Dinamyc Combat

Easy, spectacular and fun melee combat system with combos, dual wielding, and weapon attributes from Minecraft Dungeons.

File Details

Dinamyc Combat (v1.0.0-beta.26)

  • B
  • Jul 7, 2026
  • 1.91 MB
  • 9
  • 26.1.2
  • NeoForge

File Name

dinamyc_combat-1.0.0-beta.26.jar

Supported Versions

  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:dinamyc-combat-1600733:8387420"
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v1.0.0-beta.26 -- Animation Timing + Mining Prevention + Stability Fixes

Fixed (Critical)

  • Mixin crash: ClientPlayerEntityMixin no longer injects into removed LocalPlayer.attack() method (moved to Player in MC 1.21.5). Combo tracking handled via incrementAndGetComboCount() in MinecraftClientInject and hold-to-attack.
  • Mining prevention: ClientPlayerInteractionManagerMixin now properly intercepts startDestroyBlock and continueDestroyBlock with correct method signatures (BlockPos + Direction for MC 1.21.5). Respects isMiningWithWeaponsEnabled config -- when disabled and player holds a weapon, mining is cancelled.
  • Armor rendering: Removed FirstPersonMode.THIRD_PERSON_MODEL override that was causing armor to become invisible. Player Animation Library manages first-person mode internally.

Improved

  • Animation-aware attack timing: Attacks now wait for animation to complete before allowing the next attack. Duration calculated as 0.3s + upswing per weapon attack definition. Prevents combo multiplier spam when holding attack key -- combo only increments after animation finishes.
  • Hold-to-attack: Now sends attack packet even without entity target (air swing). Uses same custom packet path as manual attacks.
  • Removed require=0: All mixin injectors now use default require=1 (from defaultRequire: 1 in mixins.json). Injection failures will crash with clear error message instead of silently failing.
  • Added refmap to mixins.json for proper Mixin method/field name resolution.

Previous Fixes Included (beta.22 and earlier)

  • Attack flow: Mixin intercepts vanilla attacks, sends C2S_AttackRequest with combo count and target entities, cancels vanilla when weapon has attributes.
  • Server processing: ServerNetwork.handleAttackRequest selects weapon attack, plays sounds, broadcasts AttackAnimation to all players.
  • Client animations: ClientNetwork.handleAttackAnimation triggers animations via Player Animation Library API.
  • Combo HUD: Combo counter (x1, x2, x3…) displayed center-bottom.
  • Dual wielding: Off-hand attribute swapping working correctly.
  • Config translations: All 14 language files with NeoForge-native key format.
  • Removed crash mixins: ClientPlayNetworkHandlerMixin, InGameHudInject.
  • StackOverflowError and ArrayIndexOutOfBounds fixed.
  • Duplicate packet registration resolved.

Known Issues

  • Mining prevention, swing-through-grass, and blacklist/whitelist config options partially implemented (processing logic for some edge cases pending).
  • Slash particle trails not rendered (MC 1.21.5 particle API migration pending).

Build

  • Minecraft: 1.21.5 / NeoForge: 26.1.2 / Java: 25