Description
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Conqueror’s Clash System
โ๏ธ Epic Conqueror’s Haki Clashes
When two powerful warriors possessing Conqueror’s Haki (Sovereign Haki Level 4+) engage in combat, they can trigger cinematic clash sequences, just like in One Piece.
๐ Ope-Ope no Mi – New Abilities
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ROOM
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Activated only with the passive key
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Keybind is configurable in settings
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Required for advanced Ope-Ope skills
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Slash
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Shift variant Mes
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Has a chance to extract the enemy’s heart and crush it
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Shambles
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Added shift variant for advanced swaps
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TACT
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Requires ROOM active
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Target must be inside ROOM or the skill fails
Normal (not sneaking):
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Lifts nearby enemies (≈8 blocks, up to 10)
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Applies levitation, slow falling, weakness, highlight
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Deals small magic damage
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Very low chance to trap enemies in a wooden cage
Shift (sneaking):
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Hold to charge (5 levels)
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Cuts and lifts a chunk of terrain
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Reuse to turn it into a cage around a target
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Target is trapped, heavily debuffed, briefly lifted, and takes burst magic damage
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Counter Shock
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Gamma Knife
Fixes:
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Fixed Enel trial
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Fixed full body Haki advancement
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Other bug fixes
โ๏ธ Conqueror’s Clash System
When two fighters with Conqueror’s Haki (Level 4+) fight, they can trigger cinematic Haki clashes, inspired by One Piece.
How Clashes Trigger
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Both entities must be fighting
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Up to 100 blocks range
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Minimum Sovereign Haki Level 4
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30s cooldown per entity
Clash Results
Both have Conqueror’s Haki:
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Epic head-on clash
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Winner decided by higher Haki level
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Winner gains damage, resistance, speed
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Loser gets weakness, slowness, confusion
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Massive shockwaves and particles
Only one has Conqueror’s Haki:
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Outcome depends on strength comparison:
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Full paralysis
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Dominance
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Partial resistance
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Knockback only
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Complete resistance
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Visuals & Audio
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Expanding energy rings
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Shockwave pulses
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Dynamic cinematic sound effects
Smart NPC Logic
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NPCs remember resisted Haki for 30s
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No repeated clash spamming
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NPCs only clash when it’s tactically smart
๐๏ธ NPC Observation Haki System
NPCs with Observation Haki can predict attacks, dodge, and counter, creating anime-accurate fights.
Observation Tiers
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Awakened: Basic dodging
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Advanced: Faster dodges, lower cooldowns
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Master: Particles + stronger counters
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Ultimate: Maximum dodge chance and bonuses
Dodge & Prediction
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Dodges consume stamina
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Repeated dodges become harder
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Teleport or sidestep dodges
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Future Sight (Master+):
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Predicts attacks before they land
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Brief invulnerability
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Enables instant counters
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NPC vs NPC
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Prediction mind games
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Higher tier = advantage
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Equal tiers cancel each other visually
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Repeated predictions weaken over time
๐ฎ How NPCs Feel in Combat
Low-tier NPCs:
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Occasional dodges
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Simple sidesteps
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Light counters
Master / Ultimate NPCs:
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Frequent dodges
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Teleport behind you mid-combo
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Predict attacks before you swing
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Heavy counter-attack buffs
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Visible Haki effects
๐ฎ Player Observation Haki System (NEW)
Players can now dodge, predict attacks, and sense enemies, adding a skill-based combat layer.
Core Abilities
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Entity Detection (Level 2+)
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See entities through walls
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Hostiles (red), allies (green), neutrals (yellow)
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Range scales with level
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Toggleable vision mode
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Dodging (Level 4+)
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Stamina-based
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Directional dashes
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Perfect dodges grant bonuses
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Anti-spam system
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Auto-Dodge (Level 6+)
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Chance-based automatic dodges
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Still consumes stamina
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Future Sight (Level 10)
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Predict attacks before they happen
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Time slowdown effect
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Powerful instant counters
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Rare unlock conditions
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Teleport Dodge
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Close-range teleport behind enemies
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Cooldown to prevent spam
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Customization & Progression
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Adjustable visuals, particles, sounds
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Motion-safe options
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Dodge distance & cooldown settings
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Tier progression tied to bounty & achievements
๐ฌ Community
We have a Discord server for suggestions, feedback, and questions:
๐ https://discord.gg/rA4rsv4ydq


