Work in ProgressThis documentation is currently under active development.

Configuration Guide

Combo System

Configure VitalStrike's dynamic combo system with ranks, multipliers, and visual effects

Core Settings

Basic combo system configuration

The core settings control the basic functionality of the combo system. You can enable or disable the system and configure how long a player's combo will persist after their last hit.

Basic Combo Settings

config.yml
# Combo System Settings
combo:
  enabled: true
  reset-time: 3 # Time in seconds before combo resets when no hits are made

The combo system tracks consecutive hits on entities. The reset-time determines how long (in seconds) a player can go without landing a hit before their combo resets to zero.

How Combos Work

When a player hits an entity, their combo count increases by one. If they don't land another hit within the reset-time, their combo resets to zero. Higher combos can unlock better ranks, increased damage, and special visual effects.

Combo Ranks

Configure combo rank thresholds and appearance

Combo ranks provide visual feedback to players as they build higher combos. Each rank has a minimum combo threshold and custom gradient colors, creating a progression system that rewards skilled players.

Rank Configuration

config.yml
# Combo Ranks
combo:
  display:
    rank:
      enabled: true
      format: " <bold><gradient:#00FF00:#00FFFF>[%s]</gradient></bold>" # %s will be replaced with the rank name
      
      # Rank thresholds
      thresholds:
        D: 0
        C: 5
        B: 10
        A: 15
        S: 25
        SS: 40
        SSS: 60
      
      # Rank colors
      colors:
        D: "<gradient:#808080:#A0A0A0>" # Gray gradient
        C: "<gradient:#00FF00:#90EE90>" # Green gradient
        B: "<gradient:#00FFFF:#87CEEB>" # Cyan gradient
        A: "<gradient:#FFD700:#FFA500>" # Gold gradient
        S: "<gradient:#FF69B4:#FF1493>" # Pink gradient
        SS: "<gradient:#9400D3:#8A2BE2>" # Purple gradient
        SSS: "<gradient:#FF0000:#FF4500>" # Red-orange gradient

Ranks provide visual feedback to players as they build higher combos. Each rank has a minimum combo threshold and custom gradient colors.

Beginner Ranks

  • D Rank: 0-4 hits
  • C Rank: 5-9 hits
  • B Rank: 10-14 hits

Advanced Ranks

  • A Rank: 15-24 hits
  • S Rank: 25-39 hits

Master Ranks

  • SS Rank: 40-59 hits
  • SSS Rank: 60+ hits

Combo Decay

Configure how combos decay over time

Combo decay gradually reduces a player's combo count when they haven't attacked for a while. This prevents players from maintaining high combos indefinitely without combat activity, adding a strategic element to combat.

Decay Settings

config.yml
# Combo Decay Settings
combo:
  decay:
    enabled: false
    time: 10 # Time in seconds before combo starts decaying
    rate: 1 # How many combo points lost per decay interval
    interval: 1 # How often (in seconds) to decay combo
    minimum: 0 # Minimum combo value after decay

Combo decay gradually reduces a player's combo count when they haven't attacked for a while. This prevents players from maintaining high combos indefinitely without combat activity.

Decay vs Reset

While the reset-time immediately sets combo to zero after inactivity, decay gradually reduces it over time. For example, with decay enabled, a 50-combo might decrease to 45, then 40, etc., rather than instantly dropping to 0.

Damage Multipliers

Configure how combos affect damage output

Damage multipliers increase the damage dealt based on combo count. This rewards players for maintaining high combos by making their attacks more powerful, creating a satisfying progression system during combat.

Multiplier Settings

config.yml
# Damage Multiplier Settings
combo:
  multiplier:
    enabled: false
    base: 1.0 # Base damage multiplier (1.0 = normal damage)
    per-combo: 0.1 # Additional multiplier per combo (0.1 = +10% per combo)
    max: 3.0 # Maximum damage multiplier (3.0 = 300% damage)
    ranks: # Specific multipliers for each rank
      D: 1.0
      C: 1.2
      B: 1.5
      A: 1.8
      S: 2.2
      SS: 2.6
      SSS: 3.0

Damage multipliers increase the damage dealt based on combo count. You can set a per-combo increment or define specific multipliers for each rank.

Per-Combo Scaling

With per-combo: 0.1, each combo point adds 10% damage. A 5-combo would deal 1.5x damage (base 1.0 + 5 × 0.1), while a 10-combo would deal 2.0x damage, up to the maximum multiplier.

Rank-Based Scaling

Alternatively, you can set specific multipliers for each rank. This creates distinct power tiers rather than a smooth progression, making rank-ups feel more impactful and rewarding.

Visual Effects

Configure visual and audio effects for combos

Visual effects enhance the combo experience with sounds and particles. These trigger when players increase their combo or reach new rank milestones, providing satisfying feedback that makes combat more engaging.

Effects Configuration

config.yml
# Visual Effects
combo:
  effects:
    enabled: true
    sound:
      enabled: true
      combo-up: "entity.experience_orb.pickup" # Sound when combo increases
      combo-milestone: "entity.player.levelup" # Sound when reaching new rank
      volume: 1.0
      pitch: 1.0
    particles:
      enabled: true
      type: "CRIT" # Particle effect type
      count: 10 # Number of particles

Visual effects enhance the combo experience with sounds and particles. These trigger when players increase their combo or reach new rank milestones.

Sound Effects

Sound effects provide audio feedback for combo actions:

  • combo-up: Plays when combo increases
  • combo-milestone: Plays when reaching a new rank

Particle Effects

Common particle types include:

  • CRIT - Small critical hit particles
  • FLAME - Fire particles
  • HEART - Heart particles
  • SPELL_WITCH - Purple magic particles
  • TOTEM - Colorful celebration particles

Combo Holograms

Configure floating combo streak holograms

Combo holograms are floating text displays that appear above players when they achieve impressive combo streaks. These make accomplishments visible to nearby players, adding a social element to the combat system.

Hologram Settings

config.yml
# Combo Display Settings
combo:
  display:
    format: "<bold><gradient:#FF0000:#FFD700>✦ %dx COMBO ✦</gradient></bold>"
    multiplier-format: " <gray>(<gradient:#FFD700:#FFA500>%.1fx</gradient>)</gray>"
    decay-warning: "<italic><gray>(Decaying in %.1fs)</gray></italic>"
  
  hologram:
    enabled: true
    min-combo: 10
    duration: 3.0
    format: "<gradient:red:gold><bold>COMBO STREAK!</bold></gradient>"
    height: 2.0

Combo holograms are floating text displays that appear above players when they achieve impressive combo streaks, making their accomplishment visible to nearby players.

Format Variables

In the display format, %d is replaced with the combo count,%.1f is replaced with the damage multiplier (with one decimal place), and %.1fs shows the time remaining before decay (in seconds).