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Jujutsucraft Aurelionite

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.

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.

 

The Jujutsucraft Aurelionite Team

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