This is my personal addon pack for Jujutsucraft that adds things i want into the mod or changes them to fit how i like them to be. I mainly use this for the server i dev for.
Gamerules [
DisableGradeBenefits
EnableSkillTree (WIP)
DisableMobRct
]
-RCT Output
-Mini Hakari rework
-MBA mini-rework(kashimo)
-Yorozu and Mahito armor move reworks.
-Change to domain shattering from the outside.
-rct burnout
-disableMobRct gamerule
-Cursed techniques bypass worn armor stats(chest, head, ect...)
-Domain Amp applies unstable
- Custom move ordering, main-move assignment, hidden move editing, per-move custom hotkeys, and a toggle for the cycler HUD.
- HUD-off mode can repurpose the XP bar into a CE bar and show cooldowning moves in a corner stack.
- Gamerule to turn off grade based benefits and remove regular grading.
- Gamerule for Skilltree (wip)
- Technique moves now use separate per-move cooldowns instead of sharing one full cooldown.
- Held move cooldowns start on release instead of while the move is still charging.
- Technique global cooldown is handled separately from individual move cooldowns.
Guard / Controls
- Added a dedicated guard keybind.
- Guarding now blocks attacks and move starts.
- Held move casts cancel if you take at least 10% of max HP over that hold.
- Domain hotkey support now uses proper hold/release handling instead of a one-shot press.
- Added a guard durability bar.
- If guard durability is fully broken while guarding, guard collapses and the defender is stunned.
- Added a visible guard HP bar on the HUD.
- Removed base JJC stun from normal damage-taking.
- Perfect guard now applies base JJC stun to the attacker if they are within 5 blocks.
- Physical Gifted auto-guard behavior was removed.
- Held moves interrupted by taking enough damage now apply cooldown instead of canceling for free.
- Damage-canceled held moves now take 50% of their move cooldown and matching global UNSTABLE.
- Exception moves that are meant to fire on cancel now still autofire and take their full cooldown.
UI / Overlay
- Selected-move cooldown display was corrected.
- Cooldown readouts were cleaned up for the HUD.
- Cycler HUD behavior and keybinding capture behavior were made more consistent.
- Cycler/editor system: custom move ordering, main-move assignment, hidden move editing, per-move custom hotkeys, and a toggle for the cycler HUD.
- Move cooldown system: separate cooldowns per move plus a shorter shared global recoil cooldown, with held-move cooldowns starting on release instead of at charge start.
- Guard/control changes: dedicated guard keybind, guarding blocks attacks and move starts, and held move casts cancel if you take at least 10% of max HP over that hold.
- Domain hotkey support: proper hold/release handling for domain use instead of a one-shot trigger.
- UI/overlay fixes: selected cycler icon stability, correct selected-move cooldown display, and safer keybinding behavior in the editor.
(WIP)Skill Tree
- Added and reworked multiple branches, unlock paths, hidden nodes, prestige/stat-cap behavior, and branch-specific passive scaling.
- Added testing support for alternate skill tree node visual styles.
- Added more progression hooks between the addon and JJC unlock/advancement behavior.
(WIP)Barriers
- Added the managed barrier control system, presets, build mode, pass-through settings, teleporting, destabilize, and admin restriction zones.
- Added chunk-loading, offline-handling rules, nested barrier/domain interactions, and barrier hotkey integration.
- Reworked barrier generation, collapse, terrain restore, hole/break logic, crack overlays, upkeep scaling, and barrier UI controls multiple times for consistency and performance.

