The Death Penalty

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The Death Penalty

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A simple, configurable Fabric mod that lets modpack authors control what happens to players on respawn after death.

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Minecraft

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Project Details

Type
Mod
Latest Version
death_penalty-1.2.0-1.18.2.jar

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Description

The Death Penalty

Fabric 1.18.2

Overview

A simple, configurable Fabric mod that lets modpack authors control what happens to players on respawn after death.

Config Location

config/death_penalty.json

Global Options

enabled (boolean) - Enables or disables the mod entirely.

onlyWithKeepInventory (boolean) - If true, penalties only apply when the keepInventory gamerule is enabled.

dev (boolean) - Enables debug logging in console and chat. - Recommended while building a modpack.

matchMode (string) - FIRST (default) -> only highest priority rule applies - ALL -> every matching rule applies

Rule Structure

Each rule contains:

name (string), priority (number, higher runs first), when (array of strings), where (array of strings), from (array of strings), using (array of strings), penalties (array of penalty objects)

Any field can be omitted or empty to match everything.

Matching Fields

when

Matches the cause category

Example: mob, lava, fall, explosion, fire, magic, projectile

where

Matches the dimension ID.

Example: minecraft:overworld, minecraft:the_nether, minecraft:*

from

Matches the attacker entity type.

Example: minecraft:zombie, minecraft:*_dragon, #minecraft:skeletons

Supports: Exact IDs, Wildcards (*), Entity tags (#namespace:tag)

using

Matches: Attacker main-hand item, Projectile item, Damage source entity type

Supports: Exact IDs, Wildcards (*), Item tags (#namespace:tag)

Wildcard Matching

The '*' character works as a glob wildcard.

Examples:

minecraft:*_sword\ mymod:*_boss

Tag Matching

Use the format:

#namespace:tagname

Examples:

#c:arrows\ #minecraft:skeletons

Tag matching works for: Entity type tags (from) and Item tags (using)

Penalty Types

set_health

Sets player health.

Fields:, value (float)

set_food

Sets hunger and saturation.

Fields: value (int), saturationValue (float)

xp_percent

Keeps a percentage of total XP.

Fields: valueF (float between 0 and 1)

effect

Applies a status effect.

Fields: effect (status effect ID), duration (ticks), amplifier (int), ambient (boolean), showParticles (boolean), showIcon (boolean)

item_drop

Vanishes all Curse of Vanishing items, and removes a configurable percentage of an items count (rounded up) if that item is in the tag #death_penalty:item_drop_penalty_items

Fields: valueF (float between 0 and 1)

Example Rule

    {
      "name": "All zombie melee deaths hurt",
      "priority": 50,
      "from": ["minecraft:zombie"],
      "using": ["minecraft:*_sword"],
      "penalties": [
        { "type": "set_food", "value": 4, "saturationValue": 0.0 }
      ]
    }

Debugging

Enable:\ "dev": true

You will see: Cause, Attacker, Held item, Source entity, Flags, UsingItem

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