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limb-system

Combat Injuries and Effects

Scaled limb health, missing limbs, bleeding, Crippling, healing, and Cannibal effects.

Limb health

Each tracked section has 50% of the entity's max health, with 10 HP as the normal value for a 20 HP player. The tracked sections are head, left arm, right arm, left leg, and right leg.

Hits use entity hit profiles. The system first tries the damage hit ray, then the nearest source point, then the profile fallback target. Body hits do not damage a limb section.

ProfileLimb targets
Players, Burned Men, zombies, skeletons, villagers, illagers, witches, piglinsHead, arms, legs, body
Cows, pigs, sheep, goats, horses, llamas, hoglinsHead, front legs, hind legs, body
RabbitsSmall quadruped head, front legs, hind legs, body
ChickensHead, wings, legs, body
CreepersHead, two leg targets, body
Spiders and cave spidersHead and body
Cod, salmon, tropical fish, pufferfish, squid, glow squidNo limb health tracking
Other living entitiesShape fallback: tall entities use humanoid, flat entities use quadruped, others use head/body

Limb damage modifiers

SourceLimb effect
Base hitLimb damage equals normal damage
Axe hit+1 limb damage
Crippling enchantment+1 limb damage per level, up to level 5
Critical hitLimb damage is multiplied by 1.5
Ranger Crippling Shot skill+1 limb damage for player bow/crossbow projectiles
Berserker Deep Cuts skill+1 limb damage with axes against bleeding targets

The Crippling enchantment supports sharp weapons, uses the main hand slot, has max level 5, appears in normal enchanting/non-treasure sources, and is configured as part of the damage-exclusive enchantment set.

Missing limbs

If a non-head section reaches 0 HP, it becomes missing and spawns particles plus a visual item drop. Humanoid player, villager, and wandering trader limb drops are Human Flesh. Animal profiles drop their matching meat/leather where configured, creepers drop Sulfur Dust, skeleton-family mobs drop Bone, and other mobs fall back to Rotten Flesh.

Humanoid missing arms apply Crippled: Missing Arms and reduce block break speed by 35%. Missing movement limbs apply Crippled: Missing Legs and reduce movement speed by 15%. For quadrupeds, both front and hind leg targets count toward the movement penalty. Effect amplifier tracks how many relevant parts are missing.

If the head reaches 0 HP, the target takes 6 damage, which is a 3-heart penalty. If that penalty would kill, the head is marked missing, a head or fallback drop is spawned, and the target dies.

Healing limbs

Normal healing also restores the same amount of HP to every injured limb section. Missing limbs are restored only after that section heals back to full.

Players with injured limbs passively heal 1 limb HP every 40 ticks while fed: food level at least 18, or any saturation. Each passive heal costs 1 exhaustion.

Death resets limb state. Missing-limb visuals are synced to nearby players within 128 blocks.

Client sync/render cleanup clears stale limb visuals when entities are removed and hides model parts according to the active profile.

Bleeding

Bleeding deals 1 damage plus amplifier. Moving targets bleed every second; still targets bleed every 2 seconds. A target counts as moving when horizontal movement is at least 0.0036 distance squared that tick. Skeleton-family mobs are immune.

Cannibal

Human Flesh restores 4 hunger with 0.1 saturation, applies Hunger for 30 seconds, and applies Cannibal for 5 minutes. Cooked Human Flesh restores 8 hunger with 0.8 saturation and applies Cannibal for 10 minutes.

While Cannibal is active, eating normal food only gives half of the saturation it would normally add. Killing a humanoid target while Cannibal is active grants Strength I for 8 seconds and heals 2 HP. Humanoid targets include players, zombies, skeleton-family mobs, piglins, illagers, witches, and Burned Men.

During the final 30 seconds of Cannibal, Weakness I is repeatedly refreshed for 3 seconds at a time.