Changes for page Combat System

Last modified by Adam Janus on 2026/01/22 10:11

From version 2.1
edited by Adam Janus
on 2026/01/20 13:38
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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... ... @@ -146,7 +146,7 @@
146 146  
147 147  ==== **3.1.3 Collider structure of weapon** ====
148 148  
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
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.
150 150  
151 151  [[image:1768909366380-349.png]]
152 152  
... ... @@ -203,14 +203,14 @@
203 203  
204 204  ----
205 205  
206 -== **4. Armor System In context of combat system ** ==
206 +== **5. Armor System In context of combat system ** ==
207 207  
208 208  ===
209 -**4.1 Player Armor** ===
209 +**5.1 Player Armor** ===
210 210  
211 211  Flat reduction model: damage received is reduced by the player’s current **Armor** value.
212 212  
213 -=== **4.2 Enemy Armor** ===
213 +=== **5.2 Enemy Armor** ===
214 214  
215 215  Enemy bodies have  **Armored** and **Non-Armored** bones.
216 216  Armored bones store: