Combo System
Configure VitalStrike's dynamic combo system with ranks, multipliers, and visual effects
Quick Navigation
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 madeThe 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 gradientRanks 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 decayCombo 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: 3.0Damage 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 particlesVisual 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: 2.0Combo 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).