Attack Charge (Damage Condition Type)
Checks how charged the attacker's melee swing was — by default, whether they were click-spamming.
Checks how charged the attacker’s melee swing was. Minecraft scales melee damage by an attack-strength meter that refills after every swing; by default this condition is true when the hit landed before that meter refilled — that is, when the player was spam-clicking.
Type ID: apoli:attack_charge
Fields
| Field | Type | Default | Description |
|---|---|---|---|
comparison | Comparison | <= | How the charge is compared to compare_to. |
compare_to | Float or Expression | 0.9 | The charge to compare against, from 0.0 (just swung) to 1.0 (fully recharged). |
0.9 is the same threshold vanilla uses to decide whether a hit gets a critical or a sweep attack, so the defaults match Minecraft’s own idea of “not a full-strength hit”.
Examples
Punish click-spamming — halve the damage of any hit thrown before the meter refilled:
{
"type": "apoli:modify_damage_dealt",
"modifier": {
"operation": "multiply_total_multiplicative",
"value": -0.5
},
"damage_condition": {
"type": "apoli:spam_attack"
}
} Reward patience instead — inverted flips it to “this was a properly timed hit”:
{
"type": "apoli:modify_damage_dealt",
"modifier": {
"operation": "multiply_base_additive",
"value": 0.5
},
"damage_condition": {
"type": "apoli:attack_charge",
"inverted": true
}
} Require a fully charged swing, with no tolerance at all:
"damage_condition": {
"type": "apoli:attack_charge",
"comparison": ">=",
"compare_to": 1.0
} The condition is only true for player melee attacks. Projectiles, fall damage, mob attacks and damage dealt by other powers never record a charge, so the condition is
falsefor all of them — and thereforetruefor all of them wheninvertedis set. If you mean “a properly timed melee hit”, combine the inverted form with a check that the damage came from a player, such as apoli:attacker.
There is an entity condition with the same id that reads the player’s current charge outside of a damage event, for HUD or tick-driven powers.