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
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
on 2026/01/20 12:43
Change comment:
There is no comment for this version
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... ... @@ -25,7 +25,19 @@ 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 ** ==== ... ... @@ -39,8 +39,12 @@ 39 39 40 40 //Note: each arrow represents one animation.// 41 41 42 -==== **2.2.2 StabAttack ** ====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 **- Blun tcollider176 +**Yellow **- Blund collider 159 159 160 160 161 161 **Important: **Weapons meshes shall be designed with 1 singular endpoint. ... ... @@ -203,14 +203,14 @@ 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: