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Player Mechanics

From Joyful's Civilization
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Player Mechanics

=Stamina

  1. redirect Stamina

The stamina bar replaces the experience bar. Most actions cost stamina, with the exception of a few things like sprinting, jumping, and crafting. Doing stamina-costing actions above/below sea level will cost increasing amounts of stamina and once the stamina bar runs out, actions eat into your hunger bar instead.

Stamina is effectively a buffer for your hunger bar, and waiting for it to regenerate can be substituted by using your hunger bar and restoring it with food, making food a valuable resource for performing many actions in a short period of time.

Players have a maximum stamina of 100, regenerating 0.5 stamina a second. There is no way to increase this regeneration.

Some examples of common stamina costs would be:

Action Cost
Breaking stone 3
Placing wooden planks 1
Hitting an entity 10

Some blocks have greatly increased stamina costs to place and mine. These blocks are intended for use in defensive structures, allowing players to prevent their structures from being easily attacked/griefed:

Blocks Break Cost Place Cost
Obsidian 50 20
Bricks 50 20
Mud bricks 50 20
Smooth stone 50 20

Downed

When their hearts are reduced to 0, a player won't die and will instead be put into the downed state. In this state, the player is unable to be killed and will be put on a timer to be revived. You also can not perform any actions while downed except eating, dropping items, and picking up items.

If you are downed by a player (or have recently been damaged by one), you will have 60 seconds before you bleed out. If you die to environmental causes instead, you will have 120 seconds before you bleed out.

Downed players are completely immune from dying until they bleed out and cannot be moved except upwards or downwards If you leave the game while downed, you will instantly die. No exceptions.

Other players may right-click you to open a GUI and choose whether to revive you or not. If they choose to revive you, they will have to spend 10 seconds immobile near your body, after which both players will be free to move. This may be cancelled by crouching

Health Rework

The vanilla saturation-based healing system is disabled. Instead, every 5 seconds every player will regenerate half a heart. Water bottle will also head you, instantly healing a full heart, similar to a healing potion in vanilla Minecraft.

Resurrection

When killed, players cannot respawn in the traditional method and must be “resurrected” by other players to log back in.

Resurrection requires at least 16 cornucopias in your inventory, a custom item made of 1 of each crop. The cornucopias are consumed upon resurrection and cost doubles with each subsequent revive (i.e. first revive costs 16 cornucopias, second one costs 32, then 64, and so on)

Resurrection may be performed by using the command “/resurrect player <player name>” which will resurrect the player at the exact location the command is used

You may also use “/resurrect list” to view all the dead players that may be revived and “/resurrect count” to view the number of players on the server who may be revived

Damage Rework

Damage values are adjusted depending on certain scenarios: Mobs (except Endermen) deal double melee damage to players and vanilla projectile damage to players, creepers deal vanilla damage as well

Players deal halved melee damage to other players and vanilla projectile damage to other players, aside from firework rockets which deal three quarters of the vanilla damage to other players

Attacker Attack Type Target Damage Multiplier Notes
Mob Melee Player ×2.0 Endermen deal vanilla damage
Mob Projectile Player ×1.0 Vanilla projectile behavior
Player Melee Player ×0.5 Players deal halved melee damage to other players
Player Projectile Player ×1.0 Vanilla projectile behavior
Player Firework rocket Player ×0.75 Firework rockets are partially reduced