{"id":122112,"date":"2026-06-07T07:20:36","date_gmt":"2026-06-07T04:20:36","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/pknockback\/"},"modified":"2026-06-07T07:20:36","modified_gmt":"2026-06-07T04:20:36","slug":"pknockback","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/pknockback\/","title":{"rendered":"PKnockBack"},"content":{"rendered":"<p># PKnockBack<\/p>\n<p>### Feature Introduction<br \/>\nA free knock back plugin that works.<\/p>\n<p>### Config preview<br \/>\n&#8220;&#8220;yml<br \/>\n# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #<br \/>\n#                                                               #<br \/>\n#    __             __   __        __        __                 #<br \/>\n#   |__) |__\/ | | \/   \/  ` |__\/ |__)  \/  \/  ` |__\/           #<br \/>\n#   |    |   | | __\/ __, |   |__) \/~~ __, |             #<br \/>\n#                                                               #<br \/>\n#   Configuration file                                          #<br \/>\n# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #<\/p>\n<p># How PKnockBack calculates the final knockback:  [ ######################################## ]<br \/>\n# LF(kb) =<br \/>\n#         b0 + ((k * original_knockback) + b) *   [ The linear part of the knockback         ]<br \/>\n#         Clip((1 + ping * pm)) *                 [ Ping compensation                        ]<br \/>\n#         (1 + critic_rate * cm) *                [ Critical hit compensation (Clipped to 0) ]<br \/>\n#         (1 + sm) *                              [ Occurs only if the player is sprinting   ]<br \/>\n#         (1 + rm)                                [ Randomness                               ]<br \/>\n# NL(kb) = LF(kb) ->                              [ The final knockback                      ]<br \/>\n#          ComboClip() ->                         [ If the player is in a combo              ]<br \/>\n#          PermissionClip()                       [ If the player has a specific permission  ]<br \/>\n# The NL(kb) is what the player receives          [ ######################################## ]<\/p>\n<p># &#8212;&#8212;&#8212; ! Do notice that PKnockBack is NOT an anti-cheat plugin ! &#8212;&#8212;&#8212; #<br \/>\n# Hackers can reduce their own knockback by modifying the client                #<br \/>\n# Hackers can spoof their ping, critical rate, and sprinting status             #<br \/>\n# Hackers can gain unfair advantages, regardless of the knockback settings!     #<br \/>\n# You need to use an anti-cheat plugin to prevent hackers from cheating         #<br \/>\n# &#8212;&#8212;&#8212; &#8211; &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; &#8211; &#8212;&#8212;&#8212; #<\/p>\n<p># Debug mode                                                                                 #<br \/>\n# Print debug messages to the console if enabled<br \/>\n# Can be useful when you are modifying the configuration<br \/>\n# Can also be useful if you&#8217;ve encountered any issues and want to report them<br \/>\ndebug: false<\/p>\n<p># The linear part of the knockback                                                           #<br \/>\n# K stands for the most basic linear modifier of the original knockback<br \/>\nk:<br \/>\n  vertical: 1.0<br \/>\n  horizontal: 3.0<br \/>\n# B is a constant that is added to the knockback<br \/>\nb:<br \/>\n  vertical: 0.4<br \/>\n  horizontal: 0.0<br \/>\n# B0 is a constant that is added to the knockback and not affected by the linear modifier<br \/>\nb0:<br \/>\n  vertical: 0.0<br \/>\n  horizontal: 0.0<\/p>\n<p># Ping compensation                                                                          #<br \/>\n# PM stands for the ping modifier.<br \/>\n# A value of 0.0 means that the ping will not affect the knockback<br \/>\n# A value of 0.1 means that the knockback will be increased by 10% for each 100ms of ping<br \/>\n# A value of -0.1 means that the knockback will be decreased by 10% for each 100ms of ping<br \/>\n# The knockback will be cancelled entirely if the ping is higher than 1000ms in this case<br \/>\n# Increase this value to better low-latency players&#8217; gameplay, vice versa<br \/>\npm:<br \/>\n  vertical: 0.0<br \/>\n  horizontal: 0.0<\/p>\n<p># Critical hit compensation                                                                  #<br \/>\n# CM stands for the critical hit modifier.<br \/>\n# A value of 0.0 means that the critical hit will not affect the knockback<br \/>\n# A value of 0.1 means that the knockback will be increased by 10% * the critical rate<br \/>\n# A value of -0.1 means that the knockback will be decreased by 10% * the critical rate<br \/>\n# Avoid using negative values less than -1 to prevent the knockback from being reversed<br \/>\n# The critical rate is it of the victim, not the attacker<br \/>\n# The critical rate is a value between 0 and 1 (counted in real-time)<br \/>\n# Decreasing this value will make the critical hit combos harder to achieve, vice versa<br \/>\ncm:<br \/>\n  vertical: 0.0<br \/>\n  horizontal: 0.0<\/p>\n<p># Sprinting compensation                                                                     #<br \/>\n# SM stands for the sprinting modifier.<br \/>\n# A value of 0.0 means that the sprinting will not affect the knockback<br \/>\n# A value of 0.1 means that the knockback will be increased by 10% if the player is sprinting<br \/>\n# A value of -0.1 means that the knockback will be decreased by 10% if the player is sprinting<br \/>\n# In scenarios where players meet each other while sprinting,<br \/>\n# An increase in the sprinting modifier will make them more possible to knockback each other<br \/>\n# This is useful in BedWars, SkyWars, and other PvP games<br \/>\nsm:<br \/>\n  vertical: 0.0<br \/>\n  horizontal: 0.0<\/p>\n<p># Randomness                                                                                 #<br \/>\n# RM stands for the randomness modifier.<br \/>\n# A value of 0.0 means that the knockback is not randomized to any extent<br \/>\n# A value of 0.1 means that the knockback will be increased by 0~10% randomly<br \/>\n# Do not use negative values or the behavior is undefined (Aka UB)<br \/>\n# Increase this value to make the knockback more unpredictable, vice versa<br \/>\n# Randomized knockback can let players of aliked skills win each other out of luck sometimes<br \/>\n# If you focus on the skill-based gameplay, keep this value as 0<br \/>\nrm:<br \/>\n  vertical: 0.0<br \/>\n  horizontal: 0.0<\/p>\n<p># ComboClip                                                                                 #<br \/>\n# ComboClip clips the horizontal knockback if the player is in a combo<br \/>\n# This makes it easier for the player to escape from the combo<br \/>\n# A value of 0.0 means that the horizontal knockback will be clipped entirely<br \/>\n# A value of 0.01 means that the horizontal knockback will be clipped to 0.01block\/tick<br \/>\ncc:<br \/>\n  enabled: true<br \/>\n  height: 0.2<br \/>\n  vertical: 0.0<\/p>\n<p># PermissionClip                                                                            #<br \/>\n# PermissionClip clips the knockback if the player has a specific permission<br \/>\n# This makes the YouTubers, streamers, and other players who want to show off their skills<br \/>\n# This is unfair, I know, but it&#8217;s a feature that some servers may want to have lol<br \/>\n# The permission is pkb.clip (Not included in the op&#8217;s default permissions)<br \/>\n# A value of 0.01 means that the horizontal knockback will be clipped to 0.01block\/tick<br \/>\npc:<br \/>\n  horizontal: 0.01<br \/>\n  vertical: 0.01<\/p>\n<p># Instant knockback                                                                     #<br \/>\n# Instant knockback is a patch for MC 1.18-1.21 that allows players to receive knockback instantly<br \/>\n# This patch, however, brings some IO to the Main thread, and may cause some lag spikes<br \/>\n# If you prefer performance to instant knockback, you can disable this feature<br \/>\ninstant: true<\/p>\n<p># Anti jump reset<br \/>\n# Anti jump reset is a patch for MC, especially for 1.8-1.12,<br \/>\n# This patch prevents players from escaping the knockback by jumping<br \/>\n# This patch, though, lags the knockback a bit (50ms) and may cause some issues with other plugins<br \/>\nanti_jump_reset: false<\/p>\n<p># Advanced Options                                                                                 #<br \/>\n# Documentation to these configurations are intentionally withheld from casual users.<br \/>\n# Some parameters employ nonlinear transforms.<br \/>\n# Misapplication may cause unpredictable knockback behaviors or gameplay-disrupting feedback loops.<br \/>\n# Some parameters require calibration under network jitter\/lag simulations.<br \/>\n# Replicating these adjustments demands specialized diagnostic methodologies.<br \/>\n# Some parameters are in high-dimensional systems.<br \/>\n# They demonstrate extreme sensitivity to input variations, necessitating sub-percent precision tuning.<br \/>\n# Apply for the access via our Discord if you really know what you are facing.<br \/>\n# https:\/\/discord.gg\/Ye5yejRmUb<br \/>\nadv:<br \/>\n  rm:<br \/>\n    ph: 1<br \/>\n    pv: 1<br \/>\n  spr:<br \/>\n    ps: 0<br \/>\n    pns: 0<br \/>\n  pe:<br \/>\n    as: false<br \/>\n  cc:<br \/>\n    fr: 0.0<br \/>\n  dc: &#8220;&#8221;<br \/>\n  sum:<br \/>\n    p: 20<br \/>\n    h: 10<br \/>\n&#8220;&#8220;<\/p>\n<p>### Contact<br \/>\nhttps:\/\/discord.gg\/Ye5yejRmUb<\/p>\n<p>### Server setups<br \/>\nYou may not redistribute the jar of this plugin within your server setup, but you may redirect your users to this page if you wish.<br \/>\nYou are free to redistribute the configuration of this plugin.<\/p>\n<p>### Note<br \/>\nConsider paying a fair price to support our development.<\/p>\n<p>### Demo<br \/>\nFor full GIF click (20MB) ><br \/>\nhttps:\/\/i.ibb.co\/FKK6Czr\/poc.gif<\/p>\n","protected":false},"excerpt":{"rendered":"<p>1.7.x-1.21.x support, ping compensation, anti jump reset &#038; 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