Description

Cortes Combat replaces the whole attack flow of Minecraft post 1.9 combat update and gives every weapon an identity you can learn in a fight.

See it work
These are the four mechanics everything else hangs off.
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Reach is a cone. It has been turned into a horizontal arc and a vertical arc. A swing only lands inside them, so pixel perfect hits are not an annoyance anymore. |
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Beware the cooldown. Halfway through a cooldown you cannot attack, and there is no damage bonus for timing a swing. The rhythm belongs to the weapon type. |
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Charge!!! Hold the attack to deal a devastating slash. Big risk, big reward. |
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The guard has a price. Blocking spends stamina, three hits and you are open. Holding the guard up costs nothing, only taking a hit on it does. |
Five new melee families join the game, none of them a reskinned sword
The ropera is a needle. Thirteen degrees of cone means you have to mean it, and the right click dashes you through a line of mobs, dealing bonus damage per mob penetrated.
The alabarda stands off at five blocks and sweeps everything in a sixty degree arc, and it pays four times the cooldown for the privilege.
The war hammer lifts what it hits, grows its damage with every consecutive swing, and ignores armour when charged.
The dagger is the fastest thing that can still hurt you, but it can't charge. :(
The shotel is a Muslim sabre with a curved blade (Needed to mention it), it parries for a fraction of a second, and a full charge lands two separate cuts.
The Arcabuz
A gunpowder primitive musket. Load and right click to light the fuse, firing a blast at six and a half blocks to multiple enemies and burning them to ashes.
You know what they say, never bring a gun to a sword fight... Wait, that's not quite right.
Hunger is reworked
Running, mining and swinging cost nothing now. Food is only ever spent to heal, and it regenerates very slowly. You can gain it back quickly by eating, BUT if you get hit it interrupts your meal, however you can guard and eating at the same time.
40+ enchantments, and 6 vanilla reworks
With the introduction of more fulfilling weapons with specific roles, a repurpose of enchantments was needed, along with an expansion for both new and olds ones. They range from a spectral sword, to electrical shocks and flying pigs that are not really flying pigs (I knew it!).
The Nether Reactor
Feed the reactor and it will become the heart of your base. The more you charge, the bigger the range, destroying the corrupted souls that wander your home and providing extended energy range for your redstone mechanisms.
But be careful of feeding it a bit too much...
Your own weapons, without writing code!
You can add your own weapons and compatibility with other mods through a YAML file in config/cortescombat/weapons/, describe a weapon by its item id, or invent one that does not exist yet and hand it the stats you like. A datapack tag can point at a weapon and say "treat this like a halberd". It is able to hotreload stat changes and load custom sprites and sounds through a resourcepack.
The first time the mod runs it drops an annotated example at config/cortescombat/weapons/ejemplo.yaml.example, with every field guided through.
FAQ
Does the mod need to be on every client? Yes. The server decides the hits and the client draws the arcs, the charges and the animations.
Can I turn X system off? Yes you can comrade. Almost everything the mod adds is configurable.
Why does my weapon from another mod hits like a punch? Nothing has claimed it, so it fell back to a bare handed profile. Write a pack entry or a tag for it.
Is it multiplayer compatible? Yes and fully tested!







