Combat
How a blow between a player and these mobs is worked out. Set under combat: in config.yml; the stats of each mob are in mobs.yml.
combat:
damageModel: custom
playerAttack: 0.0
playerDefense: 0.0
playerCritChance: 0.1
playerCritMultiplier: 1.5
unarmed: { damage: 1.0, hitIntervalTicks: 5 }
weapons:
iron_sword: { damage: 6.0, hitIntervalTicks: 12 }
Damage models
damageModel | What happens |
|---|---|
vanilla | The game decides. Stats are ignored. |
custom | A blow does attack x critical x 100 / (100 + defense). The attack is the base damage of the weapon plus playerAttack, or the mob's damage. The critical is the critical multiplier, when the critical chance succeeds. |
With the custom model, a mob's own defense works as above: 100 halves the damage, 300 divides it by four. The player's
stats (playerAttack, playerDefense, playerCritChance, playerCritMultiplier) are the same for every player: they do not
have their own yet.
Weapons and the speed of attack
| Setting | What it is |
|---|---|
unarmed | Base damage and hit interval of bare hands, and of anything not listed under weapons. |
weapons | The same by material (iron_sword...). |
damage | Base damage. |
hitIntervalTicks | Time between two blows of a player that count: clicking faster does nothing. It belongs to the player, whichever mob they hit, and not to projectiles. |
With vanilla, the game's own rules apply: the charge of the attack, and a mob protected for a moment after a hit.
What players see
- A mob's name, level and life are in a text above it, which follows the body.
- The attacker alone sees damage numbers rising from the mob.
- A mob's blow is worked out the same way, with its
damage, against the player's defense.
A zombie's own life is not the mob's life: the mob has the health of its definition, and the body takes nothing until it runs
out.