Changes for page Combat System
Last modified by Adam Janus on 2026/01/22 10:11
From version 1.1
edited by Adam Janus
on 2026/01/20 12:43
on 2026/01/20 12:43
Change comment:
There is no comment for this version
To version 3.2
edited by Adam Janus
on 2026/01/22 09:21
on 2026/01/22 09:21
Change comment:
There is no comment for this version
Summary
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... ... @@ -25,19 +25,7 @@ 25 25 26 26 Selection of Attack type is based on relative position to target reference component. Screen space around and divide it into 4 segments. Left, Right, top and Center+Bottom. 27 27 28 -[[image:1768909366378-449.png]] 29 29 30 - 31 -Based on, in which segment cursor is present at the moment of entering attack input, respectable attack is performed by PC. 32 - 33 - 34 -~1. Left & Right - Directional attack 35 - 36 -2. Top - Overhead attack 37 - 38 -3. Center+Bottom - Stab (forward thrust) 39 - 40 - 41 41 All of those attacks are based on animation. Each animation must guide the weapon through the center of the screen. 42 42 43 43 ==== **2.2.1 Directional attack ** ==== ... ... @@ -51,12 +51,8 @@ 51 51 52 52 //Note: each arrow represents one animation.// 53 53 54 -==== **2.2.2 Overheadattack ** ====42 +==== **2.2.2 Stab Attack ** ==== 55 55 56 -Overhead attack animation, on contrary to directional attack, is consistent. That means that if the cursor is present in a respectable segment, then upon attack the same animation is always played. 57 - 58 -==== **2.2.3 Stab Attack ** ==== 59 - 60 60 Stab attack follows the same principles as overhead attack. 61 61 \\//Note: Bottom-to-top animation is not stab animations, it's used only for blend purposes only. // 62 62 ... ... @@ -82,7 +82,6 @@ 82 82 * Be in respectable State; idle, walking or crouching 83 83 * Have sufficient stamina 84 84 * Wield Weapon Actor 85 -* 86 86 87 87 **Wind-up phase** 88 88 If player successfully wind-up an attack, they enter a wind-up state. Once in windup state a player may walk and crouch but if PC enters any other state e.g. running, then entering state cancels Win-up. Wind-up state can be interrupted by any state. ... ... @@ -146,7 +146,6 @@ 146 146 147 147 Each collider outside of special effects hold following variables: 148 148 149 - 150 150 * **Base Damage** - Base value used for calculating Delivered damage 151 151 * **Armor Penetration **- Value of armour ignored upon successful damage delivery 152 152 * **On-hit effect **- effect applied on enemy at every hit, e.g. bleed, freeze, stun etc. ... ... @@ -164,7 +164,7 @@ 164 164 165 165 ==== **3.1.3 Collider structure of weapon** ==== 166 166 167 -The philosophy of overlaying colliders onto weapons mesh is very literal. All blades = Cutting colliders, Spikes = Piercing colliders, Heads = Crushing collider, Lastly all parts of weapon that are not lethal by design like: handles, guards and pommels shall be overlaid 149 +The philosophy of overlaying colliders onto weapons mesh is very literal. All blades = Cutting colliders, Spikes = Piercing colliders, Heads = Crushing collider, Lastly all parts of weapon that are not lethal by design like: handles, guards and pommels shall be overlaid with blunt collider. 168 168 169 169 [[image:1768909366380-349.png]] 170 170 ... ... @@ -173,7 +173,7 @@ 173 173 174 174 **Green **- Piercing collider 175 175 176 -**Yellow **- Blun dcollider158 +**Yellow **- Blunt collider 177 177 178 178 179 179 **Important: **Weapons meshes shall be designed with 1 singular endpoint. ... ... @@ -221,14 +221,14 @@ 221 221 222 222 ---- 223 223 224 -== ** 4. Armor System In context of combat system ** ==206 +== **5. Armor System In context of combat system ** == 225 225 226 226 === 227 -** 4.1 Player Armor** ===209 +**5.1 Player Armor** === 228 228 229 229 Flat reduction model: damage received is reduced by the player’s current **Armor** value. 230 230 231 -=== ** 4.2 Enemy Armor** ===213 +=== **5.2 Enemy Armor** === 232 232 233 233 Enemy bodies have **Armored** and **Non-Armored** bones. 234 234 Armored bones store: