Incapacitated

Incapacitated

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Incapacitated

Incapacitated is a mod that adds a state between life and death, where the player is incapacitated on the ground, in need of a revive. The tags and configs are designed to make the mod as configurable as reasonably possible.

The default configurations are meant to replicate a system similar to Left 4 Dead's, with a couple tweaks as they make sense (Enchanted golden apples auto revive on consumption while healing the user's down counter, normal golden apples heals down counter. Significant enough damage will instant kill, as will damage sources that would destroy the body) You can recreate a variety of games or make your own custom blend of mechanics with this system.

Tags

incapacitated > tags > damage_type > no_incap.json - Damage types that, when they are the final hit on a player, will just kill the player outright instead of incapacitating them incapacitated > tags > damage_type > no_mercy.json - Damage types that, when the merciful config is enabled, will bypass it. This is recommended for damage types that should never be ignored, such as falling out of the world, or /kill incapacitated > tags > entity_type > not_for_hunting.json - Entities that when killed, should not contribute to reviving with the hunter config enabled. incapacitated > tags > item > revive_food.json - Food items that when eaten, should revive the player and restore the player's down counter. incapacitated > tags > item > adrenaline_food.json - Food items that when eaten, should revive the player but not restore the player's down counter. incapacitated > tags > item > healing_food.json - Food items that when eaten, should not revive the player, but should restore the player's down counter.

Config details

The following is a description of all of the configs you can change to modify how incapacitated works. Note: This does not include client specific configs. Those are their own file. You can reload your non-client config at any time with /incap config reload

  • Merciless - Can be filled with a 0, 1, or a 2, determines if players are immune to damage while downed.

    • 0 - No, players are not immune to damage while downed.
    • 1 - Yes, players are immune to damage while downed, but part of the damage is removed from their time to live.
    • 2 - Yes, players are fully immune to damage while downed.
  • Hunter - Integer, the number of non-player kills a player needs to make before they revive themselves. 0 disables the feature altogether.

  • CanBreakOrInteractWithBlocks - true or false, can players while downed break or interact with blocks.

  • CanJumpWhileDown - true or false, can players while downed jump.

  • Slow - true or false, are incapacitated players slowed down dramatically.

  • Weakened - true or false, are incapacitated players weakened dramatically.

  • Regenerating - true or false, does sleeping in a bed successfully award players with being able to go down again? (Not above maximum).

  • UnlimitedDowns - true or false, does the player have unlimited downs.

  • DownLogging - true or false, does the player die when they log out, if they are incapacitated.

  • ReviveMessage - true or false, does the player receive information in the chat when revived about their stats?

  • DownTicks - whole number, how many ticks (20 per second if not lagging) can a player persist incapacitated before dying?

  • ReviveTicks - whole number, how many ticks (20 per second if not lagging) does it take to revive another player?

  • DownCounter - whole number, how many times can a player be revived without some form of proper healing, before they instantly die if they reach 0 HP again.

  • SomeInstantKills - true or false, do some damage types instantly kill the player when they reach 0 hp, regardless of how many downs they have left?

  • GlobalIncapMessage - true or false, do messages about players being incapacitated get broadcast globally?

  • GlobalReviveMessage - true or false, do messages about players being revived get broadcast globally?

  • UseSecondsForRevive - true or false, when reviving a player, should seconds on the revive be displayed instead of the progress bar?

  • HealPercentageOfMaxHealth - true or false, when true, reviveHealth is a multiplier added to a player's max health, healing them for the result, on false, reviveHealth is the exact amount healed.

  • ReviveHealth - number, potentially decimal, depending on HealPercentageOfMaxHealth, a multiplier to the max health to heal by when reviving, or a direct number to heal by.

  • ReviveHunger - whole number, how many food points should a user have when revived? Negative numbers avoid adjusting food values.

  • ReviveSaturation - number, potentially decimal, what should the hunger saturation of a recently revived player be? Numbers at or below -1 avoid adjusting saturation values.

  • ShouldDownTimeReset - true or false, if a user is revived, should the bleed out timer reset to the configured value for the next revive?

  • ShouldDisableFallFlying - true or false, should players be restricted from using elytras while incapacitated?

  • ShouldBlameIncapacitations - true or false, should incap messages announce who or what incapacitated a player if the information is available?

  • ShouldBlameRevives - true or false, should revive message announce who revived a player if another player did so.

  • ShouldDieOnTimeout - true or false, should players die when the incap timer runs out? Defaults to true.

  • ShouldDieOnOverkillDamage - true or false, should players when taking a significant amount of damage in the hit leading to 0 health be instantly killed? Defaults to true.

  • IncapEffectData - custom json array, see below for more details on how to set up. Adds additional potion effects to users while they're incapacitated.

  • ReviveEffectData - custom json array, see below for more details on how to set up. Adds additional potion effects to users when they're revived.

  • DANGERDisableGiveUp - true or false, disable the give up command. Not recommended.

  • DANGERDisableIncapPlayerDamage - true or false, should any damage attributed to an incapacitated player be canceled?

  • DANGERManipulateGoalToAvoidDownPlayers - true or false, should entities ignore players while they're incapacitated.

    • WARNING WARNING WARNING WARNING - This is achieved by faking that the player is in spectator mode. This shouldn't effect their capabilities in a vanilla sense, but may have weird effects when paired with other mods that check for spectators!
    • Like all DANGER items, use this at your own risk, but seriously USE THIS AT YOUR OWN RISK
  • DANGERFullServerKill - true or false, if all players are down, should everyone die? This checks every time someone goes down or dies.

    • If the Hunter config is on, this will never run, as players could possibly revive themselves
    • Inventories are scanned for any items on the FoodReviveList, if such an item is present in any live player's inventory, this won't count.
    • If everyone is down, dead, or in spectator mode, everyone not in spectator or creative mode is instantly killed.

IncapEffectData

IncapEffectData is an array of objects defined as
{
effectID: String
amplifier: Integer
ambient: boolean infinite: boolean ticksActive: int (used if infinite is false) }

An example would look like:

incapEffectData: [
{
effectID: "minecraft:speed",
amplifier: 1,
ambient: true
},
{
effectID: "minecraft:resistance",
amplifier: 3,
ambient:false
}
]

Client configs

  • lastDownDesaturate - true or false, should your screen get a desaturation effect when you have no downs remaining.

  • renderDownCounter - true or false, should the GUI down counter be displayed?

  • downCounterColorful - true or false, should the number for the down counter be colorful?

  • downCounterModX - integer, a modifier for the X position of the gui. Negative numbers go left, positive numbers go right.

  • downCounterModY - integer, a modifier for the Y position of the gui. Negative numbers go up, positive numbers go down