limb-system
Combat Injuries and Effects
Limb health, missing limbs, bleeding, Crippling, healing, and cannibalism.
Limb health
Each tracked section has 15 HP. Players and humanoids track head, left arm, right arm, left leg, and right leg. Other entity profiles can track front/hind legs, wings, body-only targets, or head/body targets depending on shape.
Hits now use entity hit profiles. The system first tries the damage hit ray, then the nearest source point, then the profile fallback target. Profiles cover players, Burned Men, common humanoids, quadrupeds, rabbits, chickens, creepers, spiders, and limbless fish/squid-style mobs, with a shape-based fallback for other living entities.
Limb damage modifiers
| Source | Limb effect |
|---|---|
| Base hit | Limb damage equals normal damage |
| Axe hit | +1 limb damage |
| Crippling enchantment | +1 limb damage per level, up to level 5 |
| Critical hit | Limb damage is multiplied by 1.5 |
The Crippling enchantment is for melee/sharp weapons, max level 5, and is exclusive with the vanilla damage enchantment set.
Missing limbs
If a non-head section reaches 0 HP, it becomes missing and spawns a visual drop. Missing arms apply Crippled: Missing Arms. Missing legs apply Crippled: Missing Legs.
Missing arms reduce block break speed by 35%. Missing legs reduce movement speed by 15%. The effect amplifier tracks whether one or two matching limbs are missing.
If the head reaches 0 HP, the target takes a 3-heart penalty. If that penalty would kill, the head is marked missing and the target dies.
Healing limbs
Normal healing can also heal limb HP. Players with injured limbs passively heal limb HP while fed: food level at least 18, or any saturation. This healing costs exhaustion.
Death resets limb state. Missing-limb visuals are synced to nearby players within 128 blocks.
Client sync/render fixes clear stale limb visuals when entities are removed and hide model parts according to the active profile, so missing-limb displays are less likely to linger or target the wrong shape.
Bleeding
Bleeding deals 1 damage plus amplifier. Moving targets bleed every second; still targets bleed every 2 seconds. Skeleton-family mobs are immune.
Cannibal
Eating Human Flesh applies Hunger and Cannibal. Eating Cooked Human Flesh applies a longer Cannibal effect. During the final 30 seconds of Cannibal, Weakness is repeatedly refreshed.