Overview
The Moveset system allows you to create flowing attack combos that chain together based on player attacks. Each successive hit in the combo triggers the next skill in the sequence, with automatic reset on timeout.Movesets integrate seamlessly with the Hit Evaluation mechanic to support different skills for crits, sprints, uppercuts, and aerial attacks.
How It Works
- Sequential Activation: Each attack increments the moveset index
- Timed Reset: If no attack occurs within the reset time, the combo resets
- Hit Type Branching: Different vanilla hit types can trigger different skills at each step
- Auto-Completion: When max moveset is reached, the sequence automatically ends
Basic Configuration
Unique identifier for this moveset. Used to track combo progress per player.
Maximum number of skills in the combo sequence (1-9).
Time in seconds before the combo resets if no attack occurs.
Display name for the moveset (optional).
The skill(s) to execute at each position in the combo (parameters 1 through 9).
Hit Type Parameters
You can specify different skills for specific vanilla hit types at each combo position:Skills to execute on a critical hit (falling attack).
Skills to execute on a sprint attack.
Skills to execute on an uppercut (crouching + grounded attack).
Skills to execute on an aerial attack.
Skills to execute on a weak attack (low attack cooldown).
Basic Example
Simple 4-hit combo with messages:Combat Example
A weapon with different effects per combo step:Hit Type Integration
Combine with hit evaluation for advanced combos:The moveset system automatically calls
eval-hit to determine the hit type and branch to the appropriate skill.Usage in Items
Bind to weapon attack trigger:Internal Mechanics
Variable Tracking
The system uses caster variables to track combo state:caster.<moveset_id>_maxmoveset- Maximum combo lengthcaster.<moveset_id>_moveset_index- Current position (1 to max)- Variables auto-reset when combo completes or times out
Execution Flow
moveset-exec→ Entry point, checks conditionseval-hit→ Determines vanilla hit typemoveset-start→ Increments index, applies reset timer- Hit type switch → Branches to appropriate skill
moveset-end→ Cleans up when max reachedmoveset-reset→ Cleans up on timeout
Tips
- Keep
resettime short (1-2 seconds) for fluid combos - Use visual/audio feedback for each step
- Consider attack cooldown when designing timing
- Test with different vanilla hit types for variety
- Use
moveset_idto run multiple independent movesets
Related Systems
- Hit Evaluation - Detects vanilla hit types
- Click Combos - Alternative input system