Project: War Dance

4,993 Downloads Last Updated: Jul 29, 2021 Game Version: 1.16.5

I've received about seven reports after explicitly marking the mod as incompatible, so I'll put it here again. This mod is (at least currently) incompatible with Off Hand Combat. They will crash when used together, and both mods add the same thing, so using both at once almost guarantees something will go wrong anyway.

Project: War dance is a combat and gameplay mechanic mod that changes the way you fight and adds new mechanics and other systems to support it. It is very similar to my previous mod Taoism, but updated, improved and added to for latest minecraft and stripped to it's essential mechanics (no weapons etc).

Thanks to Darkmega for continued support! He made this page shiny and new, for the record.


Spotlight videos, in case you don't want to read a giant wall of text. They've omitted some details for the sake of brevity, so reading is still recommended:


What does this mod change?


Primary Mechanics:

  • Posture and Staggering mechanics
  • Automatic (or optional manual) parrying using posture to deflect attacks.
  • Strafing movements, dodge-rolls and slides with added I-frames!
  • Inbuilt compatibility with Elenai Dodge 2 for dodge mechanics also.
  • Combat mode which switches on and off several mechanics and meters until they're required.
  • Selectable and learnable skills (in the works) or passives on a combat wheel including special maneuvers, powers, attacks and abilities.
  • Dualwielding and offhanding. Including punching using an offhand!
  • Might Meter, eventually to be used in abilities and other skills, filled through combat.
  • Spirit Meter, a mana meter of sorts also to eventually be used in skills.
  • Combo Meter, which rewards consecutive attacks while avoiding other attacks.
  • Wounding, in the form of Health, posture and spirit gradual maximum reductions from use and expenditure.
  • "Simple" Stealth mechanics based around armor strength, movement state and visibility etc.
  • Expanded Armor attributes, such as absorption, deflection and shatter. which work well when balanced with my other mod: Armor Curve
  • Skills that offer in-combat actions to bolster your mobility, weaken your foes, or run away.
  • Highly configurable mechanics using configs
  • out of the box compatibility with a lot of known mods which add armors, tools and weapons with ability to add or reconfigure via configs.

Read further into each mechanic below!


Compatibility Out-of-the-box includes:

  • vanilla
  • Advanced Hook Launchers
  • Akashic Tome (yes, weaponized books)
  • Aquaculture
  • Ars Nouveau
  • Artifacts
  • Miner Arcana: Astral
  • Atum
  • Better End
  • Blood Magic
  • Bountiful Baubles
  • Biomes You'll Go
  • Cold's Claws
  • Consecration
  • Create
  • Cyclic
  • Druidcraft
  • Dungeons Gear
  • Eidolon
  • Enigmatic Legacy
  • Epic Fight Mod
  • Evilcraft
  • Farmer's Delight
  • Fins and Tails
  • Greek Fantasy
  • Guns Without Roses
  • Ice and Fire
  • Immersive Engineering
  • Mahou Tsukai
  • Majrusz's Difficulty Mod
  • Meet Your Fight
  • Mowzie's Mobs
  • Mutant Beasts
  • Mystical World
  • Pam's Harvestcraft
  • Pandora's Creatures
  • Pyromancer
  • Rats (Ratlantis)
  • Savage and Ravage
  • Silent Gear *
  • Spartan Shields
  • Spartan Weaponry
  • Switch-bow
  • Twilight Forest
  • Vampirism
  • Vanilla Food Pantry
  • Wyrmroost
  • Reliquary

* - Items have stats etc but those stats will not change depending on the actual strength of the materials used in the creation of tools, weapons or armors. This is due to the nbt used in their full formation and configurational limitations within this mod.



All of these thanks to the gracious contributions of others who follow the mod and my own testing. Feedback and other contributions is greatly appreciated.

For upcoming milestones or issues, consult GitHub.

Want to join my discord? It's located here.



HUDs for shatter, wounding, burnout, and armor bonuses are currently lacking. Everything is drawn by a programmer, so art contributions will be greatly welcome. This mod is currently incompatible with off hand combat.



More info on Mechanics


Posture and Staggering

a stat that quantifies how steady the player is on his feet. Stamina and poise rolled into one if you play souls-likes, but actually heavily inspired by Sekiro and DMC


Shown as a meter ingame like these:


- Max posture is calculated by (width*height*10+(armor/2)), so a player starts with 20 posture and can gain up to 30 by wearing diamond armor.

- Being attacked consumes posture.The different amounts of posture dealt by each weapon can be tweaked in the server config. If any weapon is not registered (such as, say, unarmed combatants), the mod makes a guess on how much posture it should deal based on the damage. Registered weapons deal flat posture damage every strike, unaffected by how much actual damage you're dealing.

- To avoid ravagers instantly staggering everything else, posture consumption is hard capped at 40% of your max each time. Overflow posture damage will be converted into knockback. This can be configured.

- Modders can use the ICombatItemCapability capability to fine-tune how much damage their weapon should deal. This overrides the config.

- Posture recovers quickly when not attacking or attacked, but has a 1s cooldown after being consumed. You restore your entire posture bar in 2.5 seconds. Armor will slightly increase the time it takes to regenerate, capping at 5 seconds to regenerate in full diamond and above.

- Armor will also increase the time it takes for posture to begin regenerating. At full diamond and above, it will take 2 seconds to cooldown.

- Regeneration also is multiplied by your current health percentage, down to 25% at 0 health. At 0 health you're dead, so it'll always be somewhere above that value.

- Posture regeneration rate is slowed proportionally by your attack cooldown. Say your offhand is at 0.35 strength from a swing and your main hand is at 0.6 strength from a swing slightly before, then your posture regeneration speed will be multiplied by 0.35.

If you have less than a stagger cap's worth (so less than 40% by default), posture will begin to quickly regenerate after 1.5x your normal cooldown period elapses (1.5 seconds in no armor, 3 seconds in full diamond). This simulates a comeback from the brink of teetering over, and also means you have to keep up pressure to break the last bit of your enemy. While weight plays a factor, the real deal-breaker is health. Defeating an enemy requires alternatively wearing down their health and posture for a stagger-execution.

- At 0 posture the entity is knocked back and staggered, taking 1.5x damage and losing 7(+half the remaining amount) armor. The entity cannot perform any action during this time except a safety roll that creates some distance. The stagger ends after 2s(+%missing hp*3) or after taking physical damage thrice. Posture returns to full after the stagger, so the entity doesn’t get stun-locked. The max time and max number of strikes when staggered are configurable.



 Idle (or Active) Parrying

- By holding a “weapon” or "shield" and orienting yourself towards an attack, you can parry it.
- Weapons and shields are defined via the server config.
- Idle parrying negates damage, but not posture consumption nor attack effects (note, damage effects are blocked! It'll stop most mod weapons, fire aspect, etc).
- Notably, items have a parry multiplier that is multiplied with the posture damage (so if it has 0.5 you only take 50% of the posture damage if you parried). This multiplier will additionally multiply the knockback applied to both parties after a parry.
- Shields also parry projectiles, but instead of being a constant free source of defense, they can only parry a certain number of hits in a certain amount of time, after which they will be invalidated for the remaining duration. This can be modified in the config.

- By popular demand, there is now a config option to restrict parry to a small frame of time after a sneak, because it's more "tactical" or "fun" or something. I hate the idea, but people keep asking for it, so it's there now.


An example of stats displayed on weapons which govern parrying, posture damage dealt and shield parry bonuses when applicable.


Might, Spirit, Combo and combat Mode and Dualwielding


- Pressing backslash enters combat mode.

- In combat mode, normal key function is overridden with PWD key functions where applicable. (so if middle click was set to use skills for example, it would use skills instead of pick block or whatever else it's set to!)

- relevant HUDs and your offhand (if it is empty) also only show up in combat mode. The one exception is posture, since it's rather essential to not dying.



- Might is gained at a rate every attack which corresponds to your weapon's swing speed. The slower the weapon, the more might per strike.
- Every hit in your combo will increase its generation multiplier by 0.1, up to double.
- This doesn't actually do anything yet, but there are some skills coming up to use the feature.



- Spirit obeys the same rules as posture, sans armor increasing its cap.
- Taking damage will pause spirit regen for 2 seconds.
- This also doesn't do anything yet.



- Combo is gained by a buildup bar, taking about 5 normal attacks to gain a tier.
- The bar increases from any attack, whether they were parried or not.
- The bar also only has a 5-second grace period before clearing itself.
- Idle parries will not increase the combo counter, but will reset its grace period.
- There are nine levels of combo, taking a total of 45 normal attacks.
- Combo is halved upon taking a full-damage melee hit, and the bar is cleared.
- Physical skills can fill the bar faster, encouraging their use.


Dual Wielding

- Possible even out of combat mode.

- Only "weapons" as defined by the config can be swung, so shields and bows will function as normal.
- The exception to the "weapon" rule is fists: they can always be swung in the offhand in combat mode. Boxer and Monk builds are now viable. Or for cheeky keep-away punches when only using a single weapon.


Wounding, Fatigue, and Burnout

- These negative stats are increased by consuming their respective resources: health, posture, and spirit.
- They decrease the caps of their respective resources, and can be cleared by sleeping.
- The intent is to prevent players with absurd regen face-tanking everything.

Some skills (reinvigorate) reduce fatigue, wounding, and burnout, encouraging their use.
- There is an option to turn this off, or crank it up higher if you want.


 Side Steps, Slides or Dodging

- Double tapping any movement key except forward has you sidestep in that direction.
- You can also sidestep by key+sprint. Both are only available in combat mode.

- The player performs a small jump with large horizontal velocity, ending about 5 blocks from where they begin. The cooldown is configurable, but defaults to 0.75 seconds (15 ticks).
- It is intended as a quick way to adjust one’s position around a target or dodge a hit.
- While sidestepping you are immune to all melee and projectile attacks for 10 ticks.

- Sprinting then sneaking will perform a slide forward with the same effect as dodge, but compresses your model down to swimming size. Useful for getting through crawl-holes and whatnot.

- I-frame times can be adjusted in the configs.

- Sidesteps are suppressed with Elenai Dodge 2 installed.

- Might bonus from combo will also apply to Elenai feather regeneration, but regeneration will be halted by posture cooldown. These can be individually disabled


 Armor Effects: Absorption, Deflection and Shatter

- I highly recommend installing my other mod, Armor Curve, to nerf vanilla damage reduction in order to prevent these from becoming overpowered...


- Absorption reduces damage (after armor calculations) by a fixed amount.

- This makes it excellent for defending against small, rapid strikes, and basically useless for big hits.

- Seen often on light/soft armor.


- Deflection automatically parries arrows and weapon strikes that fall just outside of your actual parry range, up to 60 degrees on each side.
- It costs the default amount of posture to parry like this.

- Skilled fighters can angle themselves towards strikes in order to quickly riposte. Plate wearers rejoice!


- Shatter absorbs all damage. Period.

- It acts like a temporary shield however it absorbs damage before armor reductions, and is thus quickly lost.

-Shatter returns to full after 10 seconds of not taking (shatter) damage.

-Found on crystalline and ceramic armor.



Stats as they appear in the gui on compatible or configured armor sets.



- Mobs are unaware if they are not in combat and haven't noticed you, distracted if they are attacking something else, and alert otherwise.

- Distracted enemies take more damage, and unaware enemies additionally cannot parry, deflect, absorb, or shatter an incoming attack.


-Weapons have a stabbing multiplier that increases stabbing damage. Attacking an unaware enemy dispels your invisibility, if any.

- Mob detection range is full in their 120 degree frontal sector and 0.2x elsewhere.

- The vision range is 60 degrees vertically, because living things are adapted to survey a flat area, and to encourage using vertical space.


- Light level will decrease detection range by up to 80% at 0 light and increase by up to 10% at 15 light. Mobs with night vision do not receive a bonus or malus.


- Armor adds detection range by 18 degrees per protection point. This overwrites the fixed mob detection range if it is higher, so leather doesn't impede stealth and full diamond nullifies the vision malus.


- Sprinting adds 10% to detection radius; breaking LoS with the target will reduce detection radius by 60%.


- Mobs may choose to investigate sound when unaware. Making sounds such as taking damage from fall and causing explosions will draw enemies in an area to you, but you can also shoot arrows to distract mobs for stealth missions.


- If you are about to be discovered from out of LoS, the luck of you and your opponent will be compared to give you a chance of negating discovery.


A lucky thief and his pet chicken out in the night



- Skills are combat actions performed to gain an upper edge on your enemies, or to run away when things go south.


- Use the "open skill selection screen" key (default v) to open the screen. On the far left are skills, down the middle is its description, and at the bottom are variations you can pick to further refine your playstyle. Left click slots on the far right octagon to add them, and right click the slots to clear them. The octagon is for active skills, while the four below are for passives (currently only one exists, though). You can only equip one skill or one of its variation at a time, and skills that share a parent in this manner will show up as red on the skill octagon. Some skills cannot be cast simultaneously; these will appear as orange.


- When you are done, hold r (by default) in combat mode to bring up the skill casting screen, and cast a skill by moving your mouse over the slice and letting go of the cast key. The last skill you cast is bound to middle click in combat mode in case you want to quickly recast it. Currently implemented skills include heavy blow (5 variations), iron guard (5 variations), grapple (4 variations), kick (5 variations), shield bash (5 variations), and coup de grace (3 variations). Descriptions are also available in-game. All skill icons are taken royalty-free from Lorc's site


▪ Heavy blow: the next attack in 2 seconds guarantees a crit when dealing damage, and disables the parrying hand for 1.5 seconds if parried. Recharge in 3 attacks.
Shatter: bind time increases based on the variety of the last 3 skills used
Stagger: adds up to 1.3 seconds of slow and 5 posture damage depending on your weapon's attack speed (slower is more)
Vault: range+2 and hop backwards
Poise: free parries until attack
Backstab: apply distraction multiplier to attack and additionally ignore armor if attacking the backside of enemy
▪ Iron guard: the next parry in 1 second (particles) reflects the posture damage onto attacker. If the attack was ranged, the shot is reflected back at the caster with full force. Recharge in 5 parries.
Overpower: additionally deduct posture as if attacking with parrying hand
Bind: disable attacking hand for melee
Backpedal: all posture cost converted to knockback instead
Recovery: reset cooldown of all resources
Mikiri: cooldown -1, passive skill
▪ Kick: the next attack in 2 seconds has 2 range but deals 6 unblockable posture damage. Recharge in 5 attacks.
Backflip: jump back and gain 30% lost posture
Tackle: range+2 and dash forward
Iron knee: knockback converted to extra posture damage
Trip: double posture cooldown period, only usable on ground, cooldown -1
Low sweep: hits enemies in a 30 degree area
▪ Grapple: deal 10 posture damage by attacking a single enemy within 2 blocks twice uninterrupted within 3 seconds. Recharge in 7 attacks, fists and hand weapons only.
Clinch: bind hand used to attack on first strike, or both if you're completely unarmed
Reversal: exchanges posture by percentage instead
Submission: instantly succeeds and cooldown -2 if opponent has less armor
Suplex: consume all your own posture and deal it to the enemy on a multiplier, leaving them behind you
▪ Shield bash: for 2 seconds, your shield becomes a range 2 blunt weapon that deals posture damage equivalent to shield time. Recharge in 4 parries, weapon bound, shield only.
Rim punch: range increased to 3, nauseates enemy on attack
Foot slam: additionally inflicts slowness and distracts enemy
Arm lock: parrying with bash active disables attacking hand, cooldown+1
Berserk: recharge other hand and gain brief attack speed buff on cast and after attack
Overbear: base damage increased by shield time*2 and posture damage doubled, slow self briefly if enemy isn't staggered by hit
▪ Coup de grace: mobs have a life count depending on their max health, formula pending. Deal one life's worth of true damage to a staggered target. If this is the killing blow, gain 1 might. Weapon bound, auto proc.
Frenzy: other physical skills refreshed on kill
Silencer: usable on unaware enemies
Reinvigorate: remove some fatigue/burnout/wounding and heal some health/posture/spirit on kill


Miscellaneous changes/bonus features

- Sweep attacks cannot be executed without sweeping edge, but will hit everything in an area for full damage.

-The default angle increment for each extra level of sweeping edge is 40 degrees.


- Block reach is factored into attack reach and sweep reach.


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