EmakiAttribute | Full-Pipeline RPG Combat with 43 Attributes icon

EmakiAttribute | Full-Pipeline RPG Combat with 43 Attributes -----

Complete RPG attribute and combat system — crits, penetration, dodge, block, elemental damage, all i




◆ Emaki Attribute v4.3.0 Release ◆
Attribute diagnostics, contribution traces, damage traces, PDC API cleanup, and script extensions.
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Added
  • Added Web Console Attribute diagnostics panel.
  • Added attribute contribution trace records.
  • Added damage trace records for damage calculation stages.
  • Added clearer PDC attribute API capabilities.
  • Added JavaScript extensions for runtime attributes, contribution providers, and damage hooks.
  • Added script access through emaki.module("attribute").

Fixed
  • Fixed /ea debug player trace flow being confused with CoreLib debug commands.
  • Fixed debug tab completion for player trace commands.
  • Fixed unclear player/entity wording in Web diagnostics.
  • Fixed unclear PDC read rule diagnostics.
  • Fixed default condition files not fully matching the shared condition system.

Refactored
  • Refactored public API access to the static facade + Bridge model.
  • Refactored PDC read rule models and loading flow.
  • Refactored script bridge handling for Attribute extensions.
  • Refactored default condition files for cross-plugin consistency.

Improved
  • Improved combat debug output.
  • Improved attribute source diagnostics.
  • Improved localized Web Console text.
  • Reduced noisy startup and extension logs.

Before Updating
  • Test custom PDC attributes, scripts, and damage hooks before production updates.
  • Update CoreLib together with Attribute.

----------, Jun 16, 2026

◆ Emaki Attribute v4.2.0 Release ◆
Scriptable attributes, damage hooks, and cleaner CoreLib integration.
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Highlights
  • Added JavaScript extensions for runtime attributes, attribute providers, and damage hooks.
  • Damage hook scripts can read attacker and target attribute snapshots.
  • Attribute can now be accessed from scripts through emaki.module("attribute").

Quality Improvements
  • Generic MythicMobs JavaScript mechanics are now handled by CoreLib, while Attribute keeps the Attribute-specific combat integrations.
  • JavaScript extension logs now use localized plugin messages.
  • Startup logs are cleaner with less repeated attribute list output.
  • bStats and runtime dependency handling now follow the CoreLib-managed model.
  • Versioned config/language update notices are now supported.

Before Updating
  • Custom scripts should prefer emaki.module("attribute").
  • Make sure CoreLib is updated together with Attribute.

----------, Jun 5, 2026

◆ EmakiAttribute v4.1.0 Release ◆
Vanilla damage takeover, combat debug system, scaling curves, and attribute contribution API.
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✨ New Features
  • Vanilla Damage Takeover: New config option to control whether EmakiAttribute fully takes over vanilla damage calculation.
  • Perfect Takeover Coordinator: New coordination mechanism ensuring proper integration between attribute damage calculation and vanilla damage events.
  • Combat Debug System: New debug handler and listener for tracing damage calculation step by step — useful for server admins debugging combat mechanics.
  • Damage Calculation Cache: New caching service to reduce redundant calculations and improve combat performance.
  • Scaling Curve Config: Customizable attribute scaling curves for flexible stat growth control.
  • Attribute Contribution API: New API allowing other plugins to register custom attribute sources for additional item bonuses.
  • Web Console: EmakiAttribute now integrates with the Web console for browser-based attribute and damage type editing.
♻️ Improvements
  • Damage handling refactored — split from a single listener into a dedicated combat damage listener for cleaner structure.
  • Lore format templates updated and optimized.
  • Attribute snapshot collector logic optimized.
  • Attribute API module extracted for cross-plugin reference.
  • Language files significantly expanded.
----------, Jun 3, 2026

◆ EmakiAttribute 4.0.0 Release ◆
Skill Damage Integration, Enhanced Damage Messages & PAPI Expansion
Attribute-based skill damage, richer combat feedback, and unified condition syntax

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New Features

  • EmakiSkills Damage Integration — When EmakiSkills is installed, skill scripts can use the attribute_damage action to trigger the full attribute damage pipeline (attribute bonuses, crits, penetration, dodge, damage messages, etc.) with configurable damage type, target, and element.
  • Enhanced Damage Messages — New placeholders in damage message templates: {attacker_health}, {attacker_max_health}, {target_health}, {target_max_health}, {distance}.
  • PAPI Resource Regen Placeholder%emakiattribute_resource_<id>_regen% returns the per-second regeneration rate for HUD/scoreboard display.
  • Damage API — Other plugins can invoke the attribute damage pipeline via EmakiAttributeBridge.applyDamage().

Improvements

  • Config and language files auto-merge new keys on upgrade.
  • All attribute definition files and condition files now include detailed comments.
  • Console log messages streamlined for cleaner startup/shutdown output.

Breaking Changes

  • Condition expression syntax changed from %value% to {value} (e.g., %player_name%{player_name}). Custom condition files must be updated manually.

Upgrade Notes

  • Default condition files are auto-updated; custom condition files need manual syntax migration (%var%{var}).
  • Config version updated to 4.0.0 — structure remains compatible, new entries auto-merged.

----------, May 11, 2026

◆ EmakiAttribute 3.5.0 Release ◆
Runtime Cleanup and EmakiItem Condition Support
Safer player state cleanup and better integration with the new custom item module

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Highlights

  • Player kick events now clear the same runtime combat state as normal quit events.
  • Added a default EmakiItem condition file for item-based attribute conditions.
  • Improved cache hygiene for player cooldowns, synthetic damage markers, and damage type overrides.
  • Synchronized plugin, config, and language versions to 3.5.0.

----------, May 4, 2026

◆ EmakiAttribute 3.4.0 Dev Update ◆
Weight → Score Rename, PDC API Service Registration, and Permission Cleanup
Terminology cleanup, reflection removal, and runtime cache hygiene

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✦ Highlights ✦

  • ◆ AttributeBalanceRegistry fields renamed from weights to scores; weightOf → scoreOf, weights → scores.
  • ◆ EmakiAttribute now registers PdcAttributeApi via Bukkit ServicesManager — no more reflection.
  • ◆ Centralized Attribute permission strings in AttributePermissions.
  • ◆ Command handlers now reference shared permission constants for reload, resync, preview, dump, and debug actions.
  • ◆ Player quit and kick events now clean entity runtime state such as cooldown and damage override caches.
  • ◆ PDC regex cache now has a 512-entry limit to avoid unbounded growth from dynamic patterns.
  • ◆ Language loading can evaluate non-string language values and merge missing fallback entries.

◆ Upgrade Notes ◆

  • ◆ Update code references from weightOf/weights to scoreOf/scores if used in custom integrations.
  • ◆ attribute_balance.yml structure has changed — scores are now in a separate node.
  • ◆ Permission node names are unchanged.

----------, Apr 28, 2026

◆ EmakiAttribute 3.3.0 ◆
Temporary Attributes and Placeholder-Aware Attribute Reads
A combat foundation update for timed attribute effects, stronger PDC conditions, and cleaner snapshot behavior

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✦ Highlights ✦

  • ◆ New attribute_add, attribute_set, and attribute_remove actions can apply temporary attribute effects from CoreLib action chains.
  • ◆ Temporary attributes expire automatically and invalidate player snapshots when their state changes.
  • ◆ PDC attribute reads can resolve player-context placeholders, including PlaceholderAPI values when that soft dependency is installed.
  • ◆ attribute_balance.yml now supports semantic metadata and weights, with fallback inference from attribute definitions.
  • ◆ Damage calculation cache, resource handling, snapshot collection, and exception paths received maintenance and performance cleanup.
  • ◆ Config and language resources now follow the unified version field style for 3.3.0.

◆ Upgrade Notes ◆

  • ◆ Run this release on Java 25.
  • ◆ Use version as the schema key in custom config and language files.
  • ◆ Temporary attribute actions require a player context.
  • ◆ Install PlaceholderAPI if your PDC conditions rely on external placeholder values.
  • ◆ Keep custom configs on the current non-EA-prefixed attribute names.

----------, Apr 25, 2026

◆ EmakiAttribute 3.2.0 ◆
Combat Pipeline Cleanup and Condition Schema Refresh
A combat-focused release that tightens condition parsing, stabilizes vanilla attribute sync, and cleans up message flow

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✦ Highlights ✦

  • ◆ Damage calculation now delegates recovery handling, message dispatch, and synthetic-damage dispatch to dedicated services instead of keeping everything inside one large calculation path.
  • ◆ PDC condition files now use conditions as the only supported schema; the old checks syntax is rejected as an unsupported field.
  • ◆ Condition validation is stricter now, so unsupported fields and invalid condition entries surface clearer schema feedback.
  • ◆ Vanilla attribute synchronization no longer depends on getKeyOrThrow, which fixes startup issues on Leaf or similar Spigot-compatible runtimes.
  • ◆ The default combat balance config now uses spell_crit_rate and spell_crit_damage instead of the old magic_crit naming.
  • ◆ Preview and debug output gained clearer labels, including explicit name labeling in preview messages.

◆ Upgrade Notes ◆

  • ◆ Migrate custom PDC condition files from checks to conditions. Compatibility reading no longer exists.
  • ◆ Rename any custom magic_crit_rate or magic_crit_damage references to spell_crit_rate and spell_crit_damage to stay aligned with the current default resources.

----------, Apr 24, 2026

◆ EmakiAttribute 3.1.0 Update ◆
Default Profiles, Checks, and Combat Snapshot Stability
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◆ Update Focus ◆
EmakiAttribute 3.1.0 reorganizes default player attributes, introduces a cleaner condition-check model, and improves how fused RPG stats synchronize back into vanilla behavior.
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✦ Added ✦
  • default_profile — Base resources and base attributes now live directly inside config.yml.
  • Flexible Checks Model — Conditions can now use pdc_meta, pdc_attribute, and lore_regex checks.
  • Updated Default Conditions — Forge, Strengthen, and bind-related condition files now use the new checks structure.
  • AttributeFusionMath — Added shared math handling for fused attribute snapshots.
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◆ Improved ◆
  • ◆ Reworked lifecycle loading, directory discovery, default-profile registration, and PDC read-rule handling.
  • ◆ Improved health, movement-speed, and attack-speed synchronization.
  • ◆ Managed vanilla attribute targets now track Attribute instances directly instead of repeatedly resolving string IDs.
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✓ Fixed ✓
  • ◆ Fixed startup issues on Leaf or Spigot-style runtimes when vanilla attribute binding used unavailable API paths.
  • ◆ Corrected physical_crit_damage minimum-value behavior and the default health resource description.
  • ◆ Fixed inconsistent syncing when fused combat snapshots were re-applied after reloads.
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◆ Upgrade Notes ◆
  • ◆ Move custom defaults from profiles/global.yml into config.yml under default_profile.
  • ◆ Back up config.yml, language files, conditions, and custom attributes before upgrading.
  • ◆ Upgrade together with EmakiCoreLib 3.1.0.
----------, Apr 16, 2026

EmakiAttribute 更新日志 / Changelog
中文版
✨ 新增特性
  • Lore 格式增强: 为所有 Lore 格式文件添加详细注释和元数据
    • default_flat.yml: 新增格式说明、优先级配置和正则匹配模式
    • default_percent.yml: 新增百分比格式说明,优先级提升至 100
    • default_regen.yml: 新增回复类格式说明,优先级 80
    • default_resource.yml: 新增资源类格式说明,优先级 60
  • 属性优先级配置: 调整多个属性文件的 read_priority 值,确保 Lore 格式正确匹配
    • physical_damage_bonus: 85 → 101
    • projectile_damage_bonus: 91 → 93
    • spell_crit_rate: 85 → 91
    • spell_damage_bonus: 86 → 88
  • 条件文件新增: 新增 Forge 和 Strengthen 的条件配置文件
    • conditions/forge.yml: Forge 模块的条件定义
    • conditions/strengthen.yml: Strengthen 模块的条件定义
问题修复
  • Lore 格式优先级冲突: 通过调整 read_priority 解决百分比格式与数值格式的匹配冲突
  • 配置版本不一致: 将所有配置文件的版本统一升级到 3.0.0
优化与改进
  • 配置文件注释增强: 为所有属性定义、Lore 格式和 Profile 文件添加详细的中文注释
    • 说明每个配置的用途和示例输出
    • 解释优先级的工作原理
    • 标注正则匹配模式
  • 属性定义优化: 确保百分比格式优先于普通数值格式匹配
    • 调整 priority 配置避免 Lore 读取冲突
    • 优化属性匹配顺序
♻️ 架构与底层
  • 配置版本升级:
    • config.yml: 2.3.0 → 3.0.0
    • lang/zh_CN.yml: 2.3.0 → 3.0.0
    • 所有属性定义和 Lore 格式文件版本同步升级
  • 代码格式化: 统一导入格式和代码风格
English Version
✨ Features
  • Lore Format Enhancements: Added detailed comments and metadata to all Lore format files
    • default_flat.yml: Added format description, priority configuration, and regex matching patterns
    • default_percent.yml: Added percentage format description, priority increased to 100
    • default_regen.yml: Added regen format description, priority 80
    • default_resource.yml: Added resource format description, priority 60
  • Attribute Priority Configuration: Adjusted read_priority values in multiple attribute files to ensure correct Lore format matching
    • physical_damage_bonus: 85 → 101
    • projectile_damage_bonus: 91 → 93
    • spell_crit_rate: 85 → 91
    • spell_damage_bonus: 86 → 88
  • Condition Files Added: Added condition configuration files for Forge and Strengthen modules
    • conditions/forge.yml: Condition definitions for Forge module
    • conditions/strengthen.yml: Condition definitions for Strengthen module
Bug Fixes
  • Lore Format Priority Conflicts: Resolved matching conflicts between percentage and numeric formats by adjusting read_priority
  • Configuration Version Inconsistency: Unified all configuration files to version 3.0.0
Improvements & Optimizations
  • Configuration Comment Enhancements: Added detailed Chinese comments to all attribute definitions, Lore formats, and Profile files
    • Explained the purpose and example output of each configuration
    • Explained how priority works
    • Annotated regex matching patterns
  • Attribute Definition Optimization: Ensured percentage format takes precedence over plain numeric format matching
    • Adjusted priority configuration to avoid Lore reading conflicts
    • Optimized attribute matching order
♻️ Chores & Refactoring
  • Configuration Version Upgrade:
    • config.yml: 2.3.0 → 3.0.0
    • lang/zh_CN.yml: 2.3.0 → 3.0.0
    • All attribute definitions and Lore format files version synchronized
  • Code Formatting: Unified import format and code style
----------, Apr 12, 2026

EmakiAttribute Changelog
[2.2.0] - 2026-04-09
Added
New preview and lint admin commands
  • Added /emakiattribute preview [player] [slot] so operators can inspect the snapshot signature, item name, and non-zero attributes of a specific equipment slot directly.
  • Added /emakiattribute lint, which summarizes load issues from config, attribute definitions, damage types, default groups, lore formats, presets, and PDC read rules for pre-launch or post-reload checks.
Improved
Better operational diagnostics and attribute display order
  • The preview subcommand now provides player-name and slot completions, and the help output now includes clearer separators and command hints.
  • Default attribute priorities were reorganized for entries such as attack_speed_vanilla, physical_damage_bonus, projectile_damage_bonus, spell_crit_rate, and spell_damage_bonus, making lore display order more stable.
Fixed
  • The preview command now distinguishes "no permission", "player not found", "invalid slot", and "no item in slot", which reduces ambiguity during investigation.
  • lint now validates whether default_damage_type and allowed_damage_causes actually point to loaded damage types, preventing dangling config references.
Upgrade Notes
  • If you plan to run /emakiattribute preview from the console, always provide both player name and slot explicitly.
  • If your item lore depends on the old default attribute ordering, re-check the rendered display after upgrading.
  • It is recommended to run /emakiattribute lint after every reload of custom attributes, damage types, presets, or PDC condition rules.
Known Issues
  • None
----------, Apr 9, 2026

[2.1.0] - 2026-04-08
Added
PDC Attribute Writing and Conditional Reading Interface
  • Added PdcAttributeApi and registered it via Bukkit Services. External plugins can now write, read, and clear structured attribute payloads on items, grouped by source_id.
  • Added PdcAttributeService, PdcAttributePayload, and PdcReadRule. This supports writing attribute values and meta data to an item's Persistent Data Container (PDC) and managing them grouped by source.
  • Added a conditions/ directory and PdcReadRuleLoader. Rules can determine whether a group of PDC attributes takes effect based on conditions like player placeholders, source meta, and source attributes.
  • Included two disabled example configurations by default: default_bind.yml and default_equipment_level.yml, making it easy to enable binding checks and equipment level requirements according to server rules.
Integration of MMOItems Combat Bridge into the Attribute Damage Chain
  • MmoItemsBridge now listens for MMOItems main-hand/off-hand melee hits, projectile hits, and the SpecialWeaponAttackEvent.
  • MMOItems hit events are uniformly rewritten into EmakiAttribute's damage calculation process, preventing conflicts where external weapon damage and the attribute system calculate separately.
  • Projectiles record their source and a snapshot before entering Attribute's projectile damage resolution chain. Synthetic knockback can be optionally added post-calculation based on configuration.
Improvements & Optimizations
Item Snapshot Now Merges Lore and PDC Attributes
  • AttributeSnapshotCollector now collects both Lore attributes and PDC attributes, generating a unified signature cache for the merged result.
  • Equipped state snapshots support filtering PDC attributes based on the player's context. This allows rules like "equipment binding," "level requirements," and "source conditions" to directly affect the final combat attributes.
  • Since read rules participate in signature generation, changes to equipment conditions will also trigger snapshot refreshes, reducing lingering attributes after a player logs in.
Placeholder and Lifecycle Cleanup
  • Placeholder expansions have been standardized for attribute and resource queries. power now automatically maps to attribute_power.
  • Resource placeholders now only retain explicit fields: current, max, default, bonus, percent.
  • Added a PDC rule loading phase to the plugin's lifecycle. The conditions/ directory is refreshed during reloads.
  • Command aliases have been adjusted from eattr / attr to eattribute / ea to reduce conflicts with other plugin commands.
Consolidation of Default Attribute Sets
  • Removed default attribute definitions for skill_damage_bonus, skill_crit_rate, skill_crit_damage, and skill_cdr.
  • Removed damage_types/skill.yml and the example debug attribute test_attribute.
  • Corresponding default entries have been removed from attribute_balance.yml and profiles/global.yml to prevent new servers from inheriting the old skill attribute groupings.
Upgrade Notes
  • If your equipment, loot, strengthening, or other modules still reference skill_damage_bonus, skill_crit_rate, skill_crit_damage, or skill_crit_damage, please migrate to your new attribute design before upgrading.
  • External plugins that wish to write structured attributes to items should first obtain the PdcAttributeApi, register their own source_id, and then proceed with writing.
  • Update old scripts calling /emakiattribute attr or /emakiattribute eattr to use eattribute or ea instead.
  • After enabling MMOItems on your server, it is recommended to thoroughly retest melee, projectile, and special weapon attacks to ensure there is no double damage calculation or duplicate processing by old listeners.
Known Issues
  • None
----------, Apr 7, 2026

EmakiAttribute Changelog
[2.0.0] - 2026-04-04
Added
Asynchronous Reload Process
  • Added reloadPluginStateAsync(...), allowing the attribute system reload to be executed asynchronously in stages.
  • Progress messages such as "reading language & configs / loading attribute definitions / refreshing cache" are continuously reported during the reload.
  • Added reload mutex protection; executing /emakiattribute reload repeatedly will now directly prompt "A reload task is already in progress."
  • When a command fails, the root cause error is reported back to the executor, facilitating troubleshooting of configuration or resource issues.
Asynchronous Damage Resolution Pipeline
  • Added AsyncDamageEngine, migrating EA damage resolution to the CoreLib asynchronous scheduler.
  • Melee, projectile, and environmental damage now uniformly follow the "async resolution + main thread finalization + application on the next tick" pipeline.
  • The damage event EmakiAttributeDamageEvent is still triggered on the main thread, ensuring safe compatibility for existing listeners.
Changed
Lifecycle & Thread Safety
  • Added AttributeLifecycleCoordinator for orchestrating the staged logic of the reload process.
  • DirectoryLoader now supports asynchronous loading with progress callbacks.
  • AttributeRegistry, DamageTypeRegistry, DefaultProfileRegistry, AttributeBalanceRegistry, and LanguageLoader have been enhanced with synchronization protection to accommodate asynchronous read/write scenarios.
Damage Calculation Structure Refactoring
  • DamageCalculationService has been refactored to split damage resolution into "preparation phase / result finalization phase," reducing code duplication between synchronous and asynchronous implementations.
  • The same instance of damage will reuse unified type resolution, random seed, and event finalization logic.
  • If asynchronous settlement fails, the root cause is logged, aiding in problem diagnosis when used with combat debugging output.
Configuration & Resource Upgrades
  • Reloading configuration will now automatically merge new entries for allowed_damage_causes, reducing the manual patching effort during configuration upgrades.
  • Added new language keys: command.reload.in_progress, command.reload.started, command.reload.failed.
  • Removed the example file attributes/test_attribute.yml.
  • Optimized the format of the built-in description text in attribute_balance.yml, unifying the default descriptive style.
Upgrade Notes
  • Requires EmakiCoreLib 2.0.0 or higher.
  • /emakiattribute reload has been changed to an asynchronous process. Operational scripts should no longer assume that command return implies all data has finished reloading.
  • External plugins that only listen for EmakiAttributeDamageEvent typically require no changes; the event is still fired on the main thread.
Known Issues
  • None
----------, Apr 3, 2026

[1.8.0] - 2026-03-31
New Features
Attribute Damage Action System
  • Added the AttributeActions registry for managing the registration and unregistration of attribute-related actions.
  • Added the AttributeDamageAction action, supporting the infliction of custom damage based on attributes within the action system.
  • Action Parameters:
    • amount (required): Base damage value.
    • type (optional): Damage type ID, defaults to the type configured in settings.
    • cause (optional): Damage cause, defaults to CUSTOM.
  • Automatically integrated into the EmakiCoreLib action registration system, supporting templated configuration and conditional execution.
Combat Feedback Enhancement
  • Added a synthetic impact feedback system to enhance visual and auditory feedback after EA (EmakiAttribute) damage settlement.
  • Mob entities will automatically have their aggression target set (applyAggroTarget) after taking EA damage.
    • Automatically activates the Mob's aware and aggressive states.
    • Sets the attacker as the target, improving combat AI response.
  • Improved impact animation handling (playSyntheticImpact).
    • Unified the logic for playing impact animations.
    • Supports playing custom hurt sounds.
    • Ensures visual feedback is closer to vanilla Minecraft's performance.
Configuration Changes
Configuration Version Upgrade
  • Configuration version upgraded from 1.1 to 1.2.
New Configuration Options
  • synthetic_hit_feedback.knockback: Whether to enable synthetic knockback effect (default: true).
  • synthetic_hit_feedback.knockback_strength: Knockback strength (default: 0.4).
  • synthetic_hit_feedback.hurt_sound: Whether to play hurt sound (default: true).
Code Improvements
EmakiAttributePlugin
  • Added the registerCoreLibActions() method to register attribute actions when the plugin loads.
  • Added the unregisterCoreLibActions() method to unregister attribute actions when the plugin unloads.
  • Improved lifecycle management to ensure proper initialization and cleanup of the action system.
DamageCalculationService
  • Added the applyAggroTarget() method to handle Mob aggression target setting.
  • Refactored the applyDirectDamage() method, extracting impact animation logic.
  • Added the playSyntheticImpact() method to uniformly handle impact animations and sounds.
  • Improved the damage application process, enhancing combat feedback.
AttributeConfig
  • Added the syntheticHitKnockback field.
  • Added the syntheticHitKnockbackStrength field.
  • Added the syntheticHitHurtSound field.
  • Updated configuration parsing logic to support the new impact feedback settings.
Usage Notes
Action System Integration
  • Ensure EmakiCoreLib version ≥ 1.11.0.
  • Attribute actions are automatically registered when the plugin loads; no manual configuration is needed.
  • The action ID is attributedamage and can be used in action templates.
Combat Feedback Configuration
  • New configuration items use default values; old configuration files do not require modification.
  • If you need to customize impact feedback, add the synthetic_hit_feedback section in config.yml.
  • Recommended range for knockback strength: 0.1 - 1.0.
Compatibility
  • Deeply integrated with EmakiCoreLib 1.11.0.
  • Maintains backward compatibility with older configuration file versions.
  • New features are optional and do not affect the existing combat system.
Known Issues
  • None
----------, Mar 31, 2026



Resource Information
Author:
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Total Downloads: 154
First Release: Mar 29, 2026
Last Update: Jun 16, 2026
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All-Time Rating:
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