Tags
Creators
Details
0.2.2-pre5
Compatibility
Changes
Stands
- Added new mechanics to heavy punches
- When an entity knocked back by a heavy attack flies into blocks, it takes extra damage and can break these blocks depending on their durability
- When punching a block, destroys more blocks in the area
- Solid blocks destroyed this way will break off as block shard projectiles
- Note: both features are new and will need more fixes/readjustments
- When using singular attacks, the Stand now goes directly in front of the player's look direction (similarly to barrages)
- Increased the maximum default Stand stats, there is also now a small increase in stats between Resolve Levels 0-4
- Attacks blocked with a Stand no longer apply knockback
- Stands can now knock back non-living entities with punches
- Tested on TNTs, doesn't seem to work on projectiles currently, that's going to be fixed too
- If a Stand is obstructing the view, in addition to rendering only the Stand's arms (like it worked previously), it now also has a colored outline
- Note: this is most likely temporary, I'm looking at other ways to make Stands not block the view
Hamon changes
-
Reworked wall climbing
- Now the player just needs to use the ability on a wall once, then use WASD to move and Space to let go
- Added player animations for climbing
-
Reworked Rebuff Overdrive
- Now has a specific timing, during which it works as a counter
- Increased the counter's damage and knockback
- While active, reduces incoming damage from non-melee attacks and knockback
- Added a player animation
-
Nerfed Hamon healing
- No longer gives maximum Regeneration effect instantaneously, now the player needs to hold the ability for a bit to increase the regeneration effect and the remaining effect durability
-
Metal Silver Overdrive now combines both versions of it (Ovedrive which can be used with weapons, and a fist Overdrive that deals more damage to armored targets)
-
Added player pose for Sendo Wave Kick
-
Credit for all the mentioned player animations to dikiytechies
-
Hamon training changes
- Breathing training level no longer caps Hamon Strength and Hamon Control level by default
- Completing all 4 exercises now lets the player skip 2 days instead of 1
- If the player has level 100 of breathing training, it will not decrease anymore if they stop doing exercises
-
Hamon aura visual changes
- Hamon aura particles now render around the hand in 1st person
- Added client setting option to make the particles blurry
Vampirism
- If a vampire player's respawn point is a coffin, they now respawn inside that coffin
- Updated coffin model (by August_dr)
- Undead Regeneration effect is no longer used for vampires, they now gain regular Regeneration instead
New powers
- Added 2 new Non-Stand powers (currently only obtainable with either console commands or the unofficial Stone Legacy addon) - Pillar Man and Zombie
- Credit for most of the work on their abilities to Yujin
New items
- Firebomb - throwable, sets blocks and entities on fire on impact, can be infused with Hamon for extra AoE damage
- Polaroid - consumes paper to take pictures of what you're currently looking at
Controls QoL
-
Action keybinds are now rendered in the HUD (can be disabled for each keybind individually)
-
Action keybind toggles
- Each keybind can now be set to either trigger the action (default) or just select it in the HUD
- In addition, each keybind can be set to work either when that power's HUD is opened, closed, or regardless of whether it is opened or not
-
A toggle switch to disable the hotbars from the HUD entirely in 1 click
-
Mouse scroll changes motion speed in Stand manual control mode
-
Crazy Diamond's anchor block can be used from main hand
-
Hamon meditation has now once again has a shortcut keybind (not bound to any key by default)
Effects
- Bleeding - reduces the maximum health by 2 hearts per effect level
- (Creative-only) Integrated Stand - lets the entity attack Stands directly
Addon support
- Stands can now have their own cosmetic Stand stat values in the pause menu (can be used for things like GER's zero stats, adding infinity symbols, substands' Stats, etc.)
- Stands can now have their own Stand disc models
- Individual Stands can now override the unsummon duration
- Added support for Gecko/Blockbench models for items
Config
- (WIP) "/jojoconfig abilities" command - config for specific abilities, currently under development, will be updated with options specific to the abilities
- Time stop settings (such as length, cooldown, etc.) moved from Stand stats to this config
- New config options
- arrowDurability and arrowDurabilityBeetle
- New entity type tags (https://minecraft.wiki/w/Tag#Entity_type_tags)
- "jojo:hamon_damage"
- "jojo:no_hamon_damage"
- "jojo:vampire_can_drain"
- "jojo:vampire_cannot_drain"
- Turned "abilitiesBreakBlocks" config option to a gamerule (jojoAbilitiesBreakBlocks)
Bug fixes
- Fixed the crash that prevented an Arclight server from launching with this mod
- There is still an incompatibility that results in abilities like Stand barrages, Emerald Splash and other such attacks breaking armor much faster than intended
- Fixed "standRandomPoolFilter" config option's LEAST_TAKEN mod (worked like NOT_TAKEN due to an error)
- In NOT_TAKEN mode, the arrow is no longer usable if all Stands are already taken
- Adjusted the Stands' physical resistance formula to not be equal to 100% on high stats
- Numerous other bug and crash fixes
Small things
- Cartographer maps
- The probability of getting a map depending on the cartographer's biome now works similarly to the biome graph from Mojang's villager trade rebalance (https://minecraft.wiki/images/Village_Graph.png)
- Added an achievement for buying a map
- Buying a map to one of the mod's structures from a cartographer for the first time now has special effects
- Structures themselves now have their special map icons
- Items can now be picked up in time stop
- Flowing liquids no longer push entities in time stop
- Added gloves enchantments - Brawler and Quick Strike
- Soap is now crafted using a water bottle, instead of a bucket of water and empty bottle
- Vampires from Vampirism mod are now affected by Hamon like this mod's vampires are
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:G62vhGwQ:SBcw9YPu"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:G62vhGwQ:SBcw9YPu"
}

