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Eymistaken's HUD

A highly customizable PvP HUD featuring a Drag & Drop Layout Designer, CPS, Keystrokes, Reach, Armor HUD and Combo display.
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Eymistaken's HUD 1.2.2

File nameeymistakens-hud-1.2.2.jar
Uploader
EymistakenEymistaken
Uploaded
Sep 14, 2026
Downloads
393
Size
1.2 MB
Mod Loaders
Fabric
File ID
8881055
Type
R
Release
Supported game versions
  • 26.2
  • 26.1.2
  • 26.1.1
  • 26.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:eymistakenshud-1445158:8881055"

Learn more about Curse Maven

What's new

This release rebuilds the combo counter. It now counts only the hits the server confirms, shows the combo an opponent is landing on you, and gives each hit weight through a brief freeze modeled on the hitstop of fighting games. Your best combo is kept between sessions, each part of the counter's motion has its own strength setting, and a thin line under the count can show the time left or your last hits. Color, text and layout gained options of their own.

Full documentation for everything below: https://eymistaken.github.io/Eymistaken-s-HUD-Website/


Hits count when the server confirms them

The counter used to count attack attempts rather than hits. A click into a target's invulnerability frames, or into a raised shield, still added to the combo, so rapid clicking inflated it. An attack now only records a pending swing, and the hit is counted when the server's damage event for that target arrives. The server sends that event only for a fresh hit that actually landed. On servers that do not report who dealt the damage, such as older versions reached through a protocol translator, the swing you just sent is taken as the cause.

The previous behavior remains available: with Hit Detection set to CLIENT, every attack you send is counted as before. Combat Mode applies under both settings.


What breaks a combo

Reset on Any Damage combined two decisions in one switch, and the damage check behind it could miss a hit that landed before the previous one had worn off. Its rule of breaking the combo only when your target hit back never worked either, because the attacker it compared against was the target itself. The same setting, now labeled Break on Any Damage, decides only what ends a combo: any damage you take, or only damage from someone you are fighting, meaning an entity you have landed a counted hit on within the timeout. Thorns damage never breaks a combo, since it is the echo of your own hit.

Whether a lost combo ends or drains is now a separate setting. With Decay on, a broken or timed-out combo loses one hit per second instead of ending, and landing a hit stops the drain. A configuration that had Reset on Any Damage turned off keeps the decay it had. A target moving more than 20 blocks away now ends the combo in every mode, and with Continue On Target Switch off, killing the target within one second of your last hit ends it as well.


The combo landed on you

The counter now also tracks the hits a single attacker lands on you in a row and shows them as a negative row, such as -4 Combo. A hit from a different attacker starts the count over, and the count ends when you land a counted hit on that attacker, when the attacker dies, or when the timeout passes without another hit. Melee and projectile hits count; thorns does not. With Only Players off, mobs count as attackers too.

While your own combo is alive, the negative row sits beneath it behind a short divider; otherwise it takes your combo's place. The two can appear together only when Decay is on or Break on Any Damage is off, because otherwise the first hit you take ends your combo. As its count grows, the row darkens from yellow through orange and red toward black and shakes harder, and each hit you take jolts it. Its edge warms to a dim red as the text darkens, so a near-black number stays readable against a dark scene. The module reserves room for the row whenever it can appear, so modules stacked on the same edge do not move each time you are hit.


How hits land

Every counted hit now punches the number up and lets it settle back with a slight overshoot. Larger moments add a brief freeze in the manner of fighting-game hitstop: reaching a new heatmap tier, beating your best, killing the target and losing a combo each stop the counter for a fraction of a second, longer for bigger combos and never longer than 160 milliseconds. The punch, the shake of both rows, the color of the negative row and the divider all freeze together and resume where they stopped. Past the top tier your count shakes, and each further hit freezes that shake in place.

A combo that ends on a timeout, on a kill or by distance now stays on screen at its final value for just over a second, dimming before it goes, instead of disappearing at once. A broken combo that had reached the first tier holds frozen for a moment before the negative row takes its place. Min Display sets the smallest count worth showing, for both rows.


Tuning the motion

The strength of that motion is set on a new ANIMATION tab, with three sliders running from 0 to 200 percent of the default. Impact scales the punch and the length of each freeze, Shake scales the shaking of both rows, and Hit Jolt scales the jolt of each hit taken. Setting one to 0 turns that motion off without touching the others. Separate controls were chosen over a single intensity setting so that, for example, the freeze can stay while the shake is switched off.

The preview on the Combo settings page now plays a short scripted fight on a loop, so these values, the line and the colors can be judged without landing a hit.


Your best combo

Your best combo is now recorded and kept between sessions in simplecps_stats.json, next to the main config file. It is kept out of the config deliberately: presets, server configs and share codes never carry it, and no settings reset clears it. When a combo beats the record and has reached the second heatmap tier, it lands harder, turns gold for a moment and shows a small BEST tag beside the count, once per combo. The tier requirement keeps a short combo that tops a low record from being announced. Reset Best, on the Behavior tab, forgets the record after asking for confirmation, because the settings screen's Cancel cannot restore something that is not part of the config.


A line under the count

Line draws a thin line beneath your count. TIMEOUT shrinks with the time left before the combo ends and refills on each counted hit. HITS shows your last eight counted hits as segments: gray for a normal hit, white for a sprint hit and gold for a critical hit, which is confirmed by the server's critical hit packet rather than guessed on the client. BOTH stacks the two, and OFF removes the line. When the negative row appears beneath your combo, the line turns into the divider between them.

The module reserves the line's space in the layout, so modules stacked on the same edge do not move as it appears and disappears. Because the line is on by default, those modules move down by two pixels once after updating.


Color, format and style

Heatmap Mode and Rainbow were two switches, and the heatmap silently overrode the rainbow when both were on. They are replaced by a single Color Mode with the values STATIC, RAINBOW and HEATMAP. Heatmap Difficulty gains CUSTOM, which uses three tiers of your own; the tiers always stay in increasing order, so moving one pushes the others out of its way. The heatmap's mid and top colors can now be chosen, and their defaults reproduce the previous red to dark red. The tiers also decide where your count starts to shake, from which tier a new best is announced, and how quickly the negative row darkens.

Suffix Text is replaced by Format. In it, {combo} stands for the count, negative on the row for a combo landed on you, and {best} for your best combo. A format without {combo} receives the count in front, so editing the format cannot remove the number.

Style adds a BIG layout that draws the count at twice its size with the rest of the format beneath it, on both rows. Only the large number punches and shakes; the text beneath it holds still so that it remains readable. Separate badge and minimal styles were not added, since a background with the line and a format such as x{combo} already produce those looks.

The module's right-click menu in the HUD editor now offers Color Mode, Style and Format alongside Enable Combo, Always Show and Text Color.

Existing configurations carry over. A heatmap or rainbow setting becomes the matching Color Mode, a suffix becomes a format such as {combo} Hits, and a configuration that had Reset on Any Damage turned off keeps its decay.


Fixes

The combo's background box now lines up with the module's bounds; it previously sat two pixels up and to the left of them.

Confirmation dialogs in the settings screen no longer switch to another dialog's title and text while they fade out.

This mod has no additional files