Changes for page Combat System

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

From version 4.1
edited by Adam Janus
on 2026/01/22 10:11
Change comment: There is no comment for this version
To version 1.1
edited by Adam Janus
on 2026/01/20 12:43
Change comment: There is no comment for this version

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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]]
28 28  
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 +
29 29  All of those attacks are based on animation. Each animation must guide the weapon through the center of the screen.
30 30  
31 31  ==== **2.2.1 Directional attack ** ====
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39 39  
40 40  //Note: each arrow represents one animation.//
41 41  
42 -==== **2.2.2 Stab Attack ** ====
54 +==== **2.2.2 Overhead attack ** ====
43 43  
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 +
44 44  Stab attack follows the same principles as overhead attack.
45 45  \\//Note: Bottom-to-top animation is not stab animations, it's used only for blend purposes only. //
46 46  
... ... @@ -66,6 +66,7 @@
66 66  * Be in respectable State; idle, walking or crouching
67 67  * Have sufficient stamina
68 68  * Wield Weapon Actor
85 +*
69 69  
70 70  **Wind-up phase**
71 71  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.
... ... @@ -129,6 +129,7 @@
129 129  
130 130  Each collider outside of special effects hold following variables:
131 131  
149 +
132 132  * **Base Damage** - Base value used for calculating Delivered damage
133 133  * **Armor Penetration **-  Value of armour ignored upon successful damage delivery
134 134  * **On-hit effect **- effect applied on enemy at every hit, e.g. bleed, freeze, stun etc.
... ... @@ -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.
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
150 150  
151 151  [[image:1768909366380-349.png]]
152 152  
... ... @@ -155,7 +155,7 @@
155 155  
156 156  **Green **- Piercing collider
157 157  
158 -**Yellow **- Blunt collider 
176 +**Yellow **- Blund collider 
159 159  
160 160  
161 161  **Important: **Weapons meshes shall be designed with 1 singular endpoint.
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203 203  
204 204  ----
205 205  
206 -== **5. Armor System In context of combat system ** ==
224 +== **4. Armor System In context of combat system ** ==
207 207  
208 208  ===
209 -**5.1 Player Armor** ===
227 +**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** ===
231 +=== **4.2 Enemy Armor** ===
214 214  
215 215  Enemy bodies have  **Armored** and **Non-Armored** bones.
216 216  Armored bones store: