================================================================================ THE STRENGTH VANILLA SMP MOD (1.21.11)
IMPORTANT IN-GAME COMMANDS :
/strength
/upgrade <weapon>
/leaderboard
================================================================================ MOD OVERVIEW: TheStrength Vanilla is a high-performance combat and progression overhaul built for Fabric 1.21.11 using Official Minecraft Mappings. It features a permanent attribute-based leveling system, sequential weapon skill cycles, dynamic center- screen feedback, and a custom "Partial Keep Inventory" death penalty system.
- CORE DEPENDENCIES
• Minecraft: 1.21.11 • Fabric Loader: >= 0.19.3 • Fabric API: Latest compatible (Required for Networking, Events, and Attributes) • Java Version: Java 21
- PERMANENT STRENGTH ATTRIBUTE SYSTEM
Players progress through 5 permanent levels of Strength. These levels modify attack damage attributes globally (melee and projectile).
• Damage Matrix (Base Attribute Modifiers):
- Level 1: +0.0 HP (Base damage)
- Level 2: +1.5 HP (+0.75 Hearts)
- Level 3: +3.0 HP (+1.5 Hearts)
- Level 4: +4.5 HP (+2.25 Hearts)
- Level 5: +6.0 HP (+3.0 Hearts) [MAX CAP]
• Strength Lifesteal (Stealing):
- Condition: Stealing only occurs if the killer uses a Sword of Level 2+.
- Gain: The killer steals 1 Strength Level from the victim (up to Level 5).
- Loss: The victim loses 1 Strength Level on death (unless at Level 1).
- Safety Logic: If the killer is already Level 5, the victim loses NO strength to preserve the server's strength economy.
• Fallback Rewards:
- If no strength is stolen (Killer at Lvl 5, Victim at Lvl 1, or wrong weapon):
- +1 Point (Spendable).
- +1 Weapon Point (for the weapon used in the kill).
- STRENGTH POTION MECHANICS (ADAPTIVE BOOST)
Strength potions are dynamically balanced to work with your permanent levels, ensuring damage stays within the mod's competitive limits (+6.0 HP cap).
• Strength I (Normal/Long):
- Provides an adaptive boost that scales with your level.
- Target Damage Cap: 3.0 + (Level-1) * 0.75 HP.
- The mod adds the exact difference between this cap and your base damage.
• Strength II (Strong):
- Automatically provides the exact boost needed to hit the absolute mod cap of +6.0 HP (3 full hearts), regardless of your current base level.
- WEAPON ABILITY CYCLES & COMBOS
All weapons track combat streaks. Streaks reset if the player takes damage from another player or the weapon's timeout window (3-5s) expires.
• Sword ("Unstoppable Combo"):
- Activation: Land 3 consecutive Critical hits (falling) or Knockback hits (sprinting).
- Active Phase: Grants a 1.5x damage multiplier for 3 seconds.
- Feedback: Every strike triggers Critical particles and sounds.
- Chain: Landing hits while active resets the timer to maintain the chain.
• Axe ("Shield & Armor Shatter"):
- Cycle: 4-Hit Sequence.
- Hits 1 & 2: Land 2 consecutive fully-charged Critical hits to activate.
- Hit 3: Destroys 10% of Target's Shield (if blocking) or ALL Armor pieces.
- Hit 4: Destroys 10% of Target's Shield or ALL Armor pieces.
- Penalty: Attacker's Axe also loses 10% durability on every ability hit.
- Transition: If Hit 4 is a critical hit, it instantly starts Hit 1 of the next cycle.
• Bow ("Precision Draw"):
- Requirement: Every shot MUST be fully charged (Critical Arrow).
- Hit 1: Triggers Activation message.
- Hit 2+: Each consecutive fully-charged hit adds +0.5x damage multiplier.
- Reset: Missing a shot, hitting a block, or weak shots reset streak to 0.
• Mace ("Concussive Impact"):
- Activation: Land 2 consecutive "Smash" attacks (falling > 1.5 blocks).
- Active Phase: Every subsequent hit applies Slowness IV to the target for 5s.
• Crossbow ("Phantom Bolt"):
- Passive: Arrows have a permanent ability to penetrate up to 3 blocks.
- THE CONDUIT BOOSTER
• Auto-Consumption: If a player with Strength Level < 3 has a vanilla Conduit in their inventory, it is automatically consumed to grant +1 Permanent Strength Level. • Custom Crafting Recipe:
- Corner Slots: Strength II Potions
- Side Slots: Gold (Top/Mid), Emerald (Sides), Iron (Bot/Sides)
- Center Slot: Diamond Sword [Recipe includes Diamond, Gold, Iron, Emeralds, and Nether Star materials]
- DEATH MECHANICS (PARTIAL KEEP INVENTORY)
The mod enforces a custom retention system that ignores vanilla gamerules:
• RETAINED (Saved on all deaths):
- All equipped Armor pieces.
- Full Hotbar (Slots 0-8).
- Offhand item.
• DROPPED (Lost on all deaths):
- All items in the Main Inventory / Backpack (Slots 9-35).
• PENALTIES:
- Durability: Every Armor piece loses 25% of its total max durability on death.
- Sound: A global Wither Spawn sound plays at the location of every death.
- VISUAL FEEDBACK (UNIFORM COLOR SCHEME)
• Splash Screens (Center Screen):
- Killer/Conduit: "Strength +X" (RED title, AQUA "+", WHITE number).
- Victim (Post-Respawn): "Strength -1" (RED title, AQUA "-", WHITE number).
- Row 2: "strength level: X/5 | [Weapon] Pt +1 [Total]" (GREEN labels, WHITE numbers, PINK weapon, YELLOW points, GRAY separators).
• Action Bar (Above Hotbar):
- Status/Expirations: Always RED.
- Sword: "Crit Hits X" (PINK "Crit", WHITE "Hits", AQUA count).
- Axe: "-10% Target Durability" (YELLOW percentage, RED text).
- Mace: "Slowness IV Applied X" (PINK "Slowness", RED "IV", AQUA count).
- Bow: "Damage Multiplier X.x" (RED "Damage", PINK "Multiplier", WHITE count).
- Expiry: "[Ability Expired]" (RED) appears after a 300ms gap when cycle ends.
• Boss Bar HUD (Top Screen):
- Name: [Potion Level] (YELLOW).
- Bonus: [+X.x Damage] (RED).
- Timer: Time Left [M:SS] (SKYBLUE/WHITE).
• Tooltips (Inventory):
- Header: Gold Bold "SMP".
- Shows Total Kills (RED), Level (YELLOW), and Points (GOLD).
- Ability Status: Green Tick (✔) if Level 3+, Gold [x] if Locked.
- COMMANDS
• /strength: Opens the visual board showing Kills, Points, and Weapon levels. Features interactive [UPGRADE] buttons to level up gear. • /leaderboard: View the top players on the server ranked by Total Player Kills. • /upgrade <weapon>: Spend points to upgrade specific weapon levels.
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