I may revive this eventually, but I have been far too busy with work and other projects to continue updating this mod. \ I apologize for everyone who sent in bug reports/feature requests just for me to archive this repository. I greatly appreciate your time. \ If you are reading this and intersted in the mod, feel free to fork it and finish what I couldn't!
An easy-to-use, highly-configurable Minecraft mod that brings more realism to combat by scaling damage and knockback with kinetic energy.
This mod features a highly configurable damage scaling system that changes how Minecraft deals damage to mobs.
You can also configure how energy is transferred from yourself to other entities.
Highly compatible with other mods, here are some examples with ULTRACRAFT
Example with BetterCombat
Example with an elytra
/kineticdamage reload
reloads the configThat's it! For now... π
This is the default configuration file for KineticDamage. It contains an explanation for every configurable option and acts as the guide.
# 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 <-) + K2
player-fall-distance-damping-constant-1=0.0
# Vertical shift factor, example: f(x) = FUNC(AX + K1) + K2 <-
player-fall-distance-damping-constant-2=0.0
# Auto clamp square root function
# This ensures that the y of f(x) = sqrt(ax) is never bigger than the y of f(x) = ax
# Turning this off can produce strange values when a player crits a mob after falling a small distance
# This value is ONLY used when 'sqrt' is used for the damping function
# When enabled, the 'constant-1' and 'constant-2' values will be ignored
player-fall-distance-damping-sqrt-auto-clamp=true
# This value is multiplied to the fall distance that's used to calculate downwards knockback
# Lower values means lower downwards knockback
player-fall-distance-downwards-knockback-coefficient=0.05
# Debug
# Logs debug messages to the chat (per player)
debug-chat-log=false
π₯° The idea and name for this mod came from my friend [weeg](https://github.com/weegb).
KineticDamage\ Written in Java for Minecraft Fabric