extremeevasion-1.0.2-all.jar
Curse Maven Snippet
What's new
New Features & Compatibility
- Improved Extreme Evasion collision detection by introducing a new trajectory hitbox system. The entire movement path of a player during a dodge can now be used to trigger Extreme Evasion.
- Improved Extreme Evasion melee detection. During a dodge, creatures will have delayed reactions and attempt to target and attack the player's afterimage, allowing Extreme Evasion to be triggered.
- Improved damage event compatibility, allowing Extreme Evasion triggers to work with ParCoolSkill's Sneaky Strike conditions.
- Removed the use of technical afterimage entities to prevent them from unintentionally blocking TACZ bullets.
- Added an Extreme Evasion cooldown to prevent players from triggering Extreme Evasion repeatedly.
- Added an Extreme Evasion cooldown HUD to display the remaining cooldown progress, with configurable scale, anchor, and offset.
- Allowed non-melee damage types to trigger Extreme Counter, with configurable damage type tags.
Fixes
- Fixed an issue where players could trigger Extreme Evasion by damaging themselves.
- Fixed Issue #2.
新功能与兼容性
- 改进极限闪避碰撞判定,使用了全新的运动轨迹碰撞箱,玩家闪避时的整条运动路径都可以用来触发极限闪避判定。
- 改进极限闪避近战判定,玩家闪避期间生物将反应迟钝,会尝试索敌残影位置并进行攻击,从而触发极限闪避判定。
- 改进受击事件兼容性,使极限闪避的触发能够与跑酷技能的隐秘打击条件相兼容。
- 移除技术性的残影实体的使用,以避免TACZ子弹被其意外挡下。
- 新增极限闪避冷却机制,避免玩家连续触发极限闪避。
- 新增极限闪避冷却 HUD,可显示剩余冷却进度,并支持缩放、锚点和偏移配置。
- 允许不限于近战的伤害类型也能触发极限反击,并可通过配置文件指定范围。
修复
- 修复玩家自伤可能触发极限闪避的问题。
- 修复 Issue #2。
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include