Jabs Fixed Combat

A mod designed to fix the core gameplay issues involving Combat

A Partial Mod of Jabs Fixed Minecraft that includes the combat changes

Weapons and Gear:

  • Different weapons have different attack ranges (axe/shovel/pic 2.5, fist/sword default of 3, trident/hoe 3.5) and you can hit mobs through grass
  • Chain mail armour is now craft able
  • Spears now only consider horizontal speed
  • Normal spears can be held forward forever, but does the attack only does 2/3 the damage and stop being held when successful hitting an entity
  • The vanilla spear hold attack has has been moved to a new “heavy spear” made from the heavy core, which is now a more common drop from trial chambers
  • Swords can block again (reduce damage by 50%)
  • Netherite gear no longer breaks when it reaches 0 durability (like elytra), and netherite items are blast resistant (like nether star)
  • Leather can be crafted into 4 hide, which that is then used to make leather armour
  • Rotten flesh can be smelting into hide
  • Blaze rod items are fire resistant
  • Copper gear similar to stone in stats but has 2x durability of iron (visually oxidises as durability goes down)
  • When struck by lighting, all copper gear in the players inventory will be repaired
  • Can throw all brick types, and can be shot out of dispensers (also tridents)
  • Ancient city has all diamond armour types and more echo shards
  • 2 thirds of the evokers in raids are replaced with illusioners
  • The new Echo Fruit teleports you back to your last death location
  • Totems now turn into a broken form upon use requiring a nether star to be fixed
  • New echo totem teleports you to your respawn point upon use
  • Require holding up a totem for it to work (Gamerule default false)
  • When not hitting a mob (you missed), the swing cooldown is halved
  • Loyalty Tridents return from the void, and all tridents have a ‘base’ loyalty, which also means drowned throw tridents less regularly
  • Riptide can be activated by standing in a lingering water cloud
  • Thorns does less damage and less durability but stacks with other pieces of armour
  • Includes a built in optional ‘progression’ datapack that makes all gear require the previous tier in its recipe

Status effects:

  • Brewing stand now has an image in the gui to show to make each potion
  • Potions stack to 16, splash/lingering have 3 second cooldown
  • Lingering potions can be thrown further (also, continuing to stand in the area effect cloud will increase duration, up to around 2 times original)
  • Awkward potion has a purple colour
  • Levitation potions are brewable
  • Piglins/Hoglins can become immune to zombification by using a splash/lingering awkward potion on them (minecraft movie reference)
  • The fletching table can be used more efficiently to craft arrows (16), including tipped arrows without the need for dragons breath, but piercing arrows lose their effect when hitting a block if it has gone through a mob
  • Mobs spawned underground can have a potion effect (speed, strength, jump boost, slow falling, fire res or absorption. Skeletons additionally could have blindness, nausea or mining fatigue, and on top of that creepers can also have regen or luck as they drop a potion effect cloud on explosion)
  • Skeletons under an effect can shoot tipped arrows (difficulty: 0/10/20%)
  • Cave spider poison duration halved
  • Suspicious stew effects last 10 seconds, golden apples heal twice as much
  • Glow Berries give you a temporary glowing effect
  • Water breaking now brewed with nautilus shells
  • The beacon effect provided is now based on what block the pyramid is made out of.
  • Iron - Strength, Gold - Haste, Emerald - Jump Boost, Waxed Copper Blocks - Swiftness, Diamond - Regen, Ancient Debris - Resistance, Netherite - Resistance + 2 levels, Redstone - Reach, Lapis - Saturation, Coal - Night Vision, Quartz Block - Invisibility, Glowstone - Glowing, Obsidian - Fire Resistance, Amethyst Block - No Effect
  • Only need 3 layers now to unlock the second level, continuing to increase the size of the pyramid increases its range and it also applies to pets and mounts
  • Tinted glass will stop the beam without cancelling it
  • How to build a beacon is now shown in one of the woodland mansion rooms
  • Includes a builtin modified version of the “Almost Vanilla Potions” resource pack

Stamina:

  • Saturation value refitted into a stamina mechanic, displayed over your hunger
  • Performing actions such as sprinting and jumping will drain your stamina.
  • While standing still/walking/non sprint jumping, your hunger gets turned into stamina, up to your current hunger value
  • Heal if your stamina is at or above your hunger level (which uses stamina)
  • Sneaking overrides this to heal until you run out of stamina
  • Running out of stamina stops you from sprinting, holding up a shield, attacking or mining. Also pauses stamina regen for a short amount of time
  • Foods give both hunger and stamina, the more hunger it gives, the longer it takes to eat (10 + hunger * 6 ticks, so bread at 5 hunger takes 2 seconds to eat). Golden foods take the longest (3 seconds)
  • Glistering Melons are now edible and heal a heart upon consumption (instant health)
  • Getting hit while eating resets the animation
  • Bowl foods stack to 16
  • Shields have no blocking delay, but use up stamina when held up
  • Lunge uses 1 stamina bar per level (i.e. 5 lunges at level 2)
  • All raw meats have a small chance to give the hunger effect
  • Goats drop mutton
  • You can always eat in peaceful mode
  • Eating is visible in third person
  • Respawning on normal, you only start with half health/hunger, and on hard 3 bars of each

Phantoms:

  • Phantoms have a smoother swoop and don’t turn towards the player when travelling at high speeds
  • Phantoms deal no knockback
  • Don't spawn when player is near a cat
  • Circle the player at a lower height
  • Dive into the ground and despawn in the morning
  • Spawn if player has insomnia effect which is given to the player if they haven't slept for 7 nights
  • Killing phantoms increases level which spawns more phantoms (1/5 chance to get level 2, then 1/20, 1/45 and 1/80 to reach the max level of 5 )
  • Sleeping with insomnia turns its level into a health boost (12 min and 2 hearts per level, level 5 is a full row of hearts for 1 hour). Additionally, sleeping with insomnia regenerates 5 hearts.
  • Some phantoms can be larger at higher insomnia levels
  • Can eat membrane to force give insomnia as well as a short blindness debuff
  • Beds in unsafe locations may restrict you from sleeping
  • Gamerule to require insomnia to sleep
  • Stores a list of previous respawn positions in case your current one is no longer valid.

Mobs:

  • Mobs will now leave boats when attacked
  • The armour and weapons on mobs have become more randomised, including coming pre-trimmed, and their health and speed have a chance to be increased based on the difficulty
  • Mobs have a 15% chance to drop their gear (almost double vanillas 8.5%)
  • Mobs spawned in a pale garden drop more xp (when with enchanting mod), have more and higher tier armour, more likely to have super enchants (when with enchanting mod), increased health and speed and likely to have status effects
  • Armour stands can be given arms via sticks and removed with shears, shift right click to swap everything they are wearing with what you are wearing.
  • Allays drop an echo shard and turn into a vex when killed by a wardens sonic boom (and can spawn in a dark oak forest)
  • Illusioners (spawn egg added) now cast a 15 second nausea spell when entering combat and shoot 4 second blindness arrows, and drop these new blindness arrows upon death
  • Zombie villagers will only spawn on the surface, endermen more common in deserts, cave spiders under mountains
  • Dungeon spawners can have biome variants (e.g. husks in deserts)
  • Baby Zombies spawn with half the health of their adult counterparts
  • Creakings are slower but do more damage, and can spawn in the day.
  • Creakings can despawn at random or if it can’t reach player (unless nametagged)
  • Goat horn directs pet wolves to attack (shift use to cancel attack)
  • Wolves (and other tamed creatures) slowly regen health over time
  • Sneaking/being in the dark reduces the range a mob can detect you
  • Mob heads drop from and work on variants and work much better
  • Bane of Arthropods has been renamed to Bane of Invertebrates as it now also affects creepers, slimes, magma cubes, guardians, shulkers, ghasts, vexes, blazes and breezes
  • Impaling works on all mobs touching water (water, rain, lingering water cloud)
  • Moon difficulty is flipped (new moon hard, full moon easy), and is more effective

Wither:

  • The wither now moves slower towards the player and circles around them when close enough
  • At half health they will cause an explosion and spawn 3 wither skeletons as the wither now will speed up and now phase through blocks as it comes down to the players level
  • The wither can not heal back into its first phase

Dragon:

  • Upon entering the end, you will see 4 end crystals around the exit portal which begin to summon the dragon when approached
  • Real Boss music
  • The Ender Dragon will shoot fireballs more commonly that have explosion damage and don't hit the dragon herself
  • Will now occasionally charge at the player causing high knockback
  • Sometimes will drop an endermite out of the sky, if not killed quickly, nearby enderman will attack it then turn and aggro onto the player
  • When perched, the dragon will face towards the player and so not let the player under her anymore, and if the player is too far away, the dragon will shoot a fireball.
  • Will activally chase players flying with an elytra
  • Can hit the dragon with spectral arrows to give the glowing effect to her
  • There will be a world border around the island until the dragon has been defeated for the first time,
  • Respawned dragons can’t break blocks unless you
  • Dragon has more health, and takes less damage from explosions
  • Summon the dragon while having bad omen which will make the fight harder as the dragon will more faster, deal more damage and have other modifications such as setting you on fire when breathed upon, endermites have more health, but you collect double the dragons breath, get 3 times the xp on kill and an additional elytra and dragons egg as a reward for winning
  • Includes a built in optional datapack makes eyes of ender more expensive (wind charge, echo shard, prismarine)

Jabs Fixed Combat Team

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