!!! Important note !!! This update brings some config and datapack changes. Old datapacks may not work and old config files may be lost. I recommend making a backup of your config.
Changes:
- it is possible to change cooldown after attack
- config options regarding status effects after parry have been replaced with a single option: parryEffects
- this option holds a string containing all status effects that can be applied after parry
- effects, their duration, amplifier, chance and enchantment multiplier have to be separated with a semicolon in the following pattern: "StatusEffect;duration;amplifier;chance;enchantmentMultiplier;SecondStatusEffect;duration;amplifier;chance;multiplier[...]"
- "chance" is a chance of applying this effect to attacker (0.4 = 40%)
- "enchantmentMultiplier" increases duration per Parry enchantment level (0.4 = 40% longer status effect with Parry I)
- "multiplayerModifiers.json5" has been replaced with "modifiers.json5"
- modifiers.json5 holds 2 options: to reduce knockback for pvp and to reduce disarm duration for mobs
- parried mobs now get disarmed:
- when mob gets disarmed, it stops attacking current target
- disarmed mobs are unable to target anyone
- when disarmed ends, mob starts attacking it's last target
- disarm duration for mobs is reduced by default (can be changed in "modifiers.json5")
- added block delay support:
- each item has its own block delay (0 by default)
- parry ticks are checked AFTER block delay
- for example, when parry ticks are set to 2 and block delay to 5, 6th and 7th tick will count as parry
- added explosion support:
- each item has its own protection from explosions and explosion block delay
- explosion block delay is amount of ticks item must be held for to successfully block explosion
- when explosion block delay is below 0, explosions can't be blocked (all non-shield items have it set to -1 by default)
- explosion block delay works a bit different from normal block delay:
- normal block delay is still taken into account when blocking explosions
- holding block for less ticks than explosion block delay will result in 80% lesser protection
- for example, if shield is held for 2 ticks and explosion block delay is 5 ticks, damage from explosion will be reduced only by 20% (shield has 100% protection from explosions)
- enchantments:
- parry enchantment no longer increases knockback after parry (knockback enchantment does it instead)
- parry enchantment can increase amplifier of parry effects when on max level (by default it doesn't, but there is config option for that)
- reflex enchantment no longer increases parry ticks (at least it doesn't do it directly)
- instead, reflex decreases block delay (and negative block delay increases parry ticks, so it works the same as before when block delay is 0)
- explosionBlockDelay is not affected by reflex (only normal block delay)
- datapacks:
- for parry attributes:
- "maxUseTime" works for shields
- added the following fields:
- "blockDelay"
- "cooldownAfterAttack"
- "explosionDamageTakenAfterBlock"
- "explosionBlockDelay"
- replaced slowness, weakness and disarm fields with "parryEffects" array
- you can check new template on github (readme file)
- added new tag: disarm_resistant_mobs:
- mobs from this tag can't have disarmed effect
- the following mobs are using this tag by default:
- ender dragon
- wither
- warden
- slime
- magma cube
- hoglin (+ zombified)
- iron golem
- blaze
- ravager
- polar bear
- panda
- phantom
- for parry attributes:
!!! Important note !!! This update brings some config and datapack changes. Old datapacks may not work and old config files may be lost. I recommend making a backup of your config.
Changes:
- it is possible to change cooldown after attack
- config options regarding status effects after parry have been replaced with a single option: parryEffects
- this option holds a string containing all status effects that can be applied after parry
- effects, their duration, amplifier, chance and enchantment multiplier have to be separated with a semicolon in the following pattern: "StatusEffect;duration;amplifier;chance;enchantmentMultiplier;SecondStatusEffect;duration;amplifier;chance;multiplier[...]"
- "chance" is a chance of applying this effect to attacker (0.4 = 40%)
- "enchantmentMultiplier" increases duration per Parry enchantment level (0.4 = 40% longer status effect with Parry I)
- "multiplayerModifiers.json5" has been replaced with "modifiers.json5"
- modifiers.json5 holds 2 options: to reduce knockback for pvp and to reduce disarm duration for mobs
- parried mobs now get disarmed:
- when mob gets disarmed, it stops attacking current target
- disarmed mobs are unable to target anyone
- when disarmed ends, mob starts attacking it's last target
- disarm duration for mobs is reduced by default (can be changed in "modifiers.json5")
- added block delay support:
- each item has its own block delay (0 by default)
- parry ticks are checked AFTER block delay
- for example, when parry ticks are set to 2 and block delay to 5, 6th and 7th tick will count as parry
- added explosion support:
- each item has its own protection from explosions and explosion block delay
- explosion block delay is amount of ticks item must be held for to successfully block explosion
- when explosion block delay is below 0, explosions can't be blocked (all non-shield items have it set to -1 by default)
- explosion block delay works a bit different from normal block delay:
- normal block delay is still taken into account when blocking explosions
- holding block for less ticks than explosion block delay will result in 80% lesser protection
- for example, if shield is held for 2 ticks and explosion block delay is 5 ticks, damage from explosion will be reduced only by 20% (shield has 100% protection from explosions)
- enchantments:
- parry enchantment no longer increases knockback after parry (knockback enchantment does it instead)
- parry enchantment can increase amplifier of parry effects when on max level (by default it doesn't, but there is config option for that)
- reflex enchantment no longer increases parry ticks (at least it doesn't do it directly)
- instead, reflex decreases block delay (and negative block delay increases parry ticks, so it works the same as before when block delay is 0)
- explosionBlockDelay is not affected by reflex (only normal block delay)
- datapacks:
- for parry attributes:
- "maxUseTime" works for shields
- added the following fields:
- "blockDelay"
- "cooldownAfterAttack"
- "explosionDamageTakenAfterBlock"
- "explosionBlockDelay"
- replaced slowness, weakness and disarm fields with "parryEffects" array
- you can check new template on github (readme file)
- added new tag: disarm_resistant_mobs:
- mobs from this tag can't have disarmed effect
- the following mobs are using this tag by default:
- ender dragon
- wither
- warden
- slime
- magma cube
- hoglin (+ zombified)
- iron golem
- blaze
- ravager
- polar bear
- panda
- phantom
- for parry attributes:
Added 6 sound events:
- shield_parry and tool_parry (played when player parries attack)
- shield_block and tool_block (played when player blocks attack)
- shield_guard_break and tool_guard_break (played when player's shield (or item) gets cooldown due to blocked axe attack)
Notes:
- sounds can be easily overwritten with resource pack
- vanilla sound event item_shield_block was replaced with shield_block (I mean, the event still exists, but is not played)
- fixed crash when trying to use shield while disarmed
- added mace support
- added tag translation
- removed 4 config options regarding enchantments (in 1.21 enchantments are data driven and can be modified with datapacks)
- fixed crash when trying to use shield while disarmed