Data Packs Other

Dinamic Damage

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Compatibility
Minecraft 26.1
to version
Minecraft 26.2
Changes include
    • 1
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    Benjamin_Nicro
    Lvl 36Artisan System Artist
    15
    This Datapack allows you to customize your damage, removing the player's normal damage and replacing it with dynamic damage, allowing you to have base damage stats, critical hit probability, critical hit damage, damage amplification, and strength modifier.

    Within the code, in the function dynamic_damage:weapon/sword/damage/set_damage, you can find the explanation. Simply put, your damage is handled on a scale of tens; that is, 10 base damage is equal to 1 damage in-game. Similarly, your multipliers can be adjusted: base damage, critical hit chance, the critical hit damage multiplier, and final damage. This data is unique to each player, so you can have multiple players with different stats. This only works with weapons that have special tags. The tag is applied with the function /function dynamic_damage:main/set and only applies to swords, spears, axes, and tridents.

    You can modify damage with the following values:

    "scoreboard players set @s dd.damage.base X" to modify the base damage per hit. Every 10 you enter increases the damage by 1. For example, 70 points = 7 damage. It works with decimals, so you can enter 75 to have 7.5 damage.

    "scoreboard players set @s dd.crit.chance X" to modify your critical hit chance. It ranges from 0 to 100.

    "scoreboard players set @s dd.crit.damage X" to modify the critical damage multiplier. Every 10 represents 1 and accepts decimals, so 15 = x1.5.

    "scoreboard players set @s dd.damage.amplifier.base X" to modify the base damage. It also goes in increments of 10 and applies to each hit, so it's best not to increase it by 10 normally. "scoreboard players set @s dd.show.damage 0" hides the damage you deal per hit; leave it at 1 to display a text_display showing the damage dealt.

    "scoreboard players set @s dd.damage.strength.base X" modifies how much the strength effect is applied to your hits; leave it at 2 for normal. This value is additive, not multiplicative, so it works in units.

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