Jujutsucraft Aurelionite
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This is my personal addon pack for Jujutsucraft that adds things i want into the mod or changes them to fit how i like them to be. I mainly use this for the server i dev for.
Inspired by anime series and other cultural phenomena, often featuring recognizable characters and settings.
Features role-playing elements like character progression, quests, and story-driven gameplay.
Introduces player leveling systems with skills and abilities.
Adds skill trees or abilities for character progression.
Adds tools to customize the user interface and menus.
Adds extra features or content to an existing mod.
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This is my personal addon pack for Jujutsucraft that adds things i want into the mod or changes them to fit how i like them to be. I mainly use this for the server i dev for.
Gamerules [
DisableGradeBenefits
EnableSkillTree (WIP)
DisableMobRct
]
-RCT Output
-Mini Hakari rework
-MBA mini-rework(kashimo)
-Yorozu and Mahito armor move reworks.
-Change to domain shattering from the outside.
-rct burnout
-disableMobRct gamerule
-Cursed techniques bypass worn armor stats(chest, head, ect...)
-Domain Amp applies unstable
- Custom move ordering, main-move assignment, hidden move editing, per-move custom hotkeys, and a toggle for the cycler HUD.
- HUD-off mode can repurpose the XP bar into a CE bar and show cooldowning moves in a corner stack.
- Gamerule to turn off grade based benefits and remove regular grading.
- Gamerule for Skilltree (wip)
- Technique moves now use separate per-move cooldowns instead of sharing one full cooldown.
- Held move cooldowns start on release instead of while the move is still charging.
- Technique global cooldown is handled separately from individual move cooldowns.
Guard / Controls
- Added a dedicated guard keybind.
- Guarding now blocks attacks and move starts.
- Held move casts cancel if you take at least 10% of max HP over that hold.
- Domain hotkey support now uses proper hold/release handling instead of a one-shot press.
- Added a guard durability bar.
- If guard durability is fully broken while guarding, guard collapses and the defender is stunned.
- Added a visible guard HP bar on the HUD.
- Removed base JJC stun from normal damage-taking.
- Perfect guard now applies base JJC stun to the attacker if they are within 5 blocks.
- Physical Gifted auto-guard behavior was removed.
- Held moves interrupted by taking enough damage now apply cooldown instead of canceling for free.
- Damage-canceled held moves now take 50% of their move cooldown and matching global UNSTABLE.
- Exception moves that are meant to fire on cancel now still autofire and take their full cooldown.
UI / Overlay
- Selected-move cooldown display was corrected.
- Cooldown readouts were cleaned up for the HUD.
- Cycler HUD behavior and keybinding capture behavior were made more consistent.
- Cycler/editor system: custom move ordering, main-move assignment, hidden move editing, per-move custom hotkeys, and a toggle for the cycler HUD.
- Move cooldown system: separate cooldowns per move plus a shorter shared global recoil cooldown, with held-move cooldowns starting on release instead of at charge start.
- Guard/control changes: dedicated guard keybind, guarding blocks attacks and move starts, and held move casts cancel if you take at least 10% of max HP over that hold.
- Domain hotkey support: proper hold/release handling for domain use instead of a one-shot trigger.
- UI/overlay fixes: selected cycler icon stability, correct selected-move cooldown display, and safer keybinding behavior in the editor.
(WIP)Skill Tree
- Added and reworked multiple branches, unlock paths, hidden nodes, prestige/stat-cap behavior, and branch-specific passive scaling.
- Added testing support for alternate skill tree node visual styles.
- Added more progression hooks between the addon and JJC unlock/advancement behavior.
(WIP)Barriers
- Added the managed barrier control system, presets, build mode, pass-through settings, teleporting, destabilize, and admin restriction zones.
- Added chunk-loading, offline-handling rules, nested barrier/domain interactions, and barrier hotkey integration.
- Reworked barrier generation, collapse, terrain restore, hole/break logic, crack overlays, upkeep scaling, and barrier UI controls multiple times for consistency and performance.
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