Description
This mod adds a form of air movement to enhance the fierce combat experience that Minecraft provides!
(I guess the mod is on hold for now)
(For the new version check the bottom of the page. This version is not intended for actual balanced playing and is only a way to show some changes to the mod. To use it, you have to edit the configs of the most recent version of the mod and enable everything you wish, at the request of someone there is also a way to blacklist items so that they cannot bounce when critting
Thanks for all the support and for waiting all this time, sorry for making all of you wait, hope you enjoy it!)
It adds a simple boost upward whenever you crit along with air movements in 4 directions, front, back, left and right

These movements are performed by shifting + WASD after critting an enemy (I will try to add a way that doesn't use keybinds as it would be smoother without them)


In addition, there is an additional movement option that consists of a second upward boost, that is triggered by simply shifting after critting an enemy

On higher combo levels you will unlock a groundpound that can be performed by shifting after performing an upward boost. It deals high AoE damage in a large area. You may end the groundpound in a backflip by not shifting during the groundpound

On the eighth mastery level, you will gain the ability to perform an air kick after a crit or an upward boost by holding W. It deals low AoE damage in a small area. You will backflip off of enemies that are close by

OLD RELEASE ONLY
(
A new enemy has been added that will drop a book to increase your aerial combo capabilities (W.I.P.)

I also added config and commands to set which movement options you have (it is based on numbers: 1 disables them, 2 enables the first crit mechanic, 3 enables the backward boost, 4 enables the side boosts, 5 enables the front boost, 6 enables the upward boost, 7 enables the groundpound and 8 enables the air kick
)
Animations are not synced in multiplayer (will try to fix this)
Epic Fight overrides all animations (probably won't be able to fix)
Better Combat forces its animations but it still works fine (probably will make them work better together)
To do:
Refine the leveling system and the Master entity(this consists of 2 new enemies, a structure and 5 new boss enemies(this is gonna take a loooong time to make or a lot of sudden motivation))
Add configurable Everything
Add animation syncing?
Test Version Of The Mod
This section is dedicated to the additions added by the test version of the mod and future updates planned for it.
To clarify this test version does not include new items, mobs or armors and only focuses on the combat system added by the mod, it also does not contain any way to turn off certain aspects of the mod or ways to acquire them, hence it is only a way to show all of the features and possibly discuss them.
You are welcome to report any issues or suggestions on balancing or stuff in the comments here or by messaging me (many have asked for a Discord server so let me know if you really want it)
So without further ado let me present the changes made in this extremely buggy (probably) version!
Let's start with the most important change, anime-like Air Combos! This introduces a new way to deal damage to a single target (possibly more in the future) by starting a combo through a starter attack which sends the enemy into the air where you can then barrage them with hits!
To explain how to perform starter attacks we must first introduce another new feature, a new Rage Meter (or something idk, I haven't chosen a name for it yet but I will call it Rage Meter for the time being), which is a red bar in the bottom right corner of the screen that is reduced by a bit for each combo attack that you perform. It is activated by pressing R which will start this Rage State where you can perform grounded starter attacks that will send the enemy into the air allowing an air combo, this state does not deplete with time and is regained little by little when deactivated by pressing R again or by exhausting the Rage Meter!
Another way to start Air Combos is by . . . Air Comboing, hence the main mechanic of the previous version which has also received some changes, mainly some kind of scaling damage for each crit you do while in the air, a second air bounce and a way to perform a starter attack after 4 consecutive crits while in the air (i have also removed ground pounds and air kicks but I might bring them back if suggested to).
In regard to the scaling damage I have not added the damage based on the weapon in hand because I want to expand on it later (more about it later on),
The second bounce is quite simple, just like the basic air movement version, after critting you are able to boost yourself in each of the 4 directions once (if you stay still it bounces you in the air higher but I might remove it) and then you can do a second bounce or boost in any of the 4 directions again (I have tried to improve responsiveness),
The aerial starter attack is triggered after you bounce off an entity 4 times while not touching the ground, this will make you ground pound and damage nearby enemies while launching your target in the air, starting an Air Combo and maxing out your Rage Meter,
Now it is time to talk a bit more about the Air Combo itself and what happens after you perform a starter attack. After you start the combo you are (very briefly and badly) prompted to press either Ctrl or Shift^ as those change what type of attack you will perform next between 2 possibilities: Mid-combo attacks or Finisher attacks (I'll add another one in the future).
There are a bunch of Mid-combo attacks and Finisher attacks that each consume different amounts of the Rage Meter while doing more damage or knockback, Mid-combo attacks let you keep the combo going while Finisher attacks end it while doing more damage and knockback compared to normal combo moves,
If an entity is killed after a Combo Attack you will regain the entirety of another meter that I've added, called the Dodge Meter (temporary like the other one), which is triggered by pressing Z and allows you to Dodge any damage that you receive (I have noticed a bug with it that I will solve in the next version as well as a problem about the nullification of damage that I haven't been able to solve for a while) and after 4-5 times that you take damage you will retaliate to the entity that dealt you the damage and make every entity within 10 blocks unable to move or attack as well as regaining the whole Rage Meter,
There are 2 other things in the mod that I wanted to add which are still very early in development and concept which are: Blood splatter and Strong attacks. The blood splatter is still very simple and I might remove it because there are mods that make it better (shoutout to CravenCraft's Bloody Bits for the amazing mod, try it) while Strong attacks are a concept that has only one example (the why is explained later) and are performed while Rage Mode is active and while the Rage Meter is almost full by pressing the middle mouse button and they consume all of the Rage Meter to unleash a strong attack that deals damage to enemies in an AoE while damaging an entity more than others, I wont explain it much more as I am still working on it.
Configs have now been added that enable you (supposedly) to disable every feature of the mod, in the configs all of the new stuff has been automatically disabled so it's up to you to decide if you want to test them out or not
As requested by someone, I've also added in the configs the ability to blacklist items from doing the crit bounce, the way this works is that you can write anything, and if the registry name of the item in your main hand contains that text it will be automatically disabled meaning that you can write "_axe" to disable all axes (at least in vanilla Minecraft) or "minecraft" to make it so only mod items can crit bounce.
That was all for this version of the mod, I hope you enjoy it, it will be present as a Beta version of the mod whenever they accept it!
Below are some little problems that I or those who test the mod have noticed with it, as well as any future plans for those who want to read them
Bugs And Problems
First of all, I want to talk about fabric and porting
For those who have been asking for a fabric port I will clarify that I have little to no clue how to do that but I will look into it as soon as the mod is finished or completes this release to not waste time and this will also apply to porting to newer and older versions until I figure out how to do it with the added elements in the mod, sorry
Secondly, I would like to talk about planned stuff for the mod so skip it if you couldn't care less
TL/DR I'm crazy, more weapons, with movesets, more attacks, more animations
Sadly for me, I have lots of things planned that I want to add, so let's start off by saying that configs will be available soon hopefully, and that the progression part might be very far, regardless I will talk about what I hope to add to the progression system,
I would like to have some abilities locked until certain requirements are met, and that includes things like (I will write really bad from now on cause I don't have a clear picture of it)
To unlock the possibility to bounce when critting you'll have to kill a special mob (no info yet), then to unlock the first air movement you'll have to beat a boss with simple attacks or craft a special item or skill book and I expect it to go on like this, or even a whole new system of unlocking stuff but who knows.
Another small thing i'd like to add (and probably will soon) are sound effects and more graphical effects like 3d particles (WHICH FOR SOME REASON STOPPED WORKINGGGG)
Other stuff that I want to add are more animations, I've built a semi-reliable way to easily add more animations with different proprieties to the Aircombo, anime combo or whatever stuff and I would like to add way more variety cause it's cool, ALSO I would like to add a whole new moveset or 2 for when you are holding an item of type weapon hence there is no need to add weapon scaling damage now because I will add it later with this, also these new movesets would have the same amount if not more animations then the moveset that is present now of 30 or more animations and it will change the bounces and the anime combo
ALSO (just cause I'm crazy) I would like to add 3 more weapons that each have each a special moveset of their own, I have planned for them to be a scythe, greatsword and maybe a ranged option like a bow but I would like to hear your suggestions on the weapon choices,
I ALSO want to add some strong attacks tied to the Alt key during the combo and some strong attacks without the combo like the one with middle mouse click to each of the movesets,
I WOULD ALSO LIKE TO ADD (and this sounds crazy with my modding knowledge) idle animations, and running animations, and swinging animations, maybe jumping animations too with the new weapons and all of this possibly without better combat but I'm just crazy I think
And now . . . BUGS!!!
-sometimes boosts don't work but the animation does
-sometimes (better combat or most likely parcool causes this) you just get stuck in the air after starting a combo
-sometimes the ground check doesn't work and you can boost after landing
-the 3d particles are not working I am screaming outside
-the dodge animations end when using parcool(or better combat not sure)
-sometimes enemies get launched across the globe after a finisher
-sometimes the special middle mouse attack does not do the AoE
-if you take damage by any source other than an entity before triggering the last dodge that would do the starter attack it will crash, maybe
These should be all of them for now but I might not remember some and have not discovered some
As I've said early on, please report any bug you encounter and express any suggestions you may have
I won't get angry at people asking for porting to other versions or fabric I swear
Shoutout to my buddy Thebugger4 for helping me a lot during the making of this mod, he made a great movement mod that he updates way more than me called Movement Arrows go check him out
Thanks to everyone who has given me suggestions this whole time and to anyone who has read all of my dumbtalk and I, once again, hope you enjoy the mod!



