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Directional Melee Combat
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Directional combat for swords and axes with animated hitboxes, parries and feints for PvP and PvE.
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Directional Melee Combat
A combat system for melee weapons, built for PvP but just as good in PvE. Attacks and parries are chosen by direction, and the hitbox follows the sword model.

Controls
Move the mouse up, left or right to pick a direction, shown on the triangle crosshair.

LMB attacks in the chosen direction.
RMB parries. During a wind-up RMB feints instead and cancels the attack.
Attacks
- Three directions — overhead, left and right — each with its own animation.
- Every attack has a wind-up, a damage window and a recovery. Damage is dealt only in the damage window, when the blade actually passes through the target.
- The hitbox is computed from the blade animation, the same way on the server and on screen. Press F3+B to see what the server tests.
- Repeating the same direction deals half damage. After an attack its direction is unavailable for 0.9 s and turns red on the crosshair.
- You can feint until the damage window opens. After a feint you cannot attack for 1 s.
- A struck player is pushed along the swing: side blows shove sideways, overhead blows don't push. Fighters don't fly apart after every hit.
Parrying

- A parry only stops an attack of the same direction: overhead with overhead, left with left, right with right.
- It covers the front and the sides (±105°), never the back.
- 2.5 s cooldown. A successful parry nearly resets it: the next one is ready in 0.5 s.
- A parried attacker loses the rhythm: no attacks for 1.5 s, parrying still allowed.
PvE

- Parrying works against mobs too: the mob is knocked back and briefly slowed, and mob blows from the front are deflected for the next 0.5 s.
- Arrows, explosions and other damage cannot be parried.
Movement in combat
- With a sword or an axe, walking backwards is slower (55%): you can't backpedal out of a fight.
- Combat stance, when another armed player is within 4 blocks:
- strafing is slower (70%), so circling behind can't outrun turning;
- during your own wind-up and damage window your feet are planted: forward and sideways 65%, backwards 40%, diagonally backwards 30%.
- No jumping during an attack, and no attacking for 1.5 s after a jump.
- No sprinting for 3.5 s after your own attack and after being hit.
- While your attack is in progress, hits from fists and other non-weapon items don't knock you back.
Axe
- Same mechanics as the sword, but slower: wind-up 20% longer, damage window 8% longer.
- Shorter hitbox (from the haft to the edge of the head), higher damage.
- Aimed at a block, the axe stays a tool: chopping and stripping logs work as usual.
Requirements
- Minecraft 1.21.1, NeoForge 21.1.
- Player Animation Library 1.1.6.
- Required on both client and server. In singleplayer or a world opened to LAN, every player just installs it.
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