Vanguards: Combat experience

An fully server-side mod that adds combat things, both pvp and pve
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MIGSSUS | Vanguards: Combat experi...
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Description

Vanguards

Vanguards is a server-side combat tweak mod for Minecraft 26.3 (Fabric). It adds a training dummy that shows your DPS and combo, shield-style blocking for swords, ten custom enchantments, two special potions and two new structures.

Everything is done on the server: players do not need to install anything. It also works in single player, because the integrated server loads the mod.

Requirements

  • Minecraft 26.3
  • Fabric Loader and Fabric API (required)
  • Install it on the server (or in your single player instance). Vanilla clients can join.

Training Dummy

A practice target for testing weapons and builds.

  • Craft: a Hay Block on top of an Armor Stand (vertical, 1x2) gives a glowing Training Dummy item.
  • Place it: right-click the ground with the item. It spawns an armor stand wearing a hay block.
  • Tough: 1024 HP (the vanilla maximum), full knockback resistance, and it ignores environmental damage such as fire and lava. It only reacts to hits from players and mobs.
  • Action bar feedback: every hit shows the last hit damage, your combo (hits in a row, it resets after 3 seconds without hitting) and your DPS. Health is left to health-bar mods.
  • Pick it up: right-click the dummy. If its health reaches zero it breaks and drops the Training Dummy item.

Sword blocking

Every sword in a player's inventory can block by holding right click, like a shield:

  • Reduces damage from the front by 50% (90 degree arc).
  • Uses sword durability when it blocks a hit.
  • Axes disable it, as they do with shields.

Swords with the Blood Pact enchantment cannot block (see below).


Enchantments

Enchantment Max level Applies to
Resilience II Armor
Parry I Swords, shields
Vampiric II Swords, axes
Blunt II Swords
Famine I Swords, axes
Greatsword I Swords
Dagger I Swords
Blood Pact I Swords
Reapering I Hoes
Determination II Helmets

Resilience (I-II, armor)

+1 heart (2 HP) of maximum health per level, per armor piece. A full set of Resilience II gives 8 extra hearts. It appears in the enchanting table with the same weight and cost as Protection.

Parry (I, swords and shields)

Hit a melee attack within 7 ticks of raising your block to cancel the damage, reflect 75% of it to the attacker and apply Slowness 99 for 2 seconds (creepers are not slowed). With Parry, blocking lasts only 7 ticks and then the item is disabled for 5 seconds. After a successful parry the cooldown is only 1 second. Projectiles are blocked normally. Incompatible with Blood Pact. Rarer than other enchantments on the table.

Vampiric (I-II, swords and axes)

Heals 25% of the damage you deal per level, including the killing blow. Incompatible with Famine. Only obtainable from villagers and by crafting.

Blunt (I-II, swords)

Heavy hits: -25% damage and +25% attack cooldown (level II: -37.5% damage, same cooldown), knockback multiplied by 2x + 2 (x4 at level I, x6 at level II), and the target gets Slowness II for 2 seconds. Incompatible with Sharpness, Smite, Bane of Arthropods, Dagger and Greatsword.

Famine (I, swords and axes)

Killing a mob restores food: 1 food point (half a drumstick) per 5 max health of the mob. Meat mobs (cow, mooshroom, pig, sheep, chicken, rabbit, goat, hoglin, fish, villager) give 100%. Rotten flesh mobs (zombie, husk, drowned, zombie villager, zombified piglin, zoglin) and spiders give 50%. Other mobs give nothing. Incompatible with Vampiric.

Greatsword (I, swords)

Damage and attack cooldown x1.5, +0.5 reach. Incompatible with Dagger and Blunt.

Dagger (I, swords)

Attack cooldown /1.2, damage /1.1, -0.25 reach. Incompatible with Greatsword and Blunt.

Blood Pact (I, swords)

Right click to pay 25 durability and 8 HP and get Strength III for 25 seconds. 35 second cooldown. The sword can break, and you need more than 8 HP to use it. The sword cannot block. Incompatible with Parry.

Reapering (I, hoes)

  • +3 damage and -15% attack speed.
  • On kill: heal 1 HP instantly (2 HP if the kill came from the dash) and gain Strength II and Regeneration I for 5 seconds.
  • Right click: dash. You instantly move up to 4 blocks where you are looking and hit everything on the way for 125% of the hoe's damage, counted as a melee hit. Costs 3 HP, 2 second cooldown. If you end up inside blocks you are moved up until you fit, costing 1 extra HP per 3 blocks of lift. A Reapering hoe cannot till the soil.
  • Incompatible with Efficiency, Silk Touch and Fortune. Crafted with a Potion of Death (see below).

Determination (I-II, helmets)

Works like a Totem of Undying when you would die: your health is set to 1 and you get Regeneration II (22.5 s), Fire Resistance (20 s) and Absorption IV (30 s), with the vanilla totem animation. Costs 50 helmet durability (the helmet can break). Cooldown: 10 minutes at level I, 5 minutes at level II. The cooldown is saved with the world and resets when you die. A real Totem of Undying in your hand is used first. It does not stop /kill or the void. Crafted with a Serum of Immortality (see below).


Potions and recipes

  • Serum of Immortality: brew a Thick Potion (water bottle + glowstone dust) with a Totem of Undying in a brewing stand. Drinking it gives Regeneration II (40 s), Fire Resistance (2 min) and Absorption III (1 min).
  • Determination book: Serum of Immortality + Book. Two Determination I books combine into Determination II in an anvil, so one Totem (three Serums) is enough for a level II book.
  • Potion of Death: Serum of Immortality + Fermented Spider Eye (crafting table). Drinking it gives Wither IV for 20 seconds.
  • Reapering book: Potion of Death + Book.
  • Vampiric Potion: an Instant Health III potion found in Training Camp chests.
  • Vampiric book I: 3 Vampiric Potions in the top row + a Book in the middle.
  • Vampiric book II: 3 Vampiric Potions in the top row, a Book in the middle and 3 more Vampiric Potions in the bottom row.

Structures

Structures only generate in newly generated chunks. You can test them with /place structure vanguards:forsakened_house and /place structure vanguards:training_camp.

  • Forsakened House: generates in village biomes (plains, desert, savanna, snowy, taiga) and jungles. A house behind a spruce double door, guarded by two persistent zombies in full iron armor with Resilience II (36 HP) and a stone sword. The chest holds enchanted books (Blunt, Greatsword, Dagger, Famine), damaged iron swords, iron ingots and diamonds.
  • Training Camp: a hidden underground room that only shows a fence and four Training Dummies on the surface. Underground are three double chests with iron ingots, sticks, Blunt I wooden swords and Vampiric Potions. Generates in forests, taigas, savannas, badlands, jungles, plains, snowy plains, meadows and deserts.

Villager trades

Librarians can sell books for Resilience, Parry, Vampiric, Blunt, Famine, Greatsword, Dagger and Blood Pact. Determination and Reapering are crafting only. Parry, Vampiric, Greatsword and Blood Pact cost double, like Mending.

Notes

  • Swords keep the blocking ability and enchantments stay on items if the mod is removed, but the extra effects need the mod.
  • The training dummy and the structure mobs are recognized by their names, so renaming them stops them from working.

License

Licensed under the PolyForm Noncommercial License 1.0.0. Free for noncommercial use, including modifications and forks. Commercial use needs written permission from the author. To ask for a commercial license, contact migssus on Discord: migs90989.

Vanguards: Combat experience Team

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