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JumpBoostBar

Because who needs to build leg muscles when you can just... charge up and fly? It's not lazy, it's efficient.

This mod/plugin allows you to charge a jump by sneaking, and then release to perform a super jump! The height of the jump is determined by how long you charge it and your current Jump Boost potion effect.

Features

  • Chargeable Jumps: Hold sneak to charge, release to jump.
  • Jump Boost Integration: The higher your Jump Boost level, the higher you can jump.
  • Visual Feedback: The charge is displayed on your experience bar.
  • Cross-Platform: Works on Fabric (client-side), NeoForge (client-side), and Paper servers.

Installation

Fabric & NeoForge (Client-Side)

  1. Download the appropriate JAR file for your mod loader (Fabric or NeoForge).
  2. Place the JAR file in your mods folder.
  3. Run the game.

Paper (Server-Side)

  1. Download the Paper JAR file.
  2. Place the JAR file in your plugins folder.
  3. Restart your server.

Configuration (Paper)

The Paper plugin can be configured in the plugins/JumpBoostBar/config.yml file.

  • enabled: Enable or disable the plugin.
  • bar: The type of bar to use for the jump boost bar. Valid options are xp and bossbar.
  • actionbar-message: The message to display in the action bar when the jump boost bar is active. You can use {blocks} to display the number of blocks the player has jumped.

For Developers

This project is open source! Feel free to contribute on GitHub.

What This Setup Gives You

  • One shared codebase in common/src/main/java
  • Loader-specific bootstrap code in:
    • fabric/src/main/java
    • neoforge/src/main/java
    • paper/src/main/java
  • Independent build targets per loader from the same shared logic
  • Version knobs in gradle.properties so you can move across 1.21.x without rewriting code

Project Layout

.
|-- common/
|   `-- src/main/java/gg/literal/jumpboostbar/common/
|-- fabric/
|   |-- src/main/java/gg/literal/jumpboostbar/fabric/
|   `-- src/main/resources/fabric.mod.json
|-- neoforge/
|   |-- src/main/java/gg/literal/jumpboostbar/neoforge/
|   `-- src/main/resources/META-INF/neoforge.mods.toml
|-- paper/
|   |-- src/main/java/gg/literal/jumpboostbar/paper/
|   `-- src/main/resources/paper-plugin.yml
|-- build.gradle
|-- gradle.properties
`-- settings.gradle

Group And Coordinates

  • Group ID: gg.literal
  • Base mod id: jumpboostbar

Configured in gradle.properties.

Versioning Strategy (1.21.x Range)

Edit gradle.properties to shift target patch versions:

  • mc_version
  • fabric_api_version
  • neoforge_version
  • paper_api_version

Then build each loader module.

Example (override from command line without editing files):

./gradlew :fabric:build -Pmc_version=1.21.6

Note: each loader ecosystem has its own compatible artifact versions. Keep the 4 properties aligned per target patch.

Build Commands

./gradlew :fabric:build
./gradlew :neoforge:build
./gradlew :paper:build

Run Dev Servers

Fabric dedicated server run config:

./gradlew :fabric:runDedicatedServer

NeoForge dedicated server run config:

./gradlew :neoforge:runServer

Paper is a plugin target; drop the built jar into your Paper server plugins/ folder.

Where To Put Shared Logic

Put gameplay/business logic in common/src/main/java. Keep only loader adapters and event wiring inside each loader module.

This is the key part that prevents recoding for every loader/version.

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