
Select version for changelog:
Changelog
This update transitions the add-on from a basic radial-damage system to a structured, high-intensity combo mechanic. It also introduces important stability improvements, precise targeting logic, and API updates.
⚡ New features & Combat mechanics
- Introduced Combo system:
- Instead of hitting all nearby entities instantly, critical strikes now build a combo (up to a limit of 16).
- The number of affected resonance targets is now dynamically capped by your current combo level (e.g., Combo 3 affects up to 3 nearby mobs).
- Added Dynamic combo decay:
- Combos now degrade over time rather than resetting instantly.
- Added a dynamic grace period formula
(17 - combo.count)seconds. High combos decay much faster than lower ones, introducing a fast-paced momentum system.
- Targeting origin adjustment: The resonance detection now centers on the hurt target's location instead of the attacker's location, making the AoE chain-effect feel more natural and accurate to the impact point.
- Extended range: Increased the resonance detection radius from 8 blocks to 16 blocks to accommodate the scaling combo mechanic.
🛠️ Balance, Fixes & Code refinement
- Refined critical hit detection: Added conditions to prevent critical strike activation while climbing or swimming.
- Improved entity safety checks:
- Added
.isValidand health component checks on entities before applying damage. This prevents the script from attempting to damage already dead or invalid entities, reducing console warnings. - Wrapped damage application and velocity checks in
try-catchblocks to protect server runtime stability.
- Added
- Memory & Performance optimization: Implemented
world.afterEvents.playerLeaveto automatically clear a player's combo data when they disconnect, preventing memory leaks. - Strict target exclusions: Explicitly blocked players from triggering or receiving resonance effects to avoid accidental team-killing or PvP imbalances.



