Stand

Unreleased content*This article mentions features which are currently in development and are not publicly released yet.*

## Overview

Stands are one of the key features of Ripples of the Past mod. Created by the power of the Arrows, Stands are the manifestation of their user's fighting spirit. Currently, the mod only features "active" Stands, the primary type of Stands. "Active Stands" can be freely controlled by their user and can only be seen by other Stand Users and damaged by other Stands. Damage dealt to a Stand is reflected onto its user and vice versa.

Further Stand types are not yet implemented, but are planned.

It is impossible to have more than one Stand, but it is possible to have a Stand alongside another power, such Hamon or Vampirism.

## Obtainment

Stands are obtained upon using, or being shot with, a Stand Arrow with a minimum amount of XP levels for the lowest tier. Currently, with default settings, there are no Stands in any Tiers lower than 5, and as such you must meet the XP requirement of Tier 5, being 30 levels. Keep in mind that every Stand's respective tier, as well as the XP requirements for each tier, can be adjusted in the mod's config. Additionally, the config also allows you to blacklist specific Stands from Arrows, as well as disabling the tier system altogether.

### Tier 5 Stands (30 XP Levels)

* Hierophant Green
* Magician's Red
* Silver Chariot
* Crazy Diamond

### Tier 6 Stands (45 XP Levels)

* Star Platinum
* The World

## Using Stands

### Controls

Stands make use of the controls listed below. Keep in mind that the listed keybinds are only the default keybinds and can always be changed in the player's controls.

* **Mode: Stand (K)** - Toggles the Stand's HUD. While the HUD is up, Left Click will use the highlighted Attack and Right Click will use the highlighted Ability. Mouse 3 will utilize the Stand's selected Quick Action. The HUD, as well as all attacks and abilities, can also be utilized while the Stand isn't called out, though keep in mind that *some attacks and abilities will automatically call out your Stand* when used.
* **Summon Stand (M)** - Calls out or withdraws the player's Stand. If called out while the HUD wasn't already active, this will automatically activate the HUD, then deactivate it when the Stand is withdrawn.
* **Stand Remote Control (O)** - Switches to the Stand's point of view and allows you to directly control its movements. Pressing the key again will return control to the player. *If the player exits Remote Control while sneaking*, the Stand will be deployed and will not return to the player.
* **Attack Hotbar (V)** - While held, the player's hotbar controls will switch from the player's own hotbar to their Stand's Attack Hotbar. Like the player's own hotbar, you can use the mouse wheel or number keys to select an attack.
* **Ability Hotbar (B)** - While held, the player's hotbar controls will control the Stand's Ability Hotbar instead, allowing them to select an Ability with the mouse wheel or number keys.
* **Mode Scroll (None)** - Cycles through the player's Stand HUD, Power HUD and no HUD.
* **Scroll Attack (None)** - Cycles through your Attack hotbar. While sneaking, this will cycle backwards instead.
* **Scroll Ability (None)** - Cycles through your Ability hotbar. While sneaking, this will cycle backwards.
* **Disable Hotbars (ALT)** - While held, Left Click, Right Click and Middle Click will function as normal and will not use any Attacks or Abilities. This keybind will be added in 0.2.2.
* **Quick Access Slot (Middle Click)** - In 0.2.2 onward, the player gets a dedicated Quick Access Slot for their Stand and their power. This key will utilize the ability in that slot. In older versions, Middle Click will always use the current HUDs first Ability.
* **Edit Hotbars Layout (#)** - In 0.2.2 onward, players are able to customize their hotbars for their Stand and power respectively. This allows them to re-arrange the individual hotbars, hide moves altogether and toggle the display of the Quick Access Slot.

### Stamina

Stands make use of the user's *stamina*, which is quantified by a multi-colored bar ranging from green to red with a lightning bolt icon next to it. Attacks and abilities generally use up stamina, though usually don't require any to work. While below 50%, *your Stand will grow weaker* based on how much stamina is remaining, decreasing all of its stats.

Stamina *passively recharges* while not making any use of it and recharges faster while the Stand is not called out. If the user is also a Hamon User, the speed of the stamina regeneration will be increased depending on the user's *breathing* stat. Vampires also gain a bonus to their stamina regeneration and maximum amount, depending on their *current level of blood*.

The stamina mechanic can be *disabled* in the mod's config.

### Stand Stats

Every Stand's capabilities are categorized into 6 different stats, most of which can be edited by using a Config Datapack. These stats affect your stand's performance and can change depending on its development if configured within a Datapack. As of version 0.2.2, your stand's stats are displayed in the Pause Menu with a ranking from E to A.

* **Power** - Determines the *damage output* of the Stand's attacks, which blocks the Stand is capable of breaking with its attacks and the strength of its Stand Leap. Power also somewhat affects a Stand's damage resistance.
* **Speed** - Determines a Stand's *movement speed*, the *speed of its attacks*, the *maximum hit count of its barrage* and the recharge rate of its Stand Leap.
* **Durability** - Determines the *damage resistance* of a Stand, as well as your *available stamina*. The recharge rate of your stamina is percentage-based, and thus takes the same time to recharge regardless of your Stand's Durability.
* **Precision** - Determines the Stand's *hitbox detection* and *Projectile Accuracy*. Additionally plays a role in Barrage damage. Stands with higher Precision generally have an easier time hitting their targets. This stat also greatly affects the *time window for Parrying*.
* **Range** - Range consists of two parts: Effective Range and Maximum Range. A Stand can move around freely, but *cannot move any further from its user than its Maximum Range*. Effective Range is usually smaller than Maximum Range and affects the distance from its user at which a Stand can operate at full strength. Once *outside of its Effective Range, a Stand's strength will gradually fall off* from 100% down to 25% at its Maximum Range. Unlike the above stats, Range cannot be configured to change depending on a Stand's development.
* **Developmental Potential** - Developmental Potential is the only stat that cannot be directly edited and is a purely cosmetic Stat to measure how much development the Stand has left. Potential will decrease as the Stand's user gains resolve levels and trains any trainable abilities. When a Stand's development is complete, the ranking is "∅", meaning "complete".

### Resolve and Development

The Stand HUD has a second bar as well, quantifying the user's current Resolve. This bar, using the color of the user's Stand, has several components to it. The bar itself will fill up as you fight *hostile mobs or other players*, increasing by *taking, dealing or blocking damage*. This is more effective during PvP, as other players with powers increase your Resolve bar much faster. The bar will decrease after a while of not being increased. Filling up the Resolve bar grants the user resistance from all damage, capping at around 67%, or two-thirds of all damage.

Next to the bar itself is a number, indicating the user's current *Resolve Multiplier*. The Resolve Multiplier increases Resolve gained and can be increased in the same manner as you would increase Resolve itself, *up to 5x*. Among other ways, it is also passively increased *up to 5x* while using Remote Control, and increases further *up to 10x more* as the user's health drops lower. Lastly, typing a message in chat while a multiplier from either dealing or receiving damage is active grants *additional 1.25x boost*. All the methods mentioned above stack with each other, meaning that *at most a player can achieve a whopping 312.5x boost*, although this would be risky and impractical to do so in a real combat. Similarly to Resolve, the Resolve Multiplier will eventually drop after disengaging from combat.

The bar itself contains a *secondary transparent display*, indicating the *furthest that your Resolve has risen* since the bar was last filled. If your Resolve falls under this point, it gains an *additional 2x multiplier* that will stack with your Resolve Multiplier up until that point, allowing you to more easily catch back up to that point.

Finally, the bar's icon displays the outline of *Kanji* for "Resolve" (覚悟). Whenever a Stand user *fills up their Resolve*, they will gain a potion effect of the same name, which for the sake of understanding will be referred to as *"Full Resolve"* for the remainder of this page. Each time Full Resolve is gained, the Kanji will be filled up by a quarter and the user will *unlock new attacks and/or abilities*. Each increment of this development is referred to as a *"Stand Level"*, with players starting at 0 and being able to reach *a maximum of 4*. However, a Stand's development does not entirely rely on its Stand Level and some Stands *may require its user to train specific skills* in order to further develop the Stand, progress of which is indicated via a *small green bar* below the skill's icon, not unlike durability bars for tools in the vanilla game. Training these skills becomes *more effective with Full Resolve*.

Once a player has reached Full Resolve, all colors will shift in their vision. The aforementioned 67% damage resistance fully applies to the user during that. Additionally, attacks and abilities have *greatly reduced cooldowns* and *ignore the effects of low stamina*, allowing one to push past their own limits. Some attacks and abilities may even receive *special properties*. While in this state, the user's Resolve bar will drain, but can easily be refilled by engaging in combat. Full Resolve ends once the user runs out of Resolve or after a set amount of time. The effects and maximum duration of Full Resolve increase based on the user's Stand Level.

If the user has the "OST Resourcepack" from the Ripples of the Past Discord Server enabled, one of the anime adaptation's music tracks will play upon gaining Full Resolve. The track chosen is based on the user's Stand and as such they will hear a theme relating to the original user of that Stand from the source material. For example, if the user has Star Platinum, then upon achieving Full Resolve, they will hear either Jotaro's theme "Stardust Crusaders" or a variation of it, "Fists of Platinum".

Even after completing a Stand's development, Resolve remains an important mechanic thanks to its ability to push the user past their limits.

Stand leveling can be skipped by either disabling it in the mod's config, or obtaining a Stand in Creative mode.

### General Stand Mechanics

Although each Stand is unique and each player will find their own style of utilizing them, there are a number of mechanics that are generally shared between Stands.

* **Stand Clashes** - The go-to attack of any close-ranged power type Stand is the "barrage", a powerful flurry of quick blows. If two Stands utilize this kind of maneuver against one another, a Stand Clash ensues. The Stands will actively punch at each other while countering the other's punches with their own. During a Stand Clash, the stats of the two respective Stands will greatly influence how much damage either of them takes. Two Stands with similar stats may hardly harm each other, whereas an extremely fast and powerful Stand will greatly injure a slower and weaker Stand. As such, returning a barrage with one of your own may be a valid option of defense for a fast Stand, but may prove deadly for a slower Stand.
* **Heavy Punches** - Stands that engage in punch-based attacks often have a Heavy Punch at their disposal as well. These are slower, but more powerful attacks that are generally capable of stopping an opponent's attacks (most notably barrage) and have a chance to break their defenses.
* **Finisher Attacks** - Starting at Stand Level 1, Stands that have Heavy Punches will gain access to Finisher Attacks. As they successfully land hits, a meter next to the player's crosshair will fill. Upon reaching 50%, the meter will turn green and the Stand's Heavy Punch will be replaced with their respective Finisher Attack, an upgraded version of their Heavy Punch with additional properties. The speed of this attack is increased depending on how full the finisher meter is.
* **Blocking** - Most Stands are capable of blocking incoming attacks to reduce damage taken. The efficiency of blocking is impacted by the Stand's Power and Durability, as well as the user's stamina. Stamina also plays a role in how likely your guard is to be broken by attacks like Heavy Punches. While blocking is a great defensive option, it is impossible to regenerate stamina while doing so. Additionally, specific moves may have a guaranteed chance of breaking your guard.
* **Stand Leap** - Stand users can perform a Stand Leap by pressing Jump and Sneak while their Stand is called out and the Stand HUD is active. Depending on the power of the Stand, a Stand Leap can cause you to jump great distances, or may just be a small hop that barely outclasses a basic jump. It is important to note that Stands will greatly reduce fall damage while active, and as such a Stand Leap will never hurt you as long as you don't fall below your starting height.
* **Remote Control** - Remote Control, as described earlier, allows a user to move around their Stand manually or even deploy it if they so wish. It is important to keep your Stand's Effective Range and Maximum Range in mind, however. This feature is primarily useful for Long-Ranged Stands, but can still be utilized by Close-Ranged Stands. As of 0.2.2, speaking in chat while in Remote Control will chat as the user's Stand, making the message invisible to non-Stand users.
* **Parrying** - Striking a Stand with a regular punch as its about to perform a heavy punch will intercept the attack and parry it. The timing window for this is greatly impacted by the Stand's Precision. A successful parry may prevent the parried Stand from acting for a second.

## Related Advancements

* **Possessed by an Evil Spirit** - Get a Stand power.
* **It's Finally Shown Itself!** - Have your Stand power fully manifest.
* **My Stand Will Be the Judge!** - Defeat another Stand user.
* **My Resolve Shall Clear the Path!** - Show your resolve by fighting with your Stand.
* **Now to Unleash My Stand's Power!** - Reach Stand Level 4.
* **Huh? Can't Stand losers?** - Defeat a Stand user without having a Stand of your own.
* **Has Your Luck Left You?** - Lose a game of rock-paper-scissors... along with your Stand.

## Trivia

* The blocks a Stand can break is based off the block's durability. As a side-effect, some Stands may not be able to break wood, yet can break stone.
* The "Durability" stat in the original manga can also be translated as "Stamina" and is actually used to measure the duration for which a Stand's ability can remain active, as well as the rate at which an ability recharges (if it has to). This is actually very well in-line with the stat's functionality within the mod, though it additionally serves as literal "Durability", effectively making both translations accurate.
* The color shift of Full Resolve is a reference to the anime adaptation's frequent color shifts during dramatic scenes.
* Due to the way shaders work in Minecraft, Full Resolve won't affect any colors during Stopped Time.
* Due to how Minecraft works, it is possible to interact with blocks or even place your own in Remote Control within a certain range from the user, estimated to be around 5m. While this is unintentional, an update for proper Stand interactions of this sort is planned.
* There are considerations to restrict the Parrying mechanic to solely Silver Chariot to specifically emphasize its Precision.
* The next Stands to be added to the mod are **Killer Queen** and **Gold Experience**, who will be worked on after the 0.2.2 update.
* For April Fools Day 2023, the developer released a joke version of the mod that added a lot of additional Stands, such as Dark Blue Moon, Killer Queen, The Hand, Echoes ACT 3, Heaven's Door, Gold Experience and its Requiem form, King Crimson, Sticky Fingers, Kraft Work, Chariot Requiem, Metallica, Green Day, Stone Free, Whitesnake, C-Moon, Made in Heaven, Kiss, Weather Report, Diver Down, Limp Bizkit, Jumpin' Jack Flash, Tusk ACT 4, D4C, Soft & Wet and Wonder of U. All Stands in that version, including all previously existing Stands, were of intentionally low quality, featuring only one Attack and one Ability and using basic player models with ~~stolen~~ borrowed skins applied to them and all newly added abilities being incredibly basic and cheap.
	+ Despite being an intentionally low-effort version, some players still chose to unironically play this version even after the month of April 2023 ended.

### Changes from older versions

* Before the addition of Resolve in v0.2, Stands had a basic Experience Meter and learned new skills as the meter filled up.
* In pre-v0.2, Stamina didn't affect a Stand's stats, but was instead required to execute skills.
* Before 0.2.2, "Select Next Attack" and "Select Next Ability" were named "Scroll Attack" and "Scroll Ability" respectively
	+ "Switch Mode" was similiarly called "Mode Scroll" originally.
* In older versions of the mod, "Mode: Stand" didn't exist as a keybind, meaning players had to use "Switch Mode" instead.
	+ Similarly, "Attack Hotbar" and "Ability Hotbar" didn't exist either, making "Scroll Attack" and "Scroll Ability" the default control method.