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Guides
Step-by-step, in-game.
Master Shield Defense and BlockingActivating Your Shield Shields now activate when you sneak (press and hold the crouch key). You can still attack…Maximize Damage with Charged Attacks and Critical HitsBuilding Your Attack Chain To deal maximum damage, you must always charge your weapon to 100% before attacking. Weak…Optimize Projectile Combat with Arrows and TridentsArrow Mechanics Arrows no longer trigger invulnerability ticks on players, meaning rapid-fire arrows deal their full…Use Axes Effectively as a WeaponAxes and Durability Axes now consume 1 durability per attack instead of only when blocking. This means axes wear down…
Items
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Enchantments
Enchantments this mod adds.
Curse of DelayIncreases disable time taken by this item.
RecoveryReduces disable time taken by this item.
ThornedRandomly causes damage to the attacker when blocking an attack.
Configuration
Every setting in the mod config file, with what it changes.
| Option | What it does |
|---|---|
reset | |
reset | Reset |
Combatify-General
| Option | What it does |
|---|---|
2 | 1. Arrows will not be critical. |
old | 1.8 Vanilla |
2 | 1.8 Vanilla - How it is in 1.8 and prior versions. |
3 | 2. Arrows lose accuracy over time. |
all | All |
2 | All - Arrows disable shields |
armorPiercingDisablesShieldsArmor Piercing Disables Shields | Allows items with Armor Piercing to disable shields. |
armourPiercingModeArmor Piercing Mode | Defines the mode upon which armor piercing is activated. |
arrowDisableModeArrow Disable Mode | Defines the mode upon which Arrows will disable shields. |
attackDecay | Attack Decay |
max_chargeAttack Decay Maximum Charge | The charge at which attack decay will reach its maximum damage. |
max_percentage_baseAttack Decay Maximum Percentage Base | The maximum percent of damage attack decay will deal for its base. |
max_percentage_enchantsAttack Decay Maximum Percentage Enchantments | The maximum percent of damage attack decay will deal for the enchantment bonus. |
min_chargeAttack Decay Minimum Charge | The minimum charge whereby attack decay will begin to increase damage from. |
min_percentage_baseAttack Decay Minimum Percentage Base | The minimum percent of damage attack decay will deal for its base. |
min_percentage_enchantsAttack Decay Minimum Percentage Enchantments | The minimum percent of damage attack decay will deal for the enchantment bonus. |
attackReachAttack Reach Enabled | Determines whether items will have unique attack reach. |
attributeSwappingFix | Attribute Swapping Fix |
autoAttackAllowedAuto Attack Allowed | Option for servers which will prevent using auto-attack on client. |
axesAreWeaponsAxes Are Weapons | Determines whether axes will take normal durability when used to attack. |
bedrockBridgingBedrock / 8a Bridging | Allows for reach-around block placement like in Bedrock Edition but most specifically matching CTS 8a's implementation of this feature. |
bedrockImpalingBedrock Impaling | Impaling activates in water or rain rather than just on specific entities. |
Frequently asked questions
How do I deal damage if I can't attack with a partially charged weapon?
You must fully charge your weapon (100% charge) before attacking—weak attacks are disabled in this mod. Hold left-click to charge, then release when the bar is full, or use auto-attack by holding left-click for a slightly slower but consistent damage output.
What's the difference between a regular hit and a critical hit?
Critical hits deal 200% damage and grant an extra block of reach, and you can perform them while sprinting (unlike vanilla). Critical hits also include weapon enchantments and potion effects in their damage calculation.
Why can't I hit someone right after they hit me?
The mod applies invulnerability time (adjusted by the attacker's weapon speed) after you're hit, during which you cannot take damage from attacks. This replaces vanilla's damage cooldown system.
How do shields work now?
Shields activate when you sneak and block up to 5 melee damage (10 if bannered) plus 100% of projectile damage with a 100-degree protective arc. They also provide 50% knockback resistance and full protection against explosions, and you can still attack while shield-sneaking.
What do axes do differently?
Axes disable shields for a default of 1.6 seconds and have a new Cleaving enchantment (instead of Sharpness) that increases shield disable time and adds extra damage. Axes and hoes also consume 1 durability per attack instead of just on hit.
How do I use a trident effectively?
Tridents with Impaling now deal enchantment damage to all mobs in water or rain, not just aquatic mobs. Tridents with Loyalty return to you even if they fall into the void, and they can be shot from dispensers.
What changed about arrows and projectiles?
Projectiles no longer trigger invulnerability ticks on players, so you can hit someone multiple times rapidly with arrows or snowballs. Arrow uncertainty is reduced for better accuracy, and tipped arrow effects are scaled appropriately.
Why did I stop healing naturally?
Natural healing now functions down to 6 food points (instead of 0) and drains food directly with a 50% chance during healing, making it slower and more resource-intensive. Eating is also interrupted if you take damage.
Can I use snowballs and eggs in combat?
Yes—snowballs now stack up to 64 and can hit players, with a 4-tick cooldown between throws. Eggs have the same cooldown, making both viable for combat or utility.
What happens if I miss an attack?
You incur a 4-tick delay after missing, regardless of which weapon you're using, so missing is punished consistently across all combat scenarios.
Gallery
12 images from the Combatify Mod page.
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Combat Zone Mod