So, Quite a few updates today;
So first: DBC will have a few behavioral Changes, Duff will Publish it soon when he's ready.
Currently, the combat feels like a moshpit, with this one, NPCs default movement mode will be walking, but that doesn't mean they won't charge/roll, they will still do fast/long ranged melee attacks based on the DBC code logic. Archers will also be less cowardly and have slower walking when knocking. As for their attack speeds, it won't be tied to in game's vanilla weaponspeed variable but for the animator's original blender speed. The vanilla variable is so inconsistent and more prone to bugs.
Impactful Blocking: I really wanna try and copy the same block mechanic of the old AC games where you can block an enemy attacking from behind, that's the plan for the next update of Impactful blocking, wherein block is 360 but you also play the correct animation for it.
NOTE: the 360 behavior and animation hasn't been implemented yet, that involves some directional code that's not readily available in the behaviors. Currently the esp is to make sure the blockhit event is detected from behind, but again the backward animations won't be playing yet.
ABR - With the latest standalone Key, it has definitely been easier to make things so much more consistent, previously what followed after the light attack key was always heavy1 but that was mostly because of how the default transition mechanics always required light attack 1 to be the first behavioral state the actor enters; but with the standalone key we can bypass that rule. the First Heavy key can now be played from idle state, now this is not really that big for users, but for animators, this means transition from idle to either light or heavy attack is now smoother.
basically the heavy combo chain is now more similar to how the light combo chain works.
but this also means some minor adjustments to the transitions.
so the basic combos will be:
Idle - Light 1 - Light 2 - Light 3 - Light 4 - Light 5
Idle - Heavy1 - Heavy 2 - Heavy3 - Heavy4 - Heavy 5 - Heavy 6
and for chaining both attack types:
what follows after a light attack 1 will no longer be heavy1 but rather heavy2
so light 1 is succeeded by heavy 2, and if you press a light attack it will proceed to light 3 and so on,
Examples are:
Idle - Heavy1 - Light 2 - Heavy 3 - Heavy 4 - Light 5 - Heavy 6
Idle - Light 1 - Light 2 - Heavy 3
This has been a long time request, and I couldn't implement it consistently because of how you had to hold the attack key to trigger the power attack event, but now thanks to Dtry with the standalone key, transition rules in the behavior are definitely easier to do without bugs.
Note: This may be incompatible with Nick's standalone jump attacks for a while so I'll ask him and help him out as well for a patch if this is the case
Lastly, Project Impact: Most of the new edits are really all behind the hood, I added new special annotations so NPCs have a higher chance of triggering behaviors like dodging and blocks, this is so that NPCs are less prone to staggerlocking, also making sure this is triggerable via annotations mean it's easily customizable when you create custom NPC reaction sets, So you can toggle their dodge frequency by simply just putting special animations in specific folders, the effects will be felt in this update, but it'll play a bigger role once I'm through with creating custom Reaction sets for specific actors like vanilla and vigilant bosses for example.
also as the name of this update implies, I added more distinct reaction animations per weapon type, and if you miss the old juggle reactions, I included a file called "ACTION BASED ANIMATION PACK" which contains more over the top reactions, you can simply put that on top of PI 2.67
Anyways Installation is similar to the previous ones, and I'll remind again, PI's counter system is dependent on DBC so it's best to have DBC installed when you want PI's full features like the counter attacks
And with these updates I yet again have to update the guide I'm making, and I really want to publish it already so all clarifications are answered but there's really too many notes I might miss but I'll try to finish it as soon as I can, so really sorry about that. But anyways, I'll try my best not to publish these too many updates in 1 day so I won't overload you guys next time XD, But I really felt all these changes couldn't just go by themselves and were best to release together! Hope y'all have fun with it though and thanks!
SuzanoSho
2022-03-13 16:33:48 +0000 UTCJurass007
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2022-03-11 22:47:57 +0000 UTCSkyler Bueckert
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