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Description:
create a minecraft item that has the following description: Create a custom item called Samurai Sword with the following functionality: Core Features Acts as a melee weapon with three unique abilities. Press R to cycle abilities in this order: Thousand Cuts → Phantom Dash → Parry → back to Thousand Cuts. The selected ability is shown briefly above the hotbar (e.g., “Current Ability: Phantom Dash”). Abilities are activated by Right-clicking while holding the sword. Each ability has its own cooldown and visual/audio effects. The selected ability persists in item data across world reloads. Abilities 1️⃣ Thousand Cuts On activation, the player steps back 3 blocks instantly. After a short delay (~0.5s), they unleash a flurry of fast slashes in a 5-block cone in front. Affected enemies take several small hits totaling heavy but balanced damage. Includes sword-swipe particles and sound effects. 2️⃣ Phantom Dash On activation, the player dashes through the nearest enemy within 6 blocks. Both the player and target freeze for ~1 second, then the target takes a large burst of damage. Adds motion blur and impact particles. If no valid target is found, play a “miss” sound and cancel the effect. 3️⃣ Parry When activated, the player enters a 1-second defensive stance. During this window, any melee damage that would hit the player is completely negated and reflected back at the attacker. Emits a sharp metallic “clang” sound and spark particles when triggered. If no attack occurs during the window, nothing happens and the cooldown still applies. Controls R Key → Cycle between abilities Right-click → Activate the selected ability Cooldowns: 8s (Thousand Cuts), 10s (Phantom Dash), 5s (Parry) Goal Implement a Samurai Sword that lets players fluidly switch between three combat techniques — Thousand Cuts, Phantom Dash, and Parry — using the R key, each with its own effects, balance, and cooldown, providing dynamic, skill-based combat. Edit v2: Refine Samurai Sword Combat (Sound & Ability Polish) Thousand Cuts (Multi-Slash Combo) Replace the single hit with a rapid series of light slashes that occur over ~2 seconds. Each slice deals minor damage, but the full combo totals significant output. The player steps back exactly 3 blocks, not jumping or teleporting. Include synchronized sword-swing sounds, slash trails, and particles for every hit. Phantom Dash (Through-the-Enemy Fix) When used, the player dashes through the targeted enemy, not stopping early. Ends up 2–3 blocks behind the enemy, facing them. Both freeze briefly before the enemy takes a burst of heavy damage. Add a swift whoosh or wind-cut sound and sword-draw visual streak during the dash. Parry (Enhanced Feedback & Sound) Reflects melee and projectile attacks back at the attacker, dealing and reflecting the exact same damage they would have gave. Projectiles should retain high speeds and are redirected accurately toward the attacker. When a parry succeeds, create and play a distinct metallic “clang” sound for satisfying feedback. Add short spark and slice particle effects synced to the sound. Goal: Perfect the Samurai Sword’s abilities with full audiovisual polish: smooth multi-slash Thousand Cuts, cinematic Phantom Dash that slices through foes, and a reactive Parry that reflects attacks with a crisp, metallic clang and matching particles. Edit v3: Refine Samurai Sword – Thousand Cuts, Parry, and Perfect Parry Thousand Cuts (Multi-Slash Combo) Fix issue where most hits fail to register due to mobs’ default invulnerability frames. Temporarily bypass or reduce damage cooldown for targets only during the combo. All slashes deal minor damage rapidly; total combo damage remains balanced. After the combo ends, targets’ invulnerability frames return to normal. Keep all audiovisual effects: slash trails, sword-swing sounds, and particles. Parry (Enhanced with Projectile Fix) Reflects melee and ranged attacks as normal. Fix the bug where reflected projectiles fall to the ground: Projectiles now maintain their original speed, trajectory, and special properties (explosions, critical hits, effects) back toward the attacker. Visual and audio feedback remain synchronized with the standard Parry. Perfect Parry (Timing-Based Bonus) Attacks parried within the first 0.3 seconds of activation count as a Perfect Parry. Reflected damage is doubled. Enhanced audiovisual feedback: powerful clang sound and intensified particles. Applies to both melee and ranged attacks. After the 0.3-second window, attacks reflect normally with standard damage and effects(works exact same as before, the exact same damage of the attack reflects to the enemy). Goal: Ensure Thousand Cuts hits register fully without breaking vanilla balance. Fix projectile reflection in Parry while keeping existing Parry behavior unchanged. Add skill-based Perfect Parry timing, rewarding precision with increased damage and audiovisual effects. Maintain all audiovisual polish for all abilities. Edit v4: Refine Samurai Sword – Thousand Cuts & Dash Enhancements Thousand Cuts (Multi-Slash Combo) Player performs a precise backstep before starting the slice combo (1–2 blocks). During the combo: The player is frozen in place. Each slice that successfully hits the enemy applies a brief stun to that target. Missed slices do not stun. Fix issue where mobs do not recognize the player as hostile during Thousand Cuts due to invulnerability frame bypass. Hitting them with this or another move should correctly flag them as attacking the player. All audiovisual effects remain: slash trails, sword sounds, and particles. Dash (Through-the-Enemy Attack) Player dashes through the target, ending 2–3 blocks behind them. Both player and target freeze briefly at the moment of impact. After the freeze, the enemy remains briefly stunned to allow the player space to reposition. Fix issue where ranged mobs can still attack the player during the frozen moment. Perfect Parry (Visual Feedback) Provide a clear visual indication when a Perfect Parry occurs (designer’s choice for effect, e.g., intensified sparks or a glow around the sword). Goal: Ensure Thousand Cuts lands fully with proper backstep, freezes the player during attack, and stuns only on successful hits. Fix target recognition for mobs after Thousand Cuts. Improve Dash so it freezes correctly, gives a post-impact stun to the enemy, and prevents ranged attacks during the impact. Enhance Perfect Parry feedback visually. Edit v5: Add “Do You Bleed?” Ability to Samurai Sword (Affects All Attacks, Ordered After Parry) Ability Overview: “Do You Bleed?” is a defensive-sustain ability for the Samurai Sword, designed to temporarily sacrifice damage for survivability. Functionality: Activates for 15 seconds. after it ends, it should have a 30 second cooldown. While active, all attacks, including special abilities (Thousand Cuts, Phantom Dash, Parry, etc.), deal 50% of their normal damage. Healing: Each successful hit restores 25% of the ability’s base damage (not the halved damage). Example: If Thousand Cuts normally deals 4 damage per slice, during “Do You Bleed?” each slice heals the player 1 while dealing 2 damage to the enemy. Activation Order: Appears directly after Parry in the ability rotation: Thousand Cuts → Dash → Parry → Do You Bleed? → back to Thousand Cuts. Visual & Audio Feedback: Distinct glow or particle effects indicate the ability is active. Optional sound cues signal activation and expiration. Goal: Implement a timed defensive ability that affects all attacks, heals based on each ability’s base damage, and integrates smoothly into the existing ability cycle. Edit v6: Adjust the Samurai Sword so it’s the same size as a regular Minecraft sword and is held the same way in third and first person. Edit v7: Fix the Samurai Sword item model so it’s held like a traditional katana in both first-person and third-person views, angled forward and lower in the player’s hand. Use the following JSON model definition for the item: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [20, -100, 60], "translation": [0, 3.5, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [20, 100, -60], "translation": [0, 3.5, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-10, -90, 10], "translation": [1, 3, 1], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [-10, 90, -10], "translation": [1, 3, 1], "scale": [1, 1, 1] } } } Edit v9: Fix the Samurai Sword item model so it’s held like a traditional katana in both first-person and third-person views, angled forward and slightly downward in the player’s hand. Use the following JSON model definition for the item: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [15, -90, 150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [15, 90, -150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-20, -75, 80], "translation": [0.8, 2.8, 0.8], "scale": [1.2, 1.2, 1.2] }, "firstperson_lefthand": { "rotation": [-20, 75, -80], "translation": [0.8, 2.8, 0.8], "scale": [1.2, 1.2, 1.2] } } } Edit v10: update the json for it again one last time, with this json: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [15, 0, 150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [15, 0, -150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-20, 0, 80], "translation": [0.8, 2.8, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [-20, 0, -80], "translation": [0.8, 2.8, 0.8], "scale": [1, 1, 1] } } } Edit v11: okay, this time it should work. use this json for the sword: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [75, 0, 20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [75, 0, -20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [80, 0, 10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [80, 0, -10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] } } } Edit v12: update the json of the sword again one last time with this json: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [75, -90, 20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [75, 90, -20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [80, -90, 10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [80, 90, -10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] } } } Edit v13: Rename the weapon to Samurai Katana. Set the base melee damage of the Samurai Katana’s normal attack to 6 attack damage. Do not alter the behavior, or damage values of any special abilities tied to the weapon. Ensure attack speed, critical hits, and all ability functions remain exactly the same. change the cooldown abilities of the moves to the following: thousand cuts: 15 seconds phantom dash: 20 seconds parry: 10 seconds do you bleed?: 30 seconds Edit v15: update the samurai katana to this recipe: Top left slot: Iron Ingot Top middle slot: Gold Ingot Top right slot: Iron Ingot Middle left slot: Empty Middle middle slot: Redstone Dust Middle right slot: Empty Bottom left slot: Empty Bottom middle slot: Stick Bottom right slot: Empty Edit v20: Create a small Japanese-style Sword Shrine structure for the Samurai Sword mod. Requirements: - Size: ~7x7 blocks footprint, 5–6 blocks tall. - Materials: Wood (oak or dark oak), stone brick base, paper lanterns, red banners. - Entrance: Torii gate at the front with a small staircase leading up. - Interior: - Main Chamber: - Armor Stand Room: A side room or alcove containing an armor stand holding the samurai sword. Include a raised platform or pedestal for the stand and decorative blocks (stone slabs, carpet, lanterns) to highlight the sword. - Optional small chest for rare crafting materials or loot. - Center Area: Central pedestal or altar with a floor pattern of slabs or carpets to indicate sacred space. - Lighting & Decoration: Paper lanterns or glowstone for lighting, banners, vines or moss for ambiance, optional water feature outside. - Gameplay Purpose: The armor stand room allows players to visually see the sword before claiming it. Players can claim or unlock the sword by interacting with the stand or pedestal. - Spawn Locations: - Plains Village: biomes plains, sunflower_plains - Desert Village: biomes desert, desert_hills - Savanna Village: biomes savanna, savanna_plateau - Taiga Village: biomes taiga, taiga_hills, snowy_taiga - Snowy Village: biomes snowy_tundra, snowy_taiga
Manage versions and create new iterations of this mod.
This will create a new mod based on "The Samurai Katana" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "The Samurai Katana" for Minecraft Java 1.20.1. The original mod will remain unchanged.
3
Nov 28, 2025, 02:24 PM
User request: Create a custom item called Samurai Sword with the following functionality: Core Features Acts as a melee weapon with three unique abilities. Press R to cycle abilities in this order: Thousand Cuts → Phantom Dash → Parry → back to Thousand Cuts. The selected ability is shown briefly above the hotbar (e.g., “Current Ability: Phantom Dash”). Abilities are activated by Right-clicking while holding the sword. Each ability has its own cooldown and visual/audio effects. The selected ability persists in item data across world reloads. Abilities 1️⃣ Thousand Cuts On activation, the player steps back 3 blocks instantly. After a short delay (~0.5s), they unleash a flurry of fast slashes in a 5-block cone in front. Affected enemies take several small hits totaling heavy but balanced damage. Includes sword-swipe particles and sound effects. 2️⃣ Phantom Dash On activation, the player dashes through the nearest enemy within 6 blocks. Both the player and target freeze for ~1 second, then the target takes a large burst of damage. Adds motion blur and impact particles. If no valid target is found, play a “miss” sound and cancel the effect. 3️⃣ Parry When activated, the player enters a 1-second defensive stance. During this window, any melee damage that would hit the player is completely negated and reflected back at the attacker. Emits a sharp metallic “clang” sound and spark particles when triggered. If no attack occurs during the window, nothing happens and the cooldown still applies. Controls R Key → Cycle between abilities Right-click → Activate the selected ability Cooldowns: 8s (Thousand Cuts), 10s (Phantom Dash), 5s (Parry) Goal Implement a Samurai Sword that lets players fluidly switch between three combat techniques — Thousand Cuts, Phantom Dash, and Parry — using the R key, each with its own effects, balance, and cooldown, providing dynamic, skill-based combat. Edit v2: Refine Samurai Sword Combat (Sound & Ability Polish) Thousand Cuts (Multi-Slash Combo) Replace the single hit with a rapid series of light slashes that occur over ~2 seconds. Each slice deals minor damage, but the full combo totals significant output. The player steps back exactly 3 blocks, not jumping or teleporting. Include synchronized sword-swing sounds, slash trails, and particles for every hit. Phantom Dash (Through-the-Enemy Fix) When used, the player dashes through the targeted enemy, not stopping early. Ends up 2–3 blocks behind the enemy, facing them. Both freeze briefly before the enemy takes a burst of heavy damage. Add a swift whoosh or wind-cut sound and sword-draw visual streak during the dash. Parry (Enhanced Feedback & Sound) Reflects melee and projectile attacks back at the attacker, dealing and reflecting the exact same damage they would have gave. Projectiles should retain high speeds and are redirected accurately toward the attacker. When a parry succeeds, create and play a distinct metallic “clang” sound for satisfying feedback. Add short spark and slice particle effects synced to the sound. Goal: Perfect the Samurai Sword’s abilities with full audiovisual polish: smooth multi-slash Thousand Cuts, cinematic Phantom Dash that slices through foes, and a reactive Parry that reflects attacks with a crisp, metallic clang and matching particles. Edit v3: Refine Samurai Sword – Thousand Cuts, Parry, and Perfect Parry Thousand Cuts (Multi-Slash Combo) Fix issue where most hits fail to register due to mobs’ default invulnerability frames. Temporarily bypass or reduce damage cooldown for targets only during the combo. All slashes deal minor damage rapidly; total combo damage remains balanced. After the combo ends, targets’ invulnerability frames return to normal. Keep all audiovisual effects: slash trails, sword-swing sounds, and particles. Parry (Enhanced with Projectile Fix) Reflects melee and ranged attacks as normal. Fix the bug where reflected projectiles fall to the ground: Projectiles now maintain their original speed, trajectory, and special properties (explosions, critical hits, effects) back toward the attacker. Visual and audio feedback remain synchronized with the standard Parry. Perfect Parry (Timing-Based Bonus) Attacks parried within the first 0.3 seconds of activation count as a Perfect Parry. Reflected damage is doubled. Enhanced audiovisual feedback: powerful clang sound and intensified particles. Applies to both melee and ranged attacks. After the 0.3-second window, attacks reflect normally with standard damage and effects(works exact same as before, the exact same damage of the attack reflects to the enemy). Goal: Ensure Thousand Cuts hits register fully without breaking vanilla balance. Fix projectile reflection in Parry while keeping existing Parry behavior unchanged. Add skill-based Perfect Parry timing, rewarding precision with increased damage and audiovisual effects. Maintain all audiovisual polish for all abilities. Edit v4: Refine Samurai Sword – Thousand Cuts & Dash Enhancements Thousand Cuts (Multi-Slash Combo) Player performs a precise backstep before starting the slice combo (1–2 blocks). During the combo: The player is frozen in place. Each slice that successfully hits the enemy applies a brief stun to that target. Missed slices do not stun. Fix issue where mobs do not recognize the player as hostile during Thousand Cuts due to invulnerability frame bypass. Hitting them with this or another move should correctly flag them as attacking the player. All audiovisual effects remain: slash trails, sword sounds, and particles. Dash (Through-the-Enemy Attack) Player dashes through the target, ending 2–3 blocks behind them. Both player and target freeze briefly at the moment of impact. After the freeze, the enemy remains briefly stunned to allow the player space to reposition. Fix issue where ranged mobs can still attack the player during the frozen moment. Perfect Parry (Visual Feedback) Provide a clear visual indication when a Perfect Parry occurs (designer’s choice for effect, e.g., intensified sparks or a glow around the sword). Goal: Ensure Thousand Cuts lands fully with proper backstep, freezes the player during attack, and stuns only on successful hits. Fix target recognition for mobs after Thousand Cuts. Improve Dash so it freezes correctly, gives a post-impact stun to the enemy, and prevents ranged attacks during the impact. Enhance Perfect Parry feedback visually. Edit v5: Add “Do You Bleed?” Ability to Samurai Sword (Affects All Attacks, Ordered After Parry) Ability Overview: “Do You Bleed?” is a defensive-sustain ability for the Samurai Sword, designed to temporarily sacrifice damage for survivability. Functionality: Activates for 15 seconds. after it ends, it should have a 30 second cooldown. While active, all attacks, including special abilities (Thousand Cuts, Phantom Dash, Parry, etc.), deal 50% of their normal damage. Healing: Each successful hit restores 25% of the ability’s base damage (not the halved damage). Example: If Thousand Cuts normally deals 4 damage per slice, during “Do You Bleed?” each slice heals the player 1 while dealing 2 damage to the enemy. Activation Order: Appears directly after Parry in the ability rotation: Thousand Cuts → Dash → Parry → Do You Bleed? → back to Thousand Cuts. Visual & Audio Feedback: Distinct glow or particle effects indicate the ability is active. Optional sound cues signal activation and expiration. Goal: Implement a timed defensive ability that affects all attacks, heals based on each ability’s base damage, and integrates smoothly into the existing ability cycle. Edit v6: Adjust the Samurai Sword so it’s the same size as a regular Minecraft sword and is held the same way in third and first person. Edit v7: Fix the Samurai Sword item model so it’s held like a traditional katana in both first-person and third-person views, angled forward and lower in the player’s hand. Use the following JSON model definition for the item: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [20, -100, 60], "translation": [0, 3.5, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [20, 100, -60], "translation": [0, 3.5, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-10, -90, 10], "translation": [1, 3, 1], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [-10, 90, -10], "translation": [1, 3, 1], "scale": [1, 1, 1] } } } Edit v9: Fix the Samurai Sword item model so it’s held like a traditional katana in both first-person and third-person views, angled forward and slightly downward in the player’s hand. Use the following JSON model definition for the item: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [15, -90, 150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [15, 90, -150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-20, -75, 80], "translation": [0.8, 2.8, 0.8], "scale": [1.2, 1.2, 1.2] }, "firstperson_lefthand": { "rotation": [-20, 75, -80], "translation": [0.8, 2.8, 0.8], "scale": [1.2, 1.2, 1.2] } } } Edit v10: update the json for it again one last time, with this json: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [15, 0, 150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [15, 0, -150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-20, 0, 80], "translation": [0.8, 2.8, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [-20, 0, -80], "translation": [0.8, 2.8, 0.8], "scale": [1, 1, 1] } } } Edit v11: okay, this time it should work. use this json for the sword: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [75, 0, 20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [75, 0, -20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [80, 0, 10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [80, 0, -10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] } } } Edit v12: update the json of the sword again one last time with this json: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [75, -90, 20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [75, 90, -20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [80, -90, 10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [80, 90, -10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] } } } Edit v13: Rename the weapon to Samurai Katana. Set the base melee damage of the Samurai Katana’s normal attack to 6 attack damage. Do not alter the behavior, or damage values of any special abilities tied to the weapon. Ensure attack speed, critical hits, and all ability functions remain exactly the same. change the cooldown abilities of the moves to the following: thousand cuts: 15 seconds phantom dash: 20 seconds parry: 10 seconds do you bleed?: 30 seconds Edit v15: update the samurai katana to this recipe: Top left slot: Iron Ingot Top middle slot: Gold Ingot Top right slot: Iron Ingot Middle left slot: Empty Middle middle slot: Redstone Dust Middle right slot: Empty Bottom left slot: Empty Bottom middle slot: Stick Bottom right slot: Empty Edit v20: Create a small Japanese-style Sword Shrine structure for the Samurai Sword mod. Requirements: - Size: ~7x7 blocks footprint, 5–6 blocks tall. - Materials: Wood (oak or dark oak), stone brick base, paper lanterns, red banners. - Entrance: Torii gate at the front with a small staircase leading up. - Interior: - Main Chamber: - Armor Stand Room: A side room or alcove containing an armor stand holding the samurai sword. Include a raised platform or pedestal for the stand and decorative blocks (stone slabs, carpet, lanterns) to highlight the sword. - Optional small chest for rare crafting materials or loot. - Center Area: Central pedestal or altar with a floor pattern of slabs or carpets to indicate sacred space. - Lighting & Decoration: Paper lanterns or glowstone for lighting, banners, vines or moss for ambiance, optional water feature outside. - Gameplay Purpose: The armor stand room allows players to visually see the sword before claiming it. Players can claim or unlock the sword by interacting with the stand or pedestal. - Spawn Locations: - Plains Village: biomes plains, sunflower_plains - Desert Village: biomes desert, desert_hills - Savanna Village: biomes savanna, savanna_plateau - Taiga Village: biomes taiga, taiga_hills, snowy_taiga - Snowy Village: biomes snowy_tundra, snowy_taiga
7
Nov 7, 2025, 06:31 PM
User request: Create a custom item called Samurai Sword with the following functionality: Core Features Acts as a melee weapon with three unique abilities. Press R to cycle abilities in this order: Thousand Cuts → Phantom Dash → Parry → back to Thousand Cuts. The selected ability is shown briefly above the hotbar (e.g., “Current Ability: Phantom Dash”). Abilities are activated by Right-clicking while holding the sword. Each ability has its own cooldown and visual/audio effects. The selected ability persists in item data across world reloads. Abilities 1️⃣ Thousand Cuts On activation, the player steps back 3 blocks instantly. After a short delay (~0.5s), they unleash a flurry of fast slashes in a 5-block cone in front. Affected enemies take several small hits totaling heavy but balanced damage. Includes sword-swipe particles and sound effects. 2️⃣ Phantom Dash On activation, the player dashes through the nearest enemy within 6 blocks. Both the player and target freeze for ~1 second, then the target takes a large burst of damage. Adds motion blur and impact particles. If no valid target is found, play a “miss” sound and cancel the effect. 3️⃣ Parry When activated, the player enters a 1-second defensive stance. During this window, any melee damage that would hit the player is completely negated and reflected back at the attacker. Emits a sharp metallic “clang” sound and spark particles when triggered. If no attack occurs during the window, nothing happens and the cooldown still applies. Controls R Key → Cycle between abilities Right-click → Activate the selected ability Cooldowns: 8s (Thousand Cuts), 10s (Phantom Dash), 5s (Parry) Goal Implement a Samurai Sword that lets players fluidly switch between three combat techniques — Thousand Cuts, Phantom Dash, and Parry — using the R key, each with its own effects, balance, and cooldown, providing dynamic, skill-based combat. Edit v2: Refine Samurai Sword Combat (Sound & Ability Polish) Thousand Cuts (Multi-Slash Combo) Replace the single hit with a rapid series of light slashes that occur over ~2 seconds. Each slice deals minor damage, but the full combo totals significant output. The player steps back exactly 3 blocks, not jumping or teleporting. Include synchronized sword-swing sounds, slash trails, and particles for every hit. Phantom Dash (Through-the-Enemy Fix) When used, the player dashes through the targeted enemy, not stopping early. Ends up 2–3 blocks behind the enemy, facing them. Both freeze briefly before the enemy takes a burst of heavy damage. Add a swift whoosh or wind-cut sound and sword-draw visual streak during the dash. Parry (Enhanced Feedback & Sound) Reflects melee and projectile attacks back at the attacker, dealing and reflecting the exact same damage they would have gave. Projectiles should retain high speeds and are redirected accurately toward the attacker. When a parry succeeds, create and play a distinct metallic “clang” sound for satisfying feedback. Add short spark and slice particle effects synced to the sound. Goal: Perfect the Samurai Sword’s abilities with full audiovisual polish: smooth multi-slash Thousand Cuts, cinematic Phantom Dash that slices through foes, and a reactive Parry that reflects attacks with a crisp, metallic clang and matching particles. Edit v3: Refine Samurai Sword – Thousand Cuts, Parry, and Perfect Parry Thousand Cuts (Multi-Slash Combo) Fix issue where most hits fail to register due to mobs’ default invulnerability frames. Temporarily bypass or reduce damage cooldown for targets only during the combo. All slashes deal minor damage rapidly; total combo damage remains balanced. After the combo ends, targets’ invulnerability frames return to normal. Keep all audiovisual effects: slash trails, sword-swing sounds, and particles. Parry (Enhanced with Projectile Fix) Reflects melee and ranged attacks as normal. Fix the bug where reflected projectiles fall to the ground: Projectiles now maintain their original speed, trajectory, and special properties (explosions, critical hits, effects) back toward the attacker. Visual and audio feedback remain synchronized with the standard Parry. Perfect Parry (Timing-Based Bonus) Attacks parried within the first 0.3 seconds of activation count as a Perfect Parry. Reflected damage is doubled. Enhanced audiovisual feedback: powerful clang sound and intensified particles. Applies to both melee and ranged attacks. After the 0.3-second window, attacks reflect normally with standard damage and effects(works exact same as before, the exact same damage of the attack reflects to the enemy). Goal: Ensure Thousand Cuts hits register fully without breaking vanilla balance. Fix projectile reflection in Parry while keeping existing Parry behavior unchanged. Add skill-based Perfect Parry timing, rewarding precision with increased damage and audiovisual effects. Maintain all audiovisual polish for all abilities. Edit v4: Refine Samurai Sword – Thousand Cuts & Dash Enhancements Thousand Cuts (Multi-Slash Combo) Player performs a precise backstep before starting the slice combo (1–2 blocks). During the combo: The player is frozen in place. Each slice that successfully hits the enemy applies a brief stun to that target. Missed slices do not stun. Fix issue where mobs do not recognize the player as hostile during Thousand Cuts due to invulnerability frame bypass. Hitting them with this or another move should correctly flag them as attacking the player. All audiovisual effects remain: slash trails, sword sounds, and particles. Dash (Through-the-Enemy Attack) Player dashes through the target, ending 2–3 blocks behind them. Both player and target freeze briefly at the moment of impact. After the freeze, the enemy remains briefly stunned to allow the player space to reposition. Fix issue where ranged mobs can still attack the player during the frozen moment. Perfect Parry (Visual Feedback) Provide a clear visual indication when a Perfect Parry occurs (designer’s choice for effect, e.g., intensified sparks or a glow around the sword). Goal: Ensure Thousand Cuts lands fully with proper backstep, freezes the player during attack, and stuns only on successful hits. Fix target recognition for mobs after Thousand Cuts. Improve Dash so it freezes correctly, gives a post-impact stun to the enemy, and prevents ranged attacks during the impact. Enhance Perfect Parry feedback visually. Edit v5: Add “Do You Bleed?” Ability to Samurai Sword (Affects All Attacks, Ordered After Parry) Ability Overview: “Do You Bleed?” is a defensive-sustain ability for the Samurai Sword, designed to temporarily sacrifice damage for survivability. Functionality: Activates for 15 seconds. after it ends, it should have a 30 second cooldown. While active, all attacks, including special abilities (Thousand Cuts, Phantom Dash, Parry, etc.), deal 50% of their normal damage. Healing: Each successful hit restores 25% of the ability’s base damage (not the halved damage). Example: If Thousand Cuts normally deals 4 damage per slice, during “Do You Bleed?” each slice heals the player 1 while dealing 2 damage to the enemy. Activation Order: Appears directly after Parry in the ability rotation: Thousand Cuts → Dash → Parry → Do You Bleed? → back to Thousand Cuts. Visual & Audio Feedback: Distinct glow or particle effects indicate the ability is active. Optional sound cues signal activation and expiration. Goal: Implement a timed defensive ability that affects all attacks, heals based on each ability’s base damage, and integrates smoothly into the existing ability cycle. Edit v6: Adjust the Samurai Sword so it’s the same size as a regular Minecraft sword and is held the same way in third and first person. Edit v7: Fix the Samurai Sword item model so it’s held like a traditional katana in both first-person and third-person views, angled forward and lower in the player’s hand. Use the following JSON model definition for the item: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [20, -100, 60], "translation": [0, 3.5, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [20, 100, -60], "translation": [0, 3.5, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-10, -90, 10], "translation": [1, 3, 1], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [-10, 90, -10], "translation": [1, 3, 1], "scale": [1, 1, 1] } } } Edit v9: Fix the Samurai Sword item model so it’s held like a traditional katana in both first-person and third-person views, angled forward and slightly downward in the player’s hand. Use the following JSON model definition for the item: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [15, -90, 150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [15, 90, -150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-20, -75, 80], "translation": [0.8, 2.8, 0.8], "scale": [1.2, 1.2, 1.2] }, "firstperson_lefthand": { "rotation": [-20, 75, -80], "translation": [0.8, 2.8, 0.8], "scale": [1.2, 1.2, 1.2] } } } Edit v10: update the json for it again one last time, with this json: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [15, 0, 150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [15, 0, -150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-20, 0, 80], "translation": [0.8, 2.8, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [-20, 0, -80], "translation": [0.8, 2.8, 0.8], "scale": [1, 1, 1] } } } Edit v11: okay, this time it should work. use this json for the sword: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [75, 0, 20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [75, 0, -20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [80, 0, 10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [80, 0, -10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] } } } Edit v12: update the json of the sword again one last time with this json: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [75, -90, 20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [75, 90, -20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [80, -90, 10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [80, 90, -10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] } } } Edit v13: Rename the weapon to Samurai Katana. Set the base melee damage of the Samurai Katana’s normal attack to 6 attack damage. Do not alter the behavior, or damage values of any special abilities tied to the weapon. Ensure attack speed, critical hits, and all ability functions remain exactly the same. change the cooldown abilities of the moves to the following: thousand cuts: 15 seconds phantom dash: 20 seconds parry: 10 seconds do you bleed?: 30 seconds Edit v15: update the samurai katana to this recipe: Top left slot: Iron Ingot Top middle slot: Gold Ingot Top right slot: Iron Ingot Middle left slot: Empty Middle middle slot: Redstone Dust Middle right slot: Empty Bottom left slot: Empty Bottom middle slot: Stick Bottom right slot: Empty
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Nov 7, 2025, 12:43 PM
User request: Create a custom item called Samurai Sword with the following functionality: Core Features Acts as a melee weapon with three unique abilities. Press R to cycle abilities in this order: Thousand Cuts → Phantom Dash → Parry → back to Thousand Cuts. The selected ability is shown briefly above the hotbar (e.g., “Current Ability: Phantom Dash”). Abilities are activated by Right-clicking while holding the sword. Each ability has its own cooldown and visual/audio effects. The selected ability persists in item data across world reloads. Abilities 1️⃣ Thousand Cuts On activation, the player steps back 3 blocks instantly. After a short delay (~0.5s), they unleash a flurry of fast slashes in a 5-block cone in front. Affected enemies take several small hits totaling heavy but balanced damage. Includes sword-swipe particles and sound effects. 2️⃣ Phantom Dash On activation, the player dashes through the nearest enemy within 6 blocks. Both the player and target freeze for ~1 second, then the target takes a large burst of damage. Adds motion blur and impact particles. If no valid target is found, play a “miss” sound and cancel the effect. 3️⃣ Parry When activated, the player enters a 1-second defensive stance. During this window, any melee damage that would hit the player is completely negated and reflected back at the attacker. Emits a sharp metallic “clang” sound and spark particles when triggered. If no attack occurs during the window, nothing happens and the cooldown still applies. Controls R Key → Cycle between abilities Right-click → Activate the selected ability Cooldowns: 8s (Thousand Cuts), 10s (Phantom Dash), 5s (Parry) Goal Implement a Samurai Sword that lets players fluidly switch between three combat techniques — Thousand Cuts, Phantom Dash, and Parry — using the R key, each with its own effects, balance, and cooldown, providing dynamic, skill-based combat. Edit v2: Refine Samurai Sword Combat (Sound & Ability Polish) Thousand Cuts (Multi-Slash Combo) Replace the single hit with a rapid series of light slashes that occur over ~2 seconds. Each slice deals minor damage, but the full combo totals significant output. The player steps back exactly 3 blocks, not jumping or teleporting. Include synchronized sword-swing sounds, slash trails, and particles for every hit. Phantom Dash (Through-the-Enemy Fix) When used, the player dashes through the targeted enemy, not stopping early. Ends up 2–3 blocks behind the enemy, facing them. Both freeze briefly before the enemy takes a burst of heavy damage. Add a swift whoosh or wind-cut sound and sword-draw visual streak during the dash. Parry (Enhanced Feedback & Sound) Reflects melee and projectile attacks back at the attacker, dealing and reflecting the exact same damage they would have gave. Projectiles should retain high speeds and are redirected accurately toward the attacker. When a parry succeeds, create and play a distinct metallic “clang” sound for satisfying feedback. Add short spark and slice particle effects synced to the sound. Goal: Perfect the Samurai Sword’s abilities with full audiovisual polish: smooth multi-slash Thousand Cuts, cinematic Phantom Dash that slices through foes, and a reactive Parry that reflects attacks with a crisp, metallic clang and matching particles. Edit v3: Refine Samurai Sword – Thousand Cuts, Parry, and Perfect Parry Thousand Cuts (Multi-Slash Combo) Fix issue where most hits fail to register due to mobs’ default invulnerability frames. Temporarily bypass or reduce damage cooldown for targets only during the combo. All slashes deal minor damage rapidly; total combo damage remains balanced. After the combo ends, targets’ invulnerability frames return to normal. Keep all audiovisual effects: slash trails, sword-swing sounds, and particles. Parry (Enhanced with Projectile Fix) Reflects melee and ranged attacks as normal. Fix the bug where reflected projectiles fall to the ground: Projectiles now maintain their original speed, trajectory, and special properties (explosions, critical hits, effects) back toward the attacker. Visual and audio feedback remain synchronized with the standard Parry. Perfect Parry (Timing-Based Bonus) Attacks parried within the first 0.3 seconds of activation count as a Perfect Parry. Reflected damage is doubled. Enhanced audiovisual feedback: powerful clang sound and intensified particles. Applies to both melee and ranged attacks. After the 0.3-second window, attacks reflect normally with standard damage and effects(works exact same as before, the exact same damage of the attack reflects to the enemy). Goal: Ensure Thousand Cuts hits register fully without breaking vanilla balance. Fix projectile reflection in Parry while keeping existing Parry behavior unchanged. Add skill-based Perfect Parry timing, rewarding precision with increased damage and audiovisual effects. Maintain all audiovisual polish for all abilities. Edit v4: Refine Samurai Sword – Thousand Cuts & Dash Enhancements Thousand Cuts (Multi-Slash Combo) Player performs a precise backstep before starting the slice combo (1–2 blocks). During the combo: The player is frozen in place. Each slice that successfully hits the enemy applies a brief stun to that target. Missed slices do not stun. Fix issue where mobs do not recognize the player as hostile during Thousand Cuts due to invulnerability frame bypass. Hitting them with this or another move should correctly flag them as attacking the player. All audiovisual effects remain: slash trails, sword sounds, and particles. Dash (Through-the-Enemy Attack) Player dashes through the target, ending 2–3 blocks behind them. Both player and target freeze briefly at the moment of impact. After the freeze, the enemy remains briefly stunned to allow the player space to reposition. Fix issue where ranged mobs can still attack the player during the frozen moment. Perfect Parry (Visual Feedback) Provide a clear visual indication when a Perfect Parry occurs (designer’s choice for effect, e.g., intensified sparks or a glow around the sword). Goal: Ensure Thousand Cuts lands fully with proper backstep, freezes the player during attack, and stuns only on successful hits. Fix target recognition for mobs after Thousand Cuts. Improve Dash so it freezes correctly, gives a post-impact stun to the enemy, and prevents ranged attacks during the impact. Enhance Perfect Parry feedback visually. Edit v5: Add “Do You Bleed?” Ability to Samurai Sword (Affects All Attacks, Ordered After Parry) Ability Overview: “Do You Bleed?” is a defensive-sustain ability for the Samurai Sword, designed to temporarily sacrifice damage for survivability. Functionality: Activates for 15 seconds. after it ends, it should have a 30 second cooldown. While active, all attacks, including special abilities (Thousand Cuts, Phantom Dash, Parry, etc.), deal 50% of their normal damage. Healing: Each successful hit restores 25% of the ability’s base damage (not the halved damage). Example: If Thousand Cuts normally deals 4 damage per slice, during “Do You Bleed?” each slice heals the player 1 while dealing 2 damage to the enemy. Activation Order: Appears directly after Parry in the ability rotation: Thousand Cuts → Dash → Parry → Do You Bleed? → back to Thousand Cuts. Visual & Audio Feedback: Distinct glow or particle effects indicate the ability is active. Optional sound cues signal activation and expiration. Goal: Implement a timed defensive ability that affects all attacks, heals based on each ability’s base damage, and integrates smoothly into the existing ability cycle. Edit v6: Adjust the Samurai Sword so it’s the same size as a regular Minecraft sword and is held the same way in third and first person. Edit v7: Fix the Samurai Sword item model so it’s held like a traditional katana in both first-person and third-person views, angled forward and lower in the player’s hand. Use the following JSON model definition for the item: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [20, -100, 60], "translation": [0, 3.5, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [20, 100, -60], "translation": [0, 3.5, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-10, -90, 10], "translation": [1, 3, 1], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [-10, 90, -10], "translation": [1, 3, 1], "scale": [1, 1, 1] } } } Edit v9: Fix the Samurai Sword item model so it’s held like a traditional katana in both first-person and third-person views, angled forward and slightly downward in the player’s hand. Use the following JSON model definition for the item: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [15, -90, 150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [15, 90, -150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-20, -75, 80], "translation": [0.8, 2.8, 0.8], "scale": [1.2, 1.2, 1.2] }, "firstperson_lefthand": { "rotation": [-20, 75, -80], "translation": [0.8, 2.8, 0.8], "scale": [1.2, 1.2, 1.2] } } } Edit v10: update the json for it again one last time, with this json: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [15, 0, 150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [15, 0, -150], "translation": [0, 3.2, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [-20, 0, 80], "translation": [0.8, 2.8, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [-20, 0, -80], "translation": [0.8, 2.8, 0.8], "scale": [1, 1, 1] } } } Edit v11: okay, this time it should work. use this json for the sword: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [75, 0, 20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [75, 0, -20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [80, 0, 10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [80, 0, -10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] } } } Edit v12: update the json of the sword again one last time with this json: { "parent": "minecraft:item/handheld", "textures": { "layer0": "samurai-sword-c7rwrieu:item/samurai_sword_c7rwrieu" }, "display": { "thirdperson_righthand": { "rotation": [75, -90, 20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "thirdperson_lefthand": { "rotation": [75, 90, -20], "translation": [0, 3, 0.5], "scale": [0.85, 0.85, 0.85] }, "firstperson_righthand": { "rotation": [80, -90, 10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] }, "firstperson_lefthand": { "rotation": [80, 90, -10], "translation": [0.8, 2.7, 0.8], "scale": [1, 1, 1] } } } Edit v13: Rename the weapon to Samurai Katana. Set the base melee damage of the Samurai Katana’s normal attack to 6 attack damage. Do not alter the behavior, or damage values of any special abilities tied to the weapon. Ensure attack speed, critical hits, and all ability functions remain exactly the same. change the cooldown abilities of the moves to the following: thousand cuts: 15 seconds phantom dash: 20 seconds parry: 10 seconds do you bleed?: 30 seconds
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