Description
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
|
×1.60
|
2
|
|
S
|
×1.85
|
2
|
|
SS
|
×2.15
|
2
|
|
SSS
|
×2.50
|
3
|
Creative / Spectator: exempt from combat ticks.
Dodge
| Move | Input | STA | Notes |
|---|---|---|---|
|
Roll
|
Sneak + Jump
|
28
|
~14 tick i-frames, forward dash
|
|
Step
|
Move, then sneak within ~0.5 s
|
14
|
Sidestep; longer distance
|
Per-move cooldowns: roll 22 ticks, step 12 ticks.
Parry (shield only)
Open parry window (~10 ticks / 0.5 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/maxHP - 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 prefixCLHUD:
| 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.



