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chainsaw man mod

Цель: создать мод по мотивам “Человека‑бензопилы” с контрактами, демонами, прокачкой, боевыми искусствами и кооперативной механикой. 1. Категории игроков...

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neoforgeBoth1.21.1mod

Chainsaw Man mechanics were added for NeoForge 1.21.1.

  • Core loop: Players track a blood-loss meter (efficiency penalty instead of spendable resource), skill XP (melee, combo, block, demon weapon, AoE), and a category (human, contractor, hybrid, demon). Hybrids can toggle a boosted form but it collapses when blood loss is high.
  • Contracts: /chainsaw contract sign (or right-click a Contract Sigil; sneak for temporary) signs with a random demon and grants 1–2 random abilities. /chainsaw contract release frees the oldest contract. Contract slots are capped (1 for humans, 2 for others) and expired temporary contracts remove their abilities. Demons can share an ability to allies via /chainsaw shareability <target> <ability>.
  • Abilities (with cooldowns and blood costs): blood blade strike (single-target burst), blood AoE spikes, regen burst, chain whirl combo boost, and Shared Gift to pass an ability to a nearby ally. Use /chainsaw useability <ability> to trigger.
  • Combat effects: Damage scales with category, skill level, and combo chains; high blood loss adds weakness/slowdown. Taking damage increases blood loss; skills level up through use.
  • Co-op: /chainsaw shareblood <target> <amount> transfers blood pressure (donor gains loss, target regains). Shared abilities/contracts provide temporary team boosts.
  • Items: Blood Flask (consumable to lower blood loss), Contract Sigil (durable token to sign contracts), Sparring Glove (utility/placeholder practice tool). Items appear in the Combat/Ingredients tabs with vanilla placeholder textures.
  • Commands/utility: /chainsaw profile shows category, blood loss, skills, abilities, and contracts. /chainsaw set category <type> (op) changes a player’s category. /chainsaw transform toggles hybrid form when blood loss allows.

Notes and limits: Systems use server-side data stored per player; there are no custom client UIs or new sounds. Balancing values are conservative and rely on vanilla potion effects/placeholders—tune numbers or add visuals/textures as desired for a fuller experience.***

Server Validation

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