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JJKU-Next Gen

Community fork of JJKU - Jujutsu Kaisen mod with custom abilities, techniques, and cursed energy system
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JJKU-Next gen beta 9.2.2.jar

File nameJJKU-Next gen beta 9.2.2.jar
Uploader
PandaPowerPandaPower
Uploaded
Oct 16, 2026
Downloads
30
Size
888.6 MB
Mod Loaders
Forge
File ID
9214906
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:jjku-next-gen-1454330:9214906")

Learn more about Curse Maven

What's new

New in beta 9.2.2

  • Upgrade page: hover Health, Speed, Cursed Energy, Armor or Damage. You see your value, the cap and how many upgrades are left.

  • Admins can raise the upgrade caps and players see the new cap at once: Health with jjkuHPCap up to 1024, Cursed Energy with jjkuCursedEnergyCap, Speed, Armor (up to 30) and Damage in /jjkugamechange, group Upgrades.

  • Rare Sukuna Fingers on: Yuji users get a clan bonus on the first finger. Itadori clan +5 percent, Sukuna clan +10 percent. Megumi users get no clan bonus. Hover the finger to see the numbers. Admins change them in /jjkugamechange, group Sukuna Fingers.

  • Admins: every gamerule in /jjkuserverchange explains itself when you hover it. A gold line shows which rules quests need.

  • /jjkuserverchange also has jjkuRareSukunaFingers, jjkuDailyQuests, jjkuHealerHealsEnemies and the JJC rules jujutsuGainFame and jujutsuPVP.

Changed

  • Fame level: up to level 20 your grade decides. Above 20 every level needs 100,000 Fame.

  • The Cursed Energy cap counts only CE you bought with SP. CE from your level does not count.

  • jjkuEnableSukunaPVP is on by default, so /jjkuVeilAccess works.

  • HP cap: on the first start with this version, a saved jjkuHPCap above 300 is set to 300 once. After that admins can raise it up to 1024.

Fixed

  • Damage upgrades above 25 work when admins raise the Damage cap.

  • Many gamerule texts in /jjkuserverchange were wrong and are fixed. For example jjkuPowerCap gives a minimum Power and is not a cap.

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