Click Combo System
The click combo system allows you to create complex input sequences for spell casting.click_combo
Main entry point for click combo mechanics.Duration in seconds for input window
Combo type:
NORMAL, QUICK, WYNN_WAND, WYNN_WEAPONEnable debug messages
Click Combo Types
NORMAL
Standard 3-input combo system with visual indicators.- Shows ”「」「」「」” subtitle display
- Accepts LEFT, RIGHT, DROP, SWAP inputs
- 3 maximum inputs (
input_counter_max=3)
QUICK
2-input quick-cast combo for faster spell execution.- Shows ”「」「」” subtitle display
- Starts with SWAP input automatically
- 2 maximum inputs (
input_counter_max=2) - Supports crouch modifier for extended combos
WYNN_WAND
Wynncraft-style wand casting (right-click focused).- Starts with RIGHT input
- 3 maximum inputs
- No visual subtitle by default
WYNN_WEAPON
Wynncraft-style weapon casting (left-click focused).- Starts with LEFT input
- 3 maximum inputs
- No visual subtitle by default
Input Detection
click_combo-sendinput Detects and processes player inputs.Input key:
LEFT, RIGHT, DROP, SWAPExecution
click_combo-executeskill Executes the skill associated with the completed input combo.- Checks if
input_countermatchesinput_counter_max - Plays success sound (experience_orb.pickup)
- Displays green success subtitle
- Executes skill from
skill.<input_combo>parameter
Variables
Raw input string (e.g., “LRL” for LEFT+RIGHT+LEFT)
Formatted display string with visual characters
Current number of inputs entered
Maximum inputs allowed (2-3 depending on type)
Force Interrupt
click_combo-force_end Forces combo to end (triggered by stun or manual cancel).- Displays red “Interrupted!” message
- Clears all combo variables
- Removes clickcombo-input aura
Combo System
Simple combo counter for melee attacks.combo-apply
Maximum combo count
Reset delay in seconds
Combo display name
Reset combo when hit by enemy
Reset after final combo hit
combo-hit
Increments combo counter and executes combo skill.- Increments
caster.<id>-currentcombo - Executes skill from
skill.<currentcombo>parameter - Displays combo count in action bar
Hit Evaluation
Evaluates vanilla Minecraft hit types for enhanced melee mechanics.hit_evaluate
Determines hit type based on player state. Hit Types:Triggered when attack cooldown ≤ 0.9
Normal ground hit
Hit while sprinting (not crouching)
Hit while crouching on ground
Hit while in air (altitude 0-3 blocks)
Critical hit (falling speed >0.1)
skill.var.hit variable to hit type string.
Moveset System
Advanced combo system with hit type variations.Moveset
Maximum number of combo moves
Reset delay in seconds
Unique identifier for this moveset
Display name for moveset
Skills for each combo position (1, 2, 3…)
Skill for weak hits
Skill for critical hits
Skill for sprint hits
Skill for uppercut hits
Skill for aerial hits
Example
Target Selection
Interactive target selection system with reticle.select_target
Selection mode:
LOCATION, ENTITY, ANYMaximum selection range
Selection area radius
Selection window duration in seconds
Show debug particles
Skill to execute on selection
Skill to initialize marker appearance
Location Targeting
- Traces forward from eye location
- Traces down to find ground
- Summons target_marker-block entity
- Swing to confirm selection
Entity Targeting
- Raytrace to entities in view
- Tracks nearest entity in cone
- Updates marker to follow target
- Swing to confirm selection
Spell Cycling
Legacy system for cycling through spells (deprecated).spell-cycle-cast
Casts the active spell from cycle.Current active spell index (1-9)
Maximum number of spells in cycle