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Combat Inhibited

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Combat Inhibited

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Applies the Inhibited effect to players during combat, based on configurable triggers.

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Mod
Latest Version
combatinhibited-1.1.0.jar
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Description

About the mod

This mod makes combat harder by applying the Inhibited effect (from the required dependency mod Inhibited) to players while they are considered “in combat”.

The Inhibited effect prevents placing and breaking blocks.

“In combat” is defined by configurable modules. By default, combat is detected when the player deals damage or takes damage involving hostile entities. Combat can also be maintained while the player remains near hostile entities.

What is a “hostile entity”?

“Hostile” is configurable. An entity can be treated as hostile using an OR rule:

  • Any entity (includeAll)
  • Entities that implement IMob (common Forge heuristic for hostile mobs)
  • Entities that are currently targeting a player (attack target is a player)

You can also override entity classification using:

  • allowList: entity IDs that always match (override)
  • excludeList: entity IDs that never match

Entity IDs use the registry format: modid:entity_name (example: minecraft:zombie).

Because Minecraft 1.12.2 does not provide a universal, reliable way to classify modded entities as “hostile”, these options exist to let modpack creators define behavior explicitly. Suggestions for better heuristics are welcome.

Modules

Each module can be enabled/disabled in the config.

DealingDamageModule

Applies Inhibited to the player when they deal damage, if the damaged entity matches the configured hostile rules and filters.

TakingDamageModule

Applies Inhibited to the player when they take damage, if the attacker entity matches the configured hostile rules and filters.

Optionally, it can also trigger on non-entity damage sources (fall, lava, cactus, etc.) depending on config.

NearEnemyModule

Scans for nearby entities matching the configured hostile rules and filters. It has two modes:

  • APPLY_EFFECT: applies Inhibited while near a matching entity.
  • PREVENT_EXPIRING: does not apply Inhibited by itself, but refreshes the effect if the player already has it and it is about to expire.

A maximum number of reapplications can also be configured.

Default: PREVENT_EXPIRING

NearBossModule

Applies Inhibited while the player is near an entity in a configured boss whitelist (bossList).

Boss detection is whitelist-based by design (no automatic boss detection).

Default: disabled

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