Stunning Combat

Adds Parry, Stun, and Critical Hits inspired by Valheim combat.

File Details

StunningCombat-1.3.0.jar

  • R
  • Mar 17, 2026
  • 1.16 MB
  • 1.0K
  • Early Access

File Name

StunningCombat-1.3.0.jar

Supported Versions

  • Early Access

Added:
- Counter Attack API for Mod Developers
- Counter Attack Window Config (`/stunningcombat`)
- HStats Analytics

Fixed:
- Updated Server Version





How to add CounterAttacks to Weapons (data-driven):

When the player successfully parries an attack, they get the "Parry_Success" EntityEffect for the time set in the config (default 0.6s).

You can check for this in your Weapon Interaction file. Heres an example from BonesRapiers mod:

{
"Type": "EffectCondition",
"EntityEffectIds": ["Parry_Success"],
"Match": "None",
"Next": "Rapier_Primary_MovementCondition",
"Failed": "Rapier_Primary_Riposte"
}

This checks for the effect on the player and does the Riposte interaction if they have it, otherwise it continues with the normal attack interaction.

Make sure to clear the effect in the resulting interaction if the check succeeds, so that players cannot spam the counter attack:

{
"Type": "Serial",
"Interactions": [
{
"Type": "ClearEntityEffect",
"EntityEffectId": "Parry_Success",
...

To avoid the issue of load order (your mod loading before Stunning Combat, and therefore not seeing the Parry_Success effect register) you should add the Parry_Success.json file to your mod:

Server/Entity/Effects/Parry_Success.json:

{
"Duration": 0.6
}

(This duration gets overwritten by StunningCombat and whatever the players configure. It is just the default.)

Thats it! You've hooked into Stunning Combat and can detect when the player has performed a parry without having to write code. If you run into any issues or need help, do not hesitate to reach out to me on discord at "danmizu" :)