Melee weapons. The vanilla sword and mace, plus seven shapes Obsidian adds: spear, longsword, rapier, dagger, knife, cleaver and scythe, each with its own combat behaviour.
obsidian_addons/ExamplePack/content/examplepack/item/weapon/cheese_cleaver.json
The file name is the item id.
{
"information": {
"name": "Cheese Cleaver",
"item_properties": { "max_count": 1 }
},
"material": "examplepack:cheese",
"weapon_type": "cleaver",
"attack_damage": 5.0,
"attack_speed": -3.0,
"aoe_radius": 2.5,
"aoe_damage_multiplier": 0.5
}A weapon is an item first — information, components, rendering, lore and events
all work exactly as they do there. On top of that:
| Field | Default | Meaning |
|---|---|---|
material |
required | The tier the weapon is made from. |
weapon_type |
sword |
Which shape to build. See Weapon types. |
attack_damage |
0.0 |
Damage bonus on top of the material's. |
attack_speed |
0.0 |
Attack speed modifier. Vanilla swords use -2.4, axes -3.0. |
Either a vanilla name or a pack's own item tier:
{ "material": "minecraft:diamond" }
{ "material": "examplepack:cheese" }Vanilla names are matched case-insensitively against wood, stone, copper, iron, gold,
diamond and netherite. Anything in the minecraft namespace that is not one of those fails the
entry rather than falling back. Any other namespace is looked up in the tier registry, so the tier has
to be registered first.
| Type | Behaviour | Fields it reads |
|---|---|---|
sword |
Vanilla sword. | — |
mace |
Vanilla mace, with fall-damage smashing. | mace |
spear |
Charged lunge, with speed-dependent bonuses. | spear |
longsword |
Extra reach. | reach_bonus |
rapier |
Partly bypasses armour. | armor_pierce |
dagger |
Bonus damage from behind. | backstab_multiplier |
knife |
Backstab, and optionally throwable. | backstab_multiplier, throwable |
cleaver |
Hits nearby targets too. | aoe_radius, aoe_damage_multiplier |
scythe |
Hits nearby targets too. | aoe_radius, aoe_damage_multiplier |
| Field | Default | Meaning |
|---|---|---|
reach_bonus |
0.0 |
Longsword: extra entity interaction range, in blocks, on top of the default reach. |
armor_pierce |
0.0 |
Rapier: fraction (0–1) of the target's armour dealt as additional armour-bypassing damage. |
backstab_multiplier |
1.0 |
Dagger and knife: damage multiplier when striking from behind. |
throwable |
false |
Knife: right-click throws it as a projectile, consuming one from the stack. |
aoe_radius |
0.0 |
Cleaver and scythe: radius in blocks for secondary hits. |
aoe_damage_multiplier |
0.5 |
Cleaver and scythe: fraction of the main hit applied to those secondary targets. |
An aoe_radius of 0.0 means no area hit at all, so a cleaver without one behaves like a slow sword.
Spear values are nested under spear and all default to vanilla's iron spear. Times are in seconds,
not ticks.
{
"weapon_type": "spear",
"spear": {
"charge_time": 0.95,
"damage_multiplier": 0.95,
"delay": 0.6
}
}| Field | Default | Meaning |
|---|---|---|
charge_time |
0.95 |
Charge cycle length in seconds. Attack speed works out as 1 / charge_time - 4. |
damage_multiplier |
0.95 |
Damage multiplier at full charge. |
delay |
0.6 |
Seconds before the lunge activates after release. |
dismount_time |
2.5 |
Window, in seconds, in which a dismount bonus can trigger. |
dismount_threshold |
8.0 |
Minimum speed needed to trigger the dismount bonus. |
knockback_time |
6.75 |
Window in which a knockback bonus can trigger. |
knockback_threshold |
5.1 |
Minimum speed for the knockback bonus. |
damage_time |
11.25 |
Window in which a damage bonus can trigger. |
damage_threshold |
4.6 |
Minimum speed for the damage bonus. |
Mace values are nested under mace, and every one of them is an override — leave a field out and the
weapon uses the tier's value.
{
"weapon_type": "mace",
"mace": {
"durability": 500,
"enchantability": 15,
"repairable": "c:ingots/cheese"
}
}| Field | Meaning |
|---|---|
durability |
Uses before breaking. Omit to use the material's. |
enchantability |
Enchantment quality. Omit to use the material's. |
repairable |
Item tag whose members repair it. Omit to use the material's repair items. |
- Items — everything a weapon inherits.
- Item Tiers — the
materialfield. - Ranged Weapons — bows, crossbows and tridents.
- Tools — pickaxes, axes and the rest.