File Details
wnhealth-1.20-2.jar
- A
- Apr 4, 2026
- 1.19 MB
- 34
- 1.20.1+2
- Forge
File Name
wnhealth-1.20-2.jar
Supported Versions
- 1.20-Snapshot
- 1.20.1
- 1.20
Curse Maven Snippet
Damage system remake
- Completely rewritten damage types, damage distribution and registration.
- Any unregistered damage ID now applied to random bodypart instead of legs.
- Bugfixes on related systems.
Custom damage type/healing items/etc support
Added ability to create custom damage types, distribution configs and healing items with datapacks.
Directory
data/ // Folder in resources dir/datapack
└── wnhealth/
├── damage_targets/ // Damage distribution configs
├── damage_types/ // Custom damage types
└── healing_items/ // Custom healing items
Custom damage type
{
"name": "your_id", // Damage type id
"icon": "your_namespace:your_dir/your_picture.png", // Icon picture directory
"iconChar": "\uE002", // Character for icon(Must manualy assign texture to it with resourcepack)
"bleedingThresholdMin": 0.2, // Minimal roll value
"bleedingThresholdNormal": 0.6, // Minimal value to make bleeding
"bleedingThresholdCrit": 0.8, // Minimal value to make heavy bleeding
"damageIDs": [ // Damage ID list
"your_damage_id"
]
}
Custom healing item
{
"id": "your_namespace:your_item", // Healing item id
"healing": { // List of healed damage types
"your_damage_type_1": { // ID of damage type
"heals": 4, // Healing amount
"usageTime": 10 // Time of item usage(In sec)
},
"your_damage_type_2": {
"heals": 5,
"usageTime": 8
}
}
}
Damage distribution config
{
"damageForm": "divided/multiple/random/chain", // Type of damage division
"parts": { // List of body parts
"head": 8, // "body_part_id": proportion/multiplier/chance/priority
"torso": 10,
"arm_left": 4,
"arm_right": 4,
"leg_left": 6,
"leg_right": 6
},
"damageIDs": [ // List of damage IDs
"your_damage_id"
],
"lethality": { // Conditions for damage to finish player. No conditions if absent
"minDifficulty": "hard", // Minimal difficulty for player finising. Peaceful by default
"minDamage": 2 // Minimal damage for player finising. 0 by default
}
}