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BK's Stealth

stealth system for Minecraft,that is both pve and pvp focused

BK'S STEALTH
Hide. Strike. Vanish.

A simple stealth system for Minecraft that is pve and pvp orientated. 


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  STEALTH

Crouch and a meter fills. The darker the spot the faster it fills, and being
completely still fills it twice as fast. Stand up and it drains away — slowly in
shadow, faster in daylight.

As the meter rises you pass through four tiers, and each one hides you from sharper eyes:

    Tier 1    zombies, skeletons, the mindless
    Tier 2    pillagers, villagers, endermen, modded mobs
    Tier 3    animals and spiders
    Tier 4    everything that hunts via sight

Mobs you have hidden from cannot find you — and if one is already chasing you, reaching a tier
that blinds it makes it give up and wander off. Wardens are never fooled. They do not hunt by
sight.

Higher tiers make you more transparent, and every tier turns your attacks into guaranteed
critical hits. Tier 4 opens for nearly triple damage.

Note that you cannot build stealth while anything is watching you. Step into a hostile's view
and the meter stops climbing and starts falling. The screen edges glow red while you are being
watched, faintly at first and deeper the longer they stare — that glow is your warning to move.
Attacking costs meter. Being hit costs too. And while hidden you take 30% extra damage.


  TEAMMATES

  /bkstealth add <player>       your friend stops breaking your stealth
  /bkstealth remove <player>
  /bkstealth list

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  CRITICAL HITS

Base 5% chance for 30% extra damage. Not just weapon swings but also spells and arrows.

Jump attacks always crit, but collect only a third of your critical damage, so they are reliable
rather than the best option.

Two new armour enchantments:

    Keen(critical chance)
    Vicious(critical damage)


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  CONFIGURATION

Every number is in the config, and almost all of it can be changed: how fast
the meter fills, the tier thresholds, how far mobs notice you, how hard being watched hits, and
how sharp any individual mob's eyes are.

Modded mobs are all tier 2 by default. Datapacks and config can re-rank any of them:

    #bkoverhaul:perception/mindless, /humanoid, /alert, /keen, /non_visual

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HOW LAMP WORKS(SNEAK)

## 1. The stealth meter 


| | |
|---|---|
| Range | 0 – 99.5 |
| Update rate | every 4 ticks |

### 1.1 Filling (crouching only)

| Condition | Per 4 ticks | Full meter |
|---|---|---|
| Pitch dark (light 0) | 1.00 | ~20s |
| Full daylight (light 15) | 0.50 | ~40s |
| × 2 while completely still | | ~10s / ~20s |

### 1.2 Draining

| Source | Drain | Notes |
|---|---|---|
| Standing (not crouching) | 0.8 + light × 0.1 per 4 ticks | ~25s dark, ~9s full sun |
| Hostile in aura | 2 per 4 ticks | × rank × light × exposure |
| Hostile looking at you | 4 per 4 ticks | × rank × light × exposure |
| Landing a hit | 20 flat | fires on blocked hits too |
| Being hit | 40 flat | |

### 1.3 Enemy pressure

While any hostile is in your aura or looking at you:

- the meter cannot climb at all — crouching, darkness and stillness are all vetoed
- the drains above apply on top

Only the single strongest detector counts. Three mobs cost exactly what one does.

Exposure ramp — detection drains open at 20% strength and sharpen to full over 10
seconds
of continuous pressure, resetting the moment pressure breaks.

Multipliers on detection drains:

| Factor | Effect |
|---|---|
| Light | × 0.25 dark → × 1.0 full light |
| Detector rank | × 0.5 mindless, × 1.0 humanoid, × 1.5 alert, × 2.0 keen |
| Exposure ramp | × 0.2 → × 1.0 over 10s |

---

## 2. Tiers

Entered at the top of a band, held until the bottom, so the bands overlap and the tier cannot
flicker on a boundary. The tier is stored, not derived — at a meter of 82 you are tier 4 falling
and tier 3 climbing.

| Tier | Enter | Hold to | Crit damage | Blinds |
|---|---|---|---|---|
| 4 | 99.5 | 80 | +150% | everything that hunts by sight |
| 3 | 85 | 65 | +100% | alert — animals, spiders |
| 2 | 70 | 50 | +50% | humanoid — pillagers, villagers, endermen, all modded mobs |
| 1 | 55 | 35 | — | mindless — zombies, skeletons |

Every tier grants guaranteed critical hits. Tier crit damage is additive with all other
sources, so a tier-4 opener lands at ~2.8×.

While stealthed you take +30% damage.

---

## 3. Detection

### 3.1 Perception ranks

A mob is blinded once your tier reaches its rank. Resolved most-specific first:

1. Config override"modid:mob=3", or =none for something that never loses you
2. Entity tags#bkoverhaul:perception/mindless /humanoid /alert /keen /non_visual
3. Mobs from other mods — flat rank 2, always
4. Vanilla only — class heuristic:
- mindless: Zombie, AbstractSkeleton, Slime, Silverfish, Endermite, Zoglin
- alert: Spider, Animal, WaterAnimal
- non-visual: Warden — never blinded at any tier
5. Fallback — rank 2

Cached per entity type, cleared on tag reload.

### 3.2 Aura (proximity)

Diameter from worn armour pieces only — curios, potion effects and enchantment-granted
armour are all excluded.

| Armour | Diameter |
|---|---|
| ≤ 12 | 3 blocks |
| 16 | 4 |
| 20 | 5 |
| ≥ 24 | 7 |

Multipliers: × 1.5 moving, × 1.5 below meter 50. Cylindrical, ±2 blocks vertical.

Proximity ignores blindness — being near something is dangerous whether or not it can see you.

### 3.3 Sight

Fixed 9-block radius, independent of armour. Requires a 60° facing cone plus unobstructed
line of sight, and only applies to mobs your tier does not blind.

You suffer the stronger of proximity and sight, never both.

### 3.4 Who drains

| | Drains meter | Perceives you |
|---|---|---|
| Hostile mobs | yes | yes |
| Players | yes (unless allied) | yes |
| Neutral / passive | no | yes |

### 3.5 Losing pursuers

Every 4 ticks, mobs within 32 blocks already chasing you give up if your tier blinds them.
Clears the target, the revenge memory, and the brain's attack-target memory — all three, since
any one alone re-arms the chase.

---

## 4. Critical hits
[13.08.2026 9:04] Max Matvievsky: | | |
|---|---|
| Base chance | 5% |
| Base damage | +30% |
| Applies to | all damage — melee, arrows, spells |
| Excluded | damage-over-time, armour-bypassing damage, sourceless damage |

Jump attacks always crit but collect only 30% of your crit damage (1.39× at base). When a
jump and a rolled crit coincide you get the higher, never both.

Vanilla's crit particles, sound and sweep suppression are preserved; its damage multiplier is
replaced.

Regular crits are silent by design — no particles, no sound.

### 4.1 Attributes

| Attribute | Default |
|---|---|
| bkoverhaul:crit_chance | 0.05 |
| bkoverhaul:crit_damage | 0.30 |

Player-only unless enableForMobs is set.

### 4.2 Enchantments

| Enchantment | Per level | At IV × 4 pieces |
|---|---|---|
| Keen | +0.625% crit chance | +10% |
| Vicious | +1.25% crit damage | +20% |

Armour only, max level IV, one per piece. Vanilla enchantments are untouched.

---

## 5. Rendering

While stealthed:

| Element | Treatment |
|---|---|
| Body | translucent — alpha = 1 − meter/100, floored at 0.10 |
| Worn gear | hidden — armour, elytra, cape, worn heads, parrots, stuck arrows, modded/curio layers |
| Held items | hidden (third person and Epic Fight; your own first-person view is unaffected) |

Gear is hidden rather than faded because fading breaks under shaders — dithered alpha renders as
darkening and dot-dissolve.
---

## 6. Feedback

| Cue | Behaviour |
|---|---|
| HUD bar | above hotbar, four tier marks, labelled Exposed / Stealth 1–4 |
| Bar colour | deepens per tier; red while watched |
| Red vignette | screen edges, grows with the exposure ramp; only while crouching or losing meter |
| Heartbeat | slow and medium speed(i do not want for heart to explode xd)
| Tier change | chime, pitched up or down by direction |
| Stealth break | low tone |

All cues are private to the player — nothing broadcasts your position.


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  COMPATIBILITY

Works standalone. Supports my beloved Epic Fight too.
Requires Forge for Minecraft 1.20.1.

The BK's Stealth Team

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