- fixed #13 by adding custom damage type, that avoids guardian thorns, for counterattack enchantment
!!! Important note !!! This update brings some config and datapack changes. Old datapacks may not work and old config files may be lost. I recommend making a backup of your config.
Changes:
- it is possible to change cooldown after attack
- config options regarding status effects after parry have been replaced with a single option: parryEffects
- this option holds a string containing all status effects that can be applied after parry
- effects, their duration, amplifier, chance and enchantment multiplier have to be separated with a semicolon in the following pattern: "StatusEffect;duration;amplifier;chance;enchantmentMultiplier;SecondStatusEffect;duration;amplifier;chance;multiplier[...]"
- "chance" is a chance of applying this effect to attacker (0.4 = 40%)
- "enchantmentMultiplier" increases duration per Parry enchantment level (0.4 = 40% longer status effect with Parry I)
- "multiplayerModifiers.json5" has been replaced with "modifiers.json5"
- modifiers.json5 holds 2 options: to reduce knockback for pvp and to reduce disarm duration for mobs
- parried mobs now get disarmed:
- when mob gets disarmed, it stops attacking current target
- disarmed mobs are unable to target anyone
- when disarmed ends, mob starts attacking it's last target
- disarm duration for mobs is reduced by default (can be changed in "modifiers.json5")
- added block delay support:
- each item has its own block delay (0 by default)
- parry ticks are checked AFTER block delay
- for example, when parry ticks are set to 2 and block delay to 5, 6th and 7th tick will count as parry
- added explosion support:
- each item has its own protection from explosions and explosion block delay
- explosion block delay is amount of ticks item must be held for to successfully block explosion
- when explosion block delay is below 0, explosions can't be blocked (all non-shield items have it set to -1 by default)
- explosion block delay works a bit different from normal block delay:
- normal block delay is still taken into account when blocking explosions
- holding block for less ticks than explosion block delay will result in 80% lesser protection
- for example, if shield is held for 2 ticks and explosion block delay is 5 ticks, damage from explosion will be reduced only by 20% (shield has 100% protection from explosions)
- enchantments:
- parry enchantment no longer increases knockback after parry (knockback enchantment does it instead)
- parry enchantment can increase amplifier of parry effects when on max level (by default it doesn't, but there is config option for that)
- reflex enchantment no longer increases parry ticks (at least it doesn't do it directly)
- instead, reflex decreases block delay (and negative block delay increases parry ticks, so it works the same as before when block delay is 0)
- explosionBlockDelay is not affected by reflex (only normal block delay)
- datapacks:
- for parry attributes:
- "maxUseTime" works for shields
- added the following fields:
- "blockDelay"
- "cooldownAfterAttack"
- "explosionDamageTakenAfterBlock"
- "explosionBlockDelay"
- replaced slowness, weakness and disarm fields with "parryEffects" array
- you can check new template on github (readme file)
- added new tag: disarm_resistant_mobs:
- mobs from this tag can't have disarmed effect
- the following mobs are using this tag by default:
- ender dragon
- wither
- warden
- slime
- magma cube
- hoglin (+ zombified)
- iron golem
- blaze
- ravager
- polar bear
- panda
- phantom
- for parry attributes:
!!! Important note !!! This update brings some config and datapack changes. Old datapacks may not work and old config files may be lost. I recommend making a backup of your config.
Changes:
- it is possible to change cooldown after attack
- config options regarding status effects after parry have been replaced with a single option: parryEffects
- this option holds a string containing all status effects that can be applied after parry
- effects, their duration, amplifier, chance and enchantment multiplier have to be separated with a semicolon in the following pattern: "StatusEffect;duration;amplifier;chance;enchantmentMultiplier;SecondStatusEffect;duration;amplifier;chance;multiplier[...]"
- "chance" is a chance of applying this effect to attacker (0.4 = 40%)
- "enchantmentMultiplier" increases duration per Parry enchantment level (0.4 = 40% longer status effect with Parry I)
- "multiplayerModifiers.json5" has been replaced with "modifiers.json5"
- modifiers.json5 holds 2 options: to reduce knockback for pvp and to reduce disarm duration for mobs
- parried mobs now get disarmed:
- when mob gets disarmed, it stops attacking current target
- disarmed mobs are unable to target anyone
- when disarmed ends, mob starts attacking it's last target
- disarm duration for mobs is reduced by default (can be changed in "modifiers.json5")
- added block delay support:
- each item has its own block delay (0 by default)
- parry ticks are checked AFTER block delay
- for example, when parry ticks are set to 2 and block delay to 5, 6th and 7th tick will count as parry
- added explosion support:
- each item has its own protection from explosions and explosion block delay
- explosion block delay is amount of ticks item must be held for to successfully block explosion
- when explosion block delay is below 0, explosions can't be blocked (all non-shield items have it set to -1 by default)
- explosion block delay works a bit different from normal block delay:
- normal block delay is still taken into account when blocking explosions
- holding block for less ticks than explosion block delay will result in 80% lesser protection
- for example, if shield is held for 2 ticks and explosion block delay is 5 ticks, damage from explosion will be reduced only by 20% (shield has 100% protection from explosions)
- enchantments:
- parry enchantment no longer increases knockback after parry (knockback enchantment does it instead)
- parry enchantment can increase amplifier of parry effects when on max level (by default it doesn't, but there is config option for that)
- reflex enchantment no longer increases parry ticks (at least it doesn't do it directly)
- instead, reflex decreases block delay (and negative block delay increases parry ticks, so it works the same as before when block delay is 0)
- explosionBlockDelay is not affected by reflex (only normal block delay)
- datapacks:
- for parry attributes:
- "maxUseTime" works for shields
- added the following fields:
- "blockDelay"
- "cooldownAfterAttack"
- "explosionDamageTakenAfterBlock"
- "explosionBlockDelay"
- replaced slowness, weakness and disarm fields with "parryEffects" array
- you can check new template on github (readme file)
- added new tag: disarm_resistant_mobs:
- mobs from this tag can't have disarmed effect
- the following mobs are using this tag by default:
- ender dragon
- wither
- warden
- slime
- magma cube
- hoglin (+ zombified)
- iron golem
- blaze
- ravager
- polar bear
- panda
- phantom
- for parry attributes:
Added 6 sound events:
- shield_parry and tool_parry (played when player parries attack)
- shield_block and tool_block (played when player blocks attack)
- shield_guard_break and tool_guard_break (played when player's shield (or item) gets cooldown due to blocked axe attack)
Notes:
- sounds can be easily overwritten with resource pack
- vanilla sound event item_shield_block was replaced with shield_block (I mean, the event still exists, but is not played)