Standards 1.1.0 / MC 1.21.11
Curse Maven Snippet
What's new
Combat tagging, so nothing lets a player walk out of a fight, and the harm seam it turned out to need.
api.combat.Combat — being hit by a player closes the escape hatches while the tag lasts. Three rules, each invisible until it is wrong: an attacker starts a tag, not damage (fall, drowning and freezing never tag, which is what stops a player trapped in a protected claim being sealed in by the feature meant to protect them); tags extend, never overwrite; pets are directional, so nobody can lock you in combat by shoving one in front of you.
api.combat.Harm — may this player harm that one? Player-on-player damage is gated centrally, so a mod that only deals damage needs no code. The explicit call is for hostile things that are not damage — a curse, a snare, a summon — which cancelling a damage event never stopped. Any veto denies, because a refusal is a promise rather than a bid.
Claims.pvpAllowed(level, pos) — the place half, for safe zones and war zones. Both ends of a shot are checked, or a safe zone is one bowshot from useless.
LegendQuest builds against this; Factions registers factions:pvp on it.
Full notes in CHANGELOG.md. Requires NeoForge 21.11.42 on Minecraft 1.21.11.
This mod has no additional files

