

Highly configurable Skyrim-style stealth awareness, sneak attacks, invisibility break rules, and sneak attribute system.
Features
- Light, distance, facing, sound, armor, invisibility, and line-of-sight based stealth detection.
- Sneaking players can avoid hostile mob target acquisition while undetected.
- Synced stealth eye indicator with hidden, suspicious, searching, and detected states.
- Detection rises through the awareness cycle instead of snapping straight to detected.
- Configurable melee, one-handed, dagger, and ranged sneak attack multipliers.
- Sneak attack particles, feedback messages, and attack noise.
Configuration
(Recommended to use the Configured mod)
Config file: config/shadow_walker-common.toml.
Options:
enableStealthSystem: master switch for stealth awareness, targeting suppression, and sneak attacks.showStealthCrosshair: toggles the stealth eye overlay.removeInvisibilityOnAttack: removes vanilla invisibility from players after they damage another entity. Defaults to true.sneakLevel: global stealth proficiency from 0 to 100. This stacks with the player'sshadow_walker:sneakattribute, which starts at 0 and is capped at 100.maxScanRange: upper bound for mob awareness scans.crosshairDetectionRange: radius, in blocks, where detected mobs can affect the stealth eye. Defaults to 24.armorNoiseMultiplier: controls how much armor contributes to sneak noise.meleeSneakAttackMultiplier,oneHandedSneakAttackMultiplier,daggerSneakAttackMultiplier,rangedSneakAttackMultiplier: damage multipliers.
Weapon Classification
- Ranged sneak attacks use Minecraft damage types tagged as projectiles.
- Melee sneak attacks happen when the direct damage entity is the attacking player.
- Daggers use the
shadow_walker:daggersitem tag, with a fallback for item registry paths containingdagger. - One-handed melee weapons are non-heavy
SwordItem,AxeItem,TridentItem, or otherTieredIteminstances. - Heavy melee weapons are detected by registry paths containing
greatsword,battleaxe,warhammer,claymore,halberd,glaive, orscythe.
