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Combat Logic

Action combat for Bedrock 1.21.50+: stamina, roll/step dodge, shield parry (3s cooldown), combo ranks with faster regen, top-right HUD + 4-line action log, enemy HP labels, world difficulty ×1/×3/×5. Per-player toggles. English & Japanese.

Combat Logic adds ARPG-style mechanics on top of vanilla combat—without replacing it. Spend stamina on dodges and skills, raise combo rank (E→SSS) for damage and regeneration bonuses, and read everything from a compact top-right HUD.

Hostile mobs show localized names and current/max HP. A vertical action feed (up to four lines) replaces chat spam for combat feedback. Parry works against mobs and players (PvP), with a 3-second cooldown after each successful parry.

World owners can scale hostile HP. Each player can disable combo or stamina/actions independently. All settings are in one DDUI menu (/combatlogic:cl_settings)—HUD, combo, actions, world difficulty, and new-player defaults (operators). Uses Script API (main (beta), @minecraft/server-ui, and custom commands.


Core systems

Stamina

  • Maximum: 100
  • Base regen: 1 every 25 ticks (not during roll i-frames)
  • Combo rank regen bonus (combo system ON for that player):
Rank Multiplier Typical regen / pulse
E
×1.00
1
D
×1.12
1
C
×1.25
1
B
×1.40
1
A
×1.55
2
S
×1.75
2
SS
×2.00
2
SSS
×2.25
3

Creative / Spectator: exempt from combat ticks.

Dodge

Move Input STA Notes
Roll
Sneak + Jump
24
~14 tick i-frames, forward dash
Step
Move, then sneak within ~0.5 s
12
Sidestep; longer distance

Per-move cooldowns: roll 20 ticks, step 10 ticks.

Parry (shield only)

Open parry window (~12 ticks / 0.6 s)

  • Start blocking with shield, or
  • Sneak + shield when about to be hit (window opens on hurt check)

Successful parry requires

  • Actions system ON
  • Shield equipped (main or off hand)
  • Active parry window
  • Damage: melee (entityAttack) or projectile
  • Attacker: any entity (mobs and players / PvP)
  • Not on parry cooldown

On success

  • Cancel that hit’s damage
  • Stun attacker ~3 s (slowness + weakness, 60 ticks)
  • VFX / sound
  • HUD feed: Parry
  • 3 s parry cooldown (60 ticks): no new window, no success until it ends

Does not work: fire, fall, explosion, etc.; no stamina cost for parry.

Action skills

Skill Input STA Effect
Focus
Double-tap sneak (melee weapon)
18
Next hit ×1.5 damage
Uppercut
Attack during jump window
12
Launch + knockback

Blocked with shield, bow, food, bucket, etc.

Combo

  • +1 per hit; reset after 60 ticks (~3 s) without a hit
  • Ranks E→SSS at 1 / 2 / 5 / 10 / 20 / 40 / 70 hits
  • Damage: +5% per hit after the first, cap +500%
  • Brief rank-up flash on HUD

Enemy HP

  • Hostile mobs only
  • Two-line name tag: localized name + cur/max HP
  • Refresh on spawn, hurt, proximity
  • Clears custom name before mob kills player (death message fix)

Difficulty (world)

Mode Hostile HP
normal
×1
hard
×3
insane
×5

World-stored; reapplied when changed.

HUD (top-right)

  • Panel: 168×58 px, ui/hud_screen.json, text via title prefix CLHUD:
Section Content Hidden when
STA
Bar + %
Actions OFF
CB
Rank, hits, mult
Combo OFF
LINK
Combo timeout bar
Combo OFF
» lines
Action feed (max 4, one event per line, ~2.5 s each)
HUD OFF

Action feed events: Roll, Step, Parry, Focus, Uppercut, STA depleted — not in chat.

Toggle: /combatlogic:cl_settings (recommended) or /combatlogic:cl_hud

Settings menu (DDUI)

Open with /combatlogic:cl_settings. One reactive form for:

Section Who Controls
Your settings
All players
HUD, Combo, Stamina & actions (toggles)
World
Operator
Hostile HP scale (Normal / Hard / Insane)
New player defaults
Operator
Default HUD, combo, actions for first join

Changes apply when you close the menu or tap Apply now. Falls back to a classic modal form if DDUI is unavailable. Legacy toggle commands still work.


Custom commands

Namespace: combatlogic:
Enums: combatlogic:difficulty, combatlogic:toggle
Return messages: plain strings.

Command Permission Description
/combatlogic:cl_settings
Any
Open settings menu (DDUI)
/combatlogic:cl_help
Any
Controls + commands (chat)
/combatlogic:cl_hud
Any
Toggle HUD
/combatlogic:cl_difficulty <normal|hard|insane>
Operator
World mob HP scale
/combatlogic:cl_difficulty_show
Any
Current multiplier
/combatlogic:cl_combo [on|off|status]
Any
Combo system; no arg = toggle
/combatlogic:cl_stamina [on|off|status]
Any
Stamina + dodge + parry + skills
/combatlogic:cl_actions …
Any
Alias of cl_stamina
/combatlogic:cl_defaults …
Operator
New-player defaults (also in settings menu)

HUD compatibility

Likely conflicts: other packs editing hud_screen.json → hud_content; scripts constantly driving title / subtitle.
Moderate: persistent actionbar bars, large right scoreboard.
Usually fine: chat-only, worldgen, texture packs.

Put Combat Logic RP above other HUD RPs; test with others disabled if layout breaks.


Combat Logic Team

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Bedrock Add-on & Map Developer from Japan | Creator of One Block Wars (300k+ DLs) & SuBow.

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