: +0.0 HP (Base damage)
- Level 2: +1.5 HP (+0.75 Hearts)
- Level 3: +3.0 HP (+1.5 Hearts)
- Level 4: +4.5 HP (+2.25 Hearts)
- Level 5: +6.0 HP (+3.0 Hearts) [MAX CAP]
**• Strength Lifesteal (Stealing):**
- Condition: Stealing only occurs if the killer uses a Sword of Level 2+.
- Gain: The killer steals 1 Strength Level from the victim (up to Level 5).
- Loss: The victim loses 1 Strength Level on death (unless at Level 1).
- Safety Logic: If the killer is already Level 5, the victim loses NO strength
to preserve the server's strength economy.
**• Fallback Rewards:**
- If no strength is stolen (Killer at Lvl 5, Victim at Lvl 1, or wrong weapon):
- +1 Point (Spendable).
- +1 Weapon Point (for the weapon used in the kill).
### 3. STRENGTH POTION MECHANICS (ADAPTIVE BOOST)
Strength potions are dynamically balanced to work with your permanent levels,
ensuring damage stays within the mod's competitive limits (+6.0 HP cap).
**• Strength I (Normal/Long):**
- Provides an adaptive boost that scales with your level.
- Target Damage Cap: 3.0 + (Level-1) * 0.75 HP.
- The mod adds the exact difference between this cap and your base damage.
**• Strength II (Strong):**
- Automatically provides the exact boost needed to hit the absolute mod cap
of +6.0 HP (3 full hearts), regardless of your current base level.
### 4. WEAPON ABILITY CYCLES & COMBOS
All weapons track combat streaks. Streaks reset if the player takes damage
from another player or the weapon's timeout window (3-5s) expires.
**• Sword ("Unstoppable Combo"):**
- Activation: Land 3 consecutive Critical hits (falling) or Knockback hits
(sprinting).
- Active Phase: Grants a 1.5x damage multiplier for 3 seconds.
- Feedback: Every strike triggers Critical particles and sounds.
- Chain: Landing hits while active resets the timer to maintain the chain.
**• Axe ("Shield & Armor Shatter"):**
- Cycle: 4-Hit Sequence.
- Hits 1 & 2: Land 2 consecutive fully-charged Critical hits to activate.
- Hit 3: Destroys 10% of Target's Shield (if blocking) or ALL Armor pieces.
- Hit 4: Destroys 10% of Target's Shield or ALL Armor pieces.
- Penalty: Attacker's Axe also loses 10% durability on every ability hit.
- Transition: If Hit 4 is a critical hit, it instantly starts Hit 1 of the
next cycle.
**• Bow ("Precision Draw"):**
- Requirement: Every shot MUST be fully charged (Critical Arrow).
- Hit 1: Triggers Activation message.
- Hit 2+: Each consecutive fully-charged hit adds +0.5x damage multiplier.
- Reset: Missing a shot, hitting a block, or weak shots reset streak to 0.
**• Mace ("Concussive Impact"):**
- Activation: Land 2 consecutive "Smash" attacks (falling > 1.5 blocks).
- Active Phase: Every subsequent hit applies Slowness IV to the target for 5s.
**• Crossbow ("Phantom Bolt"):**
- Passive: Arrows have a permanent ability to penetrate up to 3 blocks.
### 5. THE CONDUIT BOOSTER
**• Auto-Consumption:** If a player with Strength Level < 3 has a vanilla Conduit
in their inventory, it is automatically consumed to grant +1 Permanent
Strength Level.
**• Custom Crafting Recipe:**
- Corner Slots: Strength II Potions
- Side Slots: Gold (Top/Mid), Emerald (Sides), Iron (Bot/Sides)
- Center Slot: Diamond Sword
[Recipe includes Diamond, Gold, Iron, Emeralds, and Nether Star materials]
### 6. DEATH MECHANICS (PARTIAL KEEP INVENTORY)
The mod enforces a custom retention system that ignores vanilla gamerules:
**• RETAINED (Saved on all deaths):**
- All equipped Armor pieces.
- Full Hotbar (Slots 0-8).
- Offhand item.
**• DROPPED (Lost on all deaths):**
- All items in the Main Inventory / Backpack (Slots 9-35).
**• PENALTIES:**
- Durability: Every Armor piece loses 25% of its total max durability on death.
- Sound: A global Wither Spawn sound plays at the location of every death.
### 7. VISUAL FEEDBACK (UNIFORM COLOR SCHEME)
**• Splash Screens (Center Screen):**
- Killer/Conduit: "Strength +X" (RED title, AQUA "+", WHITE number).
- Victim (Post-Respawn): "Strength -1" (RED title, AQUA "-", WHITE number).
- Row 2: "strength level: X/5 | [Weapon] Pt +1 [Total]"
(GREEN labels, WHITE numbers, PINK weapon, YELLOW points, GRAY separators).
**• Action Bar (Above Hotbar):**
- Status/Expirations: Always RED.
- Sword: "Crit Hits X" (PINK "Crit", WHITE "Hits", AQUA count).
- Axe: "-10% Target Durability" (YELLOW percentage, RED text).
- Mace: "Slowness IV Applied X" (PINK "Slowness", RED "IV", AQUA count).
- Bow: "Damage Multiplier X.x" (RED "Damage", PINK "Multiplier", WHITE count).
- Expiry: "[Ability Expired]" (RED) appears after a 300ms gap when cycle ends.
**• Boss Bar HUD (Top Screen):**
- Name: [Potion Level] (YELLOW).
- Bonus: [+X.x Damage] (RED).
- Timer: Time Left [M:SS] (SKYBLUE/WHITE).
**• Tooltips (Inventory):**
- Header: Gold Bold "SMP".
- Shows Total Kills (RED), Level (YELLOW), and Points (GOLD).
- Ability Status: Green Tick (✔) if Level 3+, Gold [x] if Locked.
### 8. COMMANDS
**• /strength:** Opens the visual board showing Kills, Points, and Weapon levels.
Features interactive [UPGRADE] buttons to level up gear.
**• /leaderboard:** View the top players on the server ranked by Total Player Kills.
**• /upgrade :** Spend points to upgrade specific weapon levels.
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