Combat flow
1
Attack occurs
A player swings a weapon or fires a projectile.
2
Hit chance check
The system rolls against the hit chance formula. On a miss, no damage is dealt but the weapon skill still receives a gain check.
3
Damage calculation
Base weapon damage is multiplied by Tactics, Anatomy, Wrestling (unarmed only), STR, quality, and DI enchant modifiers.
4
Defense applied
Parry is checked first (chance-based, 50% damage reduction on success). Then armor rating (AR) reduces the remaining damage.
5
Final damage applied
The result is applied to the target’s internal HP. The player’s vanilla hearts are synced to reflect the new internal HP percentage.
Hit chance
Hit chance is calculated using the attacker’s weapon skill against the target’s defense value.- vs. Mob: Target Defense = mob’s
physical_defensefrom config - vs. Player: Target Defense = the opponent’s Parrying skill
Parry
Parrying is a chance-based block that reduces damage on success. It triggers before AR is applied. Parry chance (melee)
Parry chance (projectiles)
Arrows and bolts can only be blocked with a shield — weapon parry does not apply to projectiles.
Parry damage reduction
When a parry succeeds, the reduction scales with skill level:
Internal health system
The plugin manages an internal HP value that maps onto vanilla hearts:STR, DEX, and INT effects on combat
Stats are derived automatically from the average of all skills that contribute to each stat. They cap at 100.Wearing heavy armor applies a DEX penalty that reduces effective DEX. Full Netherite armor costs 29 DEX, which directly reduces attack speed and movement speed.
Stamina system
Stamina is separate from HP and mana. It is consumed by sprinting and recovers at rest.
Exhaustion state
When stamina reaches 0, the player enters an exhausted state:
- Walk speed reduced by 50%
- Jumping disabled
- Panting particle and sound effect plays every 0.5 seconds
- Normal movement resumes only after stamina recovers to 50
Related pages
Weapons
Weapon-skill table, full damage formula, archery specifics, and DI enchant reference.
Armor
AR system, full armor table, enchantment AR bonuses, and quality modifiers.