Skip to main content
Input mechanics provide advanced player input detection and combo systems for MythicMobs.

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
number
default:"5"
Duration in seconds for input window
type
string
default:"NORMAL"
Combo type: NORMAL, QUICK, WYNN_WAND, WYNN_WEAPON
debug
boolean
default:"false"
Enable 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.
key
string
required
Input key: LEFT, RIGHT, DROP, SWAP

Execution

click_combo-executeskill Executes the skill associated with the completed input combo.
  • Checks if input_counter matches input_counter_max
  • Plays success sound (experience_orb.pickup)
  • Displays green success subtitle
  • Executes skill from skill.<input_combo> parameter

Variables

caster.input
string
Raw input string (e.g., “LRL” for LEFT+RIGHT+LEFT)
caster.display_input
string
Formatted display string with visual characters
caster.input_counter
integer
Current number of inputs entered
caster.input_counter_max
integer
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

maxcombo
integer
default:"3"
Maximum combo count
reset
number
default:"1"
Reset delay in seconds
name
string
default:"Unknown"
Combo display name
resetOnHit
boolean
default:"true"
Reset combo when hit by enemy
resetOnLast
boolean
default:"true"
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:
WEAK
string
Triggered when attack cooldown ≤ 0.9
HIT
string
Normal ground hit
SPRINT
string
Hit while sprinting (not crouching)
UPPERCUT
string
Hit while crouching on ground
AERIAL
string
Hit while in air (altitude 0-3 blocks)
CRIT
string
Critical hit (falling speed >0.1)
Returns: Sets skill.var.hit variable to hit type string.

Moveset System

Advanced combo system with hit type variations.

Moveset

maxmoveset
integer
default:"3"
Maximum number of combo moves
reset
number
default:"1"
Reset delay in seconds
moveset_id
string
default:"default"
Unique identifier for this moveset
name
string
Display name for moveset
1-9
metaskill
Skills for each combo position (1, 2, 3…)
weak
metaskill
Skill for weak hits
crit
metaskill
Skill for critical hits
sprint
metaskill
Skill for sprint hits
uppercut
metaskill
Skill for uppercut hits
aerial
metaskill
Skill for aerial hits

Example

my_weapon_combo:
  Skills:
  - skill:Moveset{
      maxmoveset=4;
      reset=2;
      moveset_id=sword_combo;
      name="Sword Combo";
      1=first_slash;
      2=second_slash;
      3=third_slash;
      4=finisher;
      crit=critical_strike;
      sprint=dash_attack;
      uppercut=launcher
    } @self

Target Selection

Interactive target selection system with reticle.

select_target

mode
string
default:"LOCATION"
Selection mode: LOCATION, ENTITY, ANY
range
number
default:"32"
Maximum selection range
radius
number
default:"8"
Selection area radius
duration
number
default:"10"
Selection window duration in seconds
debug
boolean
default:"false"
Show debug particles
id
metaskill
default:"[]"
Skill to execute on selection
marker_init
metaskill
default:"none"
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.
trigger.item.hand.nbt.activespell
integer
Current active spell index (1-9)
trigger.item.hand.nbt.maxspells
integer
Maximum number of spells in cycle

spell-cycle-right

Cycles to next spell (increment index).

spell-cycle-left

Cycles to previous spell (decrement index).

Build docs developers (and LLMs) love