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
Change comment: There is no comment for this version
To version 4.1
edited by Adam Janus
on 2026/01/22 10:11
Change comment: There is no comment for this version

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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 Overhead attack ** ====
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 **- Blund collider 
158 +**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: