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TKVM Epic Fight Additions

Small additions to epic fight for FalchionMC!

Hello, this is a small array of changes I deemed neccesary for my modpack!

Want to see it in a modpack? -> FalchionMC

List of changes (All tweaks are configurable in the json file.)

Custom Disarm + Stun (Can be toggled both seperately)

  "enableCustomDisarm": true,
  "playStunOnDisarm": false ,

Sends the weapon flying out when hit while blocking and out of stamina. playStunOnDisarm is simply the default epic fight stun animation.

Stamina regeneration interruption (Toggle : true/false)

Toggle for regen interrupting when taking damage. Useful if poison / wither annoys you.

Stamina gain on hit (Can be toggled : true/false)

  • This is directly proportional to the determined weight. If a weapon weight is 5.0 and you hit an entity, you will gain 5.0 stamina back, +0.5 extra.

Jump Cost (self explanatory)

  "jumpCost": 0.25,

Passive stamina drain on held block (Can be configured numerically)

  • Holding block by default drains stamina by 0.1 every tick. You can set this to practically any useful value, even something tiny like 0.01. Set to 0 to disable.

Max Attack up & down Angle (0 - 90)

"enableVerticalAim": true, Enables any attack to aim up or down. I do not recommend higher than the defaults.

Max Stun Ticks

Just the maximum amount of time you can be stunned before the game forces a bailout, this was just to help prevent some bugs with very long stuntimes with some weapons.

Stamina drain on swing (Can be toggled : true/false) for all weapons.

  • This is on a per-weapon basis dictated in the config file. If the weapon used is not found in the config file, the mod will default to a "weight" of 1.0. (1.0 stamina drain per swing)

Example: Format is "weapon_id": "weight value",

  "weaponCosts": {
    "minecraft:wooden_sword": 0.5,
    "minecraft:stone_sword": 0.5,
  },

This will make a wooden sword and stone sword drain 0.5 stamina per swing.

Stamina gain on parry/ Parry Effectiveness (Can be toggled : true/false)

  • This is again proportional to weight. But, there's a secondary value called "Parry effectiveness" in the config.

The parry reward is (weight + 2.5) x (effectiveness x0.10) This simply means every 1.0 increase in parry effectiveness means 10% more stamina gained back on parry. a value of 10 means your stamina gain on parry is doubled.

This also works with negative values , so you can make a weapon less effective at parrying.

Here's an example.

  "parryEffectiveness": {
    "minecraft:golden_sword": 5.0,
    "minecraft:iron_sword": 1.0
  }

The iron sword will have a 10% increase in the output of its stamina regain on parry. Meanwhile, the golden sword will have a 50% boost in the stamina increase.

Block Stamina Penalty

Again, this is another value that is tied directly to a weapon's weight. Stamina Drain=[1.0+(EnemyDamage×0.05)]×[1.0−(Weight×0.10)] Every 1.0 higher weight reduces the block stamina drain by 10%.

Revamped as of 1.3
    Revamped block mechanic
    blockBaseImpact = 1.0 Base cost of any hit
    blockNegationCap = 0.8 Maxmimum that any weapon can mitigate drain
    maxDamageForFullDrain = 40.0 divisor for the amount of stamina drain.

"disableSweepAttacks": true,

Self-explanatory : disables sweep attacks.

"enableCustomCrits": true,

If true, dash and air attacks will always do 1.5x base damage. Even if its a custom datapacked animation set.

Sprint Drain

sprintDrainPerTick = 0.05

Simple, value drain per tick on sprint.

sprintDrainWeightMultiplier = 0.1

Every 1.0 increase in weight adds a 10% penalty to sprint drain. For example: if a weapon has 10.0 weight, it will drain stamina, on sprint, +100% faster.

Set to 0 if you don't want any penalty.

Shield

    #Holding a shield up drains stamina every tick, like holdBlockCost does for weapon guards. (default: true)
    enableShieldHoldDrain = true
    #Stamina drained per tick while a shield is held up. (default: 0.1)
    #Range: 0.0 ~ 100.0
    shieldHoldCost = 0.1

You can enable / disable shields requiring stamina to hold up, and change their drain rate separate from a normal weapon block.

    shieldBreakOnExhaustion = true

If true, when stamina is depleted, a hit on the shield will disable it like a vanilla shield.

Shields by default take 1/3rd of the block stamina drain compared to a normal weapon. (as to not make them useless)

Ranged

Bows and crossbows can be configured to use stamina on reload / charging

enableBowDrain = true

Scroll Combos

You can enable this setting to set certain attacks to be bound to the scroll wheel. This is inspired by games like chivalry/mordhau.

Scroll wheel is locked once a weapon that is configured to use scroll combos is found.

The scroll wheel unlocks in mining mode, regardless if on a configured weapon.

The datapack structure is simply in the weapon type.

"input_combos": {
  "two_hand": {
    "lmb": {
      "damage_multiplier": 1.0,
      "speed": 1.0
    },
    "scroll_up": {
      "animations": [
        "epicfight_dd:biped/combat/halberd_auto2"
      ],
      "reset_ticks": 30,
      "damage_multiplier": 0.8,
      "speed": 1.0
    },
    "scroll_down": {
      "animations": [
        "epicfightx:biped/combat/greatsword_airslash"
      ],
      "reset_ticks": 30,
      "damage_multiplier": 1.5,
      "speed": 1.0
    }
  }
},

Just place this block anywhere in the epic fight weapon type json.

You can also edit the damage multiplier per attack type. This was intended for if you wanted to make certain attacks more or less effective, you could do so here.

LMB is designated to the normal combo chain.

"combos": {
    "two_hand": [
      "cdmoveset:biped/new/spear/spear_twohand_auto1",
      "cdmoveset:biped/new/spear/spear_twohand_auto2",
      "wom:biped/combat/solar_auto_4",
      "cdmoveset:biped/new/longsword/longsword_twohand_auto_4",
      "epicfight:biped/combat/greatsword_dash",
      "wom:biped/combat/solar_auto_2"
    ]
},

(Just an example)

LMB will go through the combo as normal, but scroll wheel up and down can be assigned new animations. Weapons without the scroll wheel up or down key will not have the inventory selector lock on the weapon.

Its also not limited to just one attack, you can put a whole new combo chain in these keys if you would like.

Heavy Attacks

Works with any attack. Simply use the modifier key (bind in controls) + any attack, hold modifier + tap LMB for a "quick heavy", and hold modifier + hold lmb to charge it to max strength.

This simply works by slowing down the windup of the animation.

Weapon Collision

Forces weapons to use the datapacked collision size. weaponColliderMode = "TOOL_JOINTS"

TKVM Epic Fight Additions Team

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