Changes for page Combat System
Last modified by Adam Janus on 2026/01/22 10:11
From version 3.2
edited by Adam Janus
on 2026/01/22 09:21
on 2026/01/22 09:21
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To version 2.1
edited by Adam Janus
on 2026/01/20 13:38
on 2026/01/20 13:38
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 with blunt collider.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 150 150 151 151 [[image:1768909366380-349.png]] 152 152 ... ... @@ -203,14 +203,14 @@ 203 203 204 204 ---- 205 205 206 -== ** 5. Armor System In context of combat system ** ==206 +== **4. Armor System In context of combat system ** == 207 207 208 208 === 209 -** 5.1 Player Armor** ===209 +**4.1 Player Armor** === 210 210 211 211 Flat reduction model: damage received is reduced by the player’s current **Armor** value. 212 212 213 -=== ** 5.2 Enemy Armor** ===213 +=== **4.2 Enemy Armor** === 214 214 215 215 Enemy bodies have **Armored** and **Non-Armored** bones. 216 216 Armored bones store: