this mod is awesome, i was playing around with this mod with my brother and using the more swords mod, and we did like a lot of combos,
Dash apparently sometimes sends your opponent up into the air, and sword beam( should be called sword wave since it shoots out a wave attack) is cool also, i really never could get ending blow to work properly because i was too darn slow so i just sticked to dashing and leaping blow and rising cut and sword wave and parrying( i knew what mortal draw was for, for to pull your sword out quickly so you can fight your opponent and finish them off quicker) if you keep on spamming dash, rising cut, sword wave, and all that, you could perform a combo without even having to use difficult manuevers.
Dash is fun to spam but heres a combo you could do with dash and sword wave
First Dash then sword wave,
What this will do is first knockback your opponent then they get hit by your sword wave attack
Edit: what would be cool is a new skill, called shockwave, it sends a giant shockwave that sends opponents up into the air and deals massive damage, also has a 5 second cooldown
Edit: what would be cool is a new skill, called shockwave, it sends a giant shockwave that sends opponents up into the air and deals massive damage, also has a 5 second cooldown
Your idea sounds pretty over-powered, not to mention that I specifically chose to avoid using cooldowns as a mechanic in this mod (with the exception of the time it takes to perform the animation, and a few others that require a few ticks between uses to prevent complete spamming).
Your idea sounds pretty over-powered, not to mention that I specifically chose to avoid using cooldowns as a mechanic in this mod (with the exception of the time it takes to perform the animation, and a few others that require a few ticks between uses to prevent complete spamming).
Glad you're enjoying the mod, though!
oh yeah and if you do plan to add shockwave, the player also gets slowness II for 3 seconds when shockwave is used once.
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Hi coolAlias, first of all, i love this combat mod, really it's one of my favorite mods.
But i want to make a request for you: Can you make a mod like this but instead of sword focused, unarmed/fist focused, I mean, i'm a big fan of the monk style in D&D, and unarmed like characters.
Also I'm wating for the update of a mod called Iron Fist wich increases the unarmed damange (and make the fist a tolos, but i want it more for combat).
If you can make a mod like this more focused on unarmed combat, and with the "Base skills" the same (with base skills i mean the skill wich doesn't require a sword for be doing, combo, doging, that kind of skills).
Well if you can make that mod i will be really in debth with you, because i love this mod, and unarmed combat.
I do love me some unarmed combat, but I am currently working on updating my Zelda mod to 1.8.
While it wouldn't be difficult to allow the current skills to be used with bare fists and/or create skills just for fists, I feel like it both wouldn't be balanced and also just wouldn't fit very well within Minecraft.
Perhaps you could take some of your own time to come up with what you feel are balanced unarmed skills that would work well in Minecraft, as well as some sort of balanced mechanism for earning said skills - remember that every other weapon players have at their disposal deteriorate over time and must be replenished with resources, they can be stolen or lost, etc., whereas unarmed has none of those drawbacks.
If you can come up with a fully fleshed out and workable idea, I may consider it, but I myself have neither the time nor inclination to do so.
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Ok i will think in something
But the drawback about unarmed is its low damange, and a good way for balancing them will be just more hunger cost, i mean, you are using you body at his maximun for using them, it will make you tire in no time.
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Ok the things i have thinked:
Dodge
Dash Attack
Basic Unarmed Technique
Leaping Blow
Hadouken??? (Sword Beam)
That ones i fell are ok, as they are, just increase the Exhaustion in the hadouken, and a bit on the leaping blow.
Now instead of Spin Attack and Super Spin Attack change for a (Chunk Norris style) round house kick OR something like an aura/ground crash attack.
Rising Cut well it is well as it is, and can be changed for a Uppercut with some knockback.
Armor Break and Sword Break, will just do some damange to the armor, and sword break will be changed to Low Hit, adding a slowness effect, maeby 1 sec per level.
Parry will change to Hand Reflex, it will be able to STOP arrows and other unarmed attacks, but the disarm chance will be still aplied, i mean, it will hurt you if i hit you with my sword, but you will be able to disarm me with some grip or dislocation tecnique (just right click unarmed, unarmed itself has no block key)
Ending Blow change to some kind of heavy puch, let's call it Power Jab for some time, if it hit's it will give a nausea effect for 1 sec, per level, and it won't be a finishing move.
Mortal Draw could be changed to a Neck Chop making it effective.
Back Slice well it could be changed just to a Back Hit and used like it is.
The damanges and exhaustion are left to you, but i fell damanges should be increased (just doubled) and in some skills more exhaustion (doubled or triplicated)
The way for gaining them should be the same as you are using here, find them on dungeon chests, and instead of weapon containing the skill, what about armor parts, AND/OR books you should keep on your inventory bar???
Well tell me what you think, and if you want something more tell me and i will make it. (I mean explain it more, or add some more mechanichs or something like that).
In my opinion, unarmed combatants already start off with a disadvantage, namely, extremely low damage.
A fist deals 1 point of damage, a wooden/gold sword 5, stone 6, iron 7, and diamond 8.
Even if your opponent has a wooden sword, you need to land five hits per every hit they land. Add various enchantments, and swords pretty much have a big advantage over swords even with the durability/lose thing.
Also, each (hostile)mob as around 20 health. This means you need to hit each mob around 20 times to kill it. Even with a wooden sword, the amount of hits needed is cut down to just four. Some like witches or endermen are practically impossible to kill with fists.
.
As for how to get the skills, there are a couple of choices.
One is to make all skills drop when killing mobs, like it is now, and make some skills need certain things to be held(or un-held) to use-like how mortal draw needs a empty hand to use- then have the stats of the skill change depending on what is held.
For example, spin attack needs a sword or axe to use, and axe deals less damage than sword(I know they do on their own, I mean less bonus damage or skill damage or whatever).
Sword beam would only be usable with a sword, targeting is usable with all things, but it if not barehanded/holding weapons, you can only have up to 3 combos, and barehanded gives 1/2 the bonus damage, mortal draw can only be done with swords, etc
Basically, it would be a 'general combat' thing.
Another is to have mobs killed by fists drop 'fist skill orbs' and have them be totally separate from sword skills. Though, this would only work if it's possible to know what the mob was killed with, and since killing mobs with firsts is a chore, this would be quite the annoying grind.
The third is for mobs to randomly drop sword skill and fist skill orbs. Somewhat weird/annoying as you can accumulate fist skill orbs without ever intending or fighting using fists, somewhat annoying because it'll be twice as hard to get the skill orb you want.
Fourth, have the players 'buy' and upgrade skills using xp levels or points gotten for killing mobs or whatever. Less of a grind, and less random, but possibly too much work?
Fifth is to have special 'trainer' NPCs in villages or specially spawning in various biomes/special structures that sell/give you skill orbs for cash/loot/quests/whatever.
Some good points by AllenWL there about sword vs. fist damage.
Given the low base damage of fists, I think it would make more sense for the unarmed skills to give flat bonuses to damage (e.g. +3) rather than percentage increases (e.g. +50%).
Also, being unarmed could give the player some kind of defensive or even speed bonus, much like D&D monks. That could help balance out unarmed combat somewhat without having to make the damage too high, as swords should honestly always be a better pure combat option - if they weren't, people would still be fighting with fists instead of bombs and guns.
I don't know if I like converting ALL of the sword skills into an equivalent unarmed skill; leaping blow (which is an AoE effect with the sword) and sword beam in particular, though it would be cool to have a Ki Strike or something that can strike from some distance per skill level, does moderate damage and has decent knockback effect, perhaps like a long-range Dash effect but you don't have to move.
Personally, I don't think all skills should be unarmed skills either. Some, like armor break or sword break, don't make much sense(if anyone can break swords or penetrate armor with their bare hands, he certainly won't be a video game character[too OP]), other things like spin attack and sword beam makes even less sense, and a few like mortal draw is impossible to do with bare hands really.
In my opinion, the sword skills are, other then a few exceptions, are all focused on high-damage and 1-on-1 combat, they are more about focusing on one foe and taking him down, with little maneuvering or movement involved. The very basic targeting, which is pretty much a requirement for all attacks, makes you focus on one enemy, letting you fight him more effectively, at the cost of severe penalties to movement. You have to stay in range, and you cannot attack any other enemies, on top of being very venerable to attacks from the rear and awkward movement thanks to the constant moving of the screen. Plus, surprise attacks are near-impossible to do.
So I usually end up going for the heavy-hitter technique.
For example, if I where to fight with sword skills, I would don my armor, face my enemy, and use mostly hard-hitting skills with a few AOE's to guard my back, then move on when I finish. I don't really care about my surroundings, I just tank and combine skills. If any get near me, I don't back away or move to a better position, I simply fling a few AOE's to take them down, maybe fire a sword beam or two to take out my current foe faster, but mostly, I just stand my ground.
The fist skills, if made, should focus on speed, maneuverability, and hit-and-run tactics and miscellaneous skills.
Fist skills could make the user use their surroundings more, or be slightly more creative. For example, if I had a 'grab' move that let me grapple with a enemy or a body slam-type move, and acrobatics, I could throw myself off a cliff, then land safely, while making my opponent attain severe damage,, or fling them into hazards such as lava, cacti, deep falls, or incoming arrows. A 'high jump' or other movement skills can let me maneuver around the enemy, and quickly run in for a hit, then run out again taking minimal damage.
As for what skills I think there should be,
There should defiantly be a guard skill of sort like parry(I'm sure we can slap away a sword. After all, it only has two sharp edges, not twenty-five hundred), maybe allow people to 'guard' like with swords, but without the movement penalty and lesser guard ability?
Some other not-so combat related skills, such as acrobatics(Possible chance to 'dodge' arrows making it do no damage, and reduce/negate fall damage to a extent), or a 'high jump' would allow unarmed people more maneuverability, balancing them out against say, a juggernaut with god-level weapons.
.
To list a few I have thought of.
'Ready stance'
The basis of nearly all bare-handed skills, slightly decreases speed, but slightly heightens defense and strength. Attacks may be chained for a minor damage boost.
'Guard'
While attempting to stop things with your bare hands is not a good idea, sometimes, you have to make do. Guards, increasing defense by large amount. However, you cannot move nor attack while guarding. Does not defend against 'magical' attacks.
'Deflect'
While a tricky to manage, most attacks can be deflected, negating damage. Only works for arrows, swords, and other 'physical' attacks. Potions, explosions, etc cannot be deflected.
'Throw'
Throws a entity. Deals no actual damage, but damage depends on how fast the thrown mob was going when they hit a wall/another mob. Depending on speed, may knockback/damage other mobs or break weaker blocks such as glass, foliage, ect. Obviously will not deal damage if target was not traveling fast enough, due to reasons like landing in something that slowed them down enough.
'Jab'
A quick stab with the fists, very very weak, but very, very fast. Ignores the 'damage invulnerability'(the flashing red after getting hit), allowing a constant barrage attacks to push opponents back. Not good for actual attacks, but can buy you time.
'Haymaker'
Extremely powerful punch, but is slow to charge, and has a slight second of vulnerability after using. Mostly a finishing blow.
'Sucker punch'
A quick, medium powered punch that stuns the opponent.
'Grab'
You grapple with the opponent, greatly reducing their attack and allowing you to somewhat drag them around. Continued struggling or a attack can force you to let go.
'Body slam'
You rush forward, smashing through any mobs in your path and dealing great knocback. You can also break through weak blocks like leaves, glass, etc.
'Acrobatics'
Allows you to jump higher, take less fall damage, and 'dodge' some blows(low chance). (Possible double jump?)
'Dash'
A very quick, speedy run. Just like the dash attack, but without the attack. Oh, also, a longer running time and faster speed.
'Careful blow'(I just couldn't think of a name for this...)
A carefully aimed blow at the opponent's weak points. Has a slew of effects from ignoring armor, to stunning the target, or disarming the opponent and more. All is chance-based so bit of a gamble though.
Firstly, im not English speaking dude, so sorry me for grammar errors.
Secondly, i have some ideas about your mod next gen, and if you will interested them, i write them. I dont want to loose your time, thats why i try to type shortly
Your hunger pvp system is badly, because then we fight with my friends it wasnt knight PVP it was food fight(
It will be interestin on my my mind to builtatack points for every good atack skills in simple words
Standart atack skill like- 1 point for 2-3 seconds and you can do more skill atack
unromred atack wich cost 1 point or another skillm and it give more points for next atack, it will be something like combos etc...
Secondly about your atack system its really coll, because i like your idea about only fighting PVP without magic and with good dodge like parrying atacks or dodge, its make PVP dynamic, cool and realistic, i really want that you will work in this style. But why not make your mod more RPG look like, et else all skills cant be in groups, for every class. I think you like Mine and blade mod, so if mixed them it can be cool. In example
1) Warrior- skill only work if wear one-handed weapon and shield or two-handed weapon, have some skills like atacks and an-armored skills or defence but not parryin or dodge
2) Fighter- skills work only with 2 one-haded weapons in both hand, have fast skills and dodge
And etc... It was simple clases, but you can make them more interesting, the idea for clases to combine type of weapons+skills which can be better for this clases
Thirdly, its to make for skills thich on atack get the target(i cant translate it, i try to say then atack was good,right, successdamage target) have a chance to effects, like bash(slowness effet 4level_slowness atack speed 4 level), simple slow and anothers...
Thank you, if you read it and answer me, if you will intersted for my ideas i can write it it more long variant and reveal the heart of idea
#1 has been reported before, and I'll look into it when I have time. I have never personally been able to replicate it, and I suspect it has something to do with differing frame rates.
#2 is simply bad luck - the other orbs most certainly do generate, but it's totally random and part of random distribution is finding the same thing multiple times (RNGs commonly produce the same number up to 7 times in a row).
I can confirm #1. With Vsync set to 60, the dodge works fine. With the limit at 180 fps (and the game running at such), your character goes off flying. This same issue happens with the Back Slice skill, except in that case the character runs forward at ludicrous speed. So, with unlimited FPS, no Vsync and a good PC, you can reach warp speed, easy. Not a critical issue though.
An issue I've been having though, is Leaping Blow only does AOE damage when I'm in creative mode. In survival, regardless of skill level, it only hits the one target in front.
I can confirm #1. With Vsync set to 60, the dodge works fine. With the limit at 180 fps (and the game running at such), your character goes off flying. This same issue happens with the Back Slice skill, except in that case the character runs forward at ludicrous speed. So, with unlimited FPS, no Vsync and a good PC, you can reach warp speed, easy. Not a critical issue though.
An issue I've been having though, is Leaping Blow only does AOE damage when I'm in creative mode. In survival, regardless of skill level, it only hits the one target in front.
I guess that's revenge for you having such a sweet computer? Lol. Really, though, is there any point to not capping the FPS at 60 or so? I don't think it's possible to tell the difference after that. Still, thanks for the confirmation - I might tinker with it at some point, but like you said, it's not really critical.
Re: Leaping Blow - that's very weird, as there is nothing in the code that would make it behave differently in Creative vs. Survival. I haven't ever noticed any difference, and can hit multiple enemies in Survival just fine... are you sure you are aiming / clustering enemies the same in both cases? Level 1 leaping blow doesn't have that large of an AoE, either, so try at higher levels.
I guess that's revenge for you having such a sweet computer? Lol. Really, though, is there any point to not capping the FPS at 60 or so? I don't think it's possible to tell the difference after that. Still, thanks for the confirmation - I might tinker with it at some point, but like you said, it's not really critical.
Re: Leaping Blow - that's very weird, as there is nothing in the code that would make it behave differently in Creative vs. Survival. I haven't ever noticed any difference, and can hit multiple enemies in Survival just fine... are you sure you are aiming / clustering enemies the same in both cases? Level 1 leaping blow doesn't have that large of an AoE, either, so try at higher levels.
The thing with leaping blow could be a result from other mods' interference. It isn't about the skill's level for sure, since in survival, the shockwave from the skill doesn't appear at all. But it works at any level in creative mode.
And yeah, there is a point at not capping the fps at 60, because minecraft basically throttles itself and ends up running significantly slower. At least on my computer, it isn't rare for the actual fps to drop below 60 when the cap is set below 120. But like I said, Vsync solves the problem.
Leaping blow damage already tapers off with distance (as does the duration of weakness), so enemies at the edge of the effect are barely affected.
Some skills are already affected by status effects. Dash, for example, changes both the distance you can travel and the damage you cause based on your actual current speed, including any modifiers.
Modifiers to jump, however, tend to be hard-coded rather than having a testable modifier, so there is no way for me to know if a player has any or not. Those are good ideas, though, and that's actually how I wanted Rising Cut to work initially - it just proved infeasible.
Re: Leaping Blow bug - ah, it's an issue with other mods! That actually makes sense. So the way it works, there is a FallEvent that triggers when the player lands on the ground, and mods can modify what happens there. Leaping blow requires that the player falls at least 1 full block to trigger, so if another mod either cancels the FallEvent or changes the distance to 0 (even possible from another event!), which I suspect those other mods might be doing, then Leaping Blow will not trigger.
I'll have to think of a way to work around that, but even then there are no guarantees other mods won't do something else that's weird and breaks it. Hmmm...
Re: Leaping Blow bug - ah, it's an issue with other mods! That actually makes sense. So the way it works, there is a FallEvent that triggers when the player lands on the ground, and mods can modify what happens there. Leaping blow requires that the player falls at least 1 full block to trigger, so if another mod either cancels the FallEvent or changes the distance to 0 (even possible from another event!), which I suspect those other mods might be doing, then Leaping Blow will not trigger.
I'll have to think of a way to work around that, but even then there are no guarantees other mods won't do something else that's weird and breaks it. Hmmm...
I was testing it w/o any buffs or items that should affect the jump/fall of the player.
I was using Smart Moving, but apart from flight and no fall damage in creative, it functions the same as in survival - at least visibly, though I really don't know what the point of adding functional differences would be. Also, it has a "soft" on/off switch (where the model behavior returns to vanilla), but that didn't seem to affect anything.
Actually, even removing Smart Moving (and Player API) didn't do anything in my case - there is still no shockwave in survival, only the auto-crit on a single enemy. Not sure what else could be causing this.
I was testing it w/o any buffs or items that should affect the jump/fall of the player.
I was using Smart Moving, but apart from flight and no fall damage in creative, it functions the same as in survival - at least visibly, though I really don't know what the point of adding functional differences would be. Also, it has a "soft" on/off switch (where the model behavior returns to vanilla), but that didn't seem to affect anything.
Actually, even removing Smart Moving (and Player API) didn't do anything in my case - there is still no shockwave in survival, only the auto-crit on a single enemy. Not sure what else could be causing this.
I just tested it myself at lvl 3 and it works fine - used it into a group of pigs while in survival mode, hit all of them, particles all spawned fine, etc. What version of the mod and Forge are you using?
Also, the 'auto-crit' isn't actually part of Leaping Blow, that's the vanilla effect of hitting an enemy while jumping. In fact, if you are hitting the enemy directly with your sword, that means you didn't jump high enough to activate the Leaping Blow. You need to jump at least a full block, i.e. a completely unobstructed normal jump.
is there any config option that let me start with all skills or must i cheat all orbs to use it?
No config, but you can use the command "grantskill your_name all" to gain all of the skills at max level, or "grantskill your_name skill_name x" to grant yourself just one specific skill at 'x' level.
The Version Tracker support is slightly bugged. For me, it's reporting that the mod is out of date even though I have v1.8-2.0 installed (says that "v2.0" is out/newest), and redownloading it doesn't solve the warning.
All I have to do is ignore it, but it's still a tiny bit annoying.
this mod is awesome, i was playing around with this mod with my brother and using the more swords mod, and we did like a lot of combos,
Dash apparently sometimes sends your opponent up into the air, and sword beam( should be called sword wave since it shoots out a wave attack) is cool also, i really never could get ending blow to work properly because i was too darn slow so i just sticked to dashing and leaping blow and rising cut and sword wave and parrying( i knew what mortal draw was for, for to pull your sword out quickly so you can fight your opponent and finish them off quicker) if you keep on spamming dash, rising cut, sword wave, and all that, you could perform a combo without even having to use difficult manuevers.
Dash is fun to spam but heres a combo you could do with dash and sword wave
First Dash then sword wave,
What this will do is first knockback your opponent then they get hit by your sword wave attack
Edit: what would be cool is a new skill, called shockwave, it sends a giant shockwave that sends opponents up into the air and deals massive damage, also has a 5 second cooldown
Your idea sounds pretty over-powered, not to mention that I specifically chose to avoid using cooldowns as a mechanic in this mod (with the exception of the time it takes to perform the animation, and a few others that require a few ticks between uses to prevent complete spamming).
Glad you're enjoying the mod, though!
oh yeah and if you do plan to add shockwave, the player also gets slowness II for 3 seconds when shockwave is used once.
Hi coolAlias, first of all, i love this combat mod, really it's one of my favorite mods.
But i want to make a request for you: Can you make a mod like this but instead of sword focused, unarmed/fist focused, I mean, i'm a big fan of the monk style in D&D, and unarmed like characters.
Also I'm wating for the update of a mod called Iron Fist wich increases the unarmed damange (and make the fist a tolos, but i want it more for combat).
If you can make a mod like this more focused on unarmed combat, and with the "Base skills" the same (with base skills i mean the skill wich doesn't require a sword for be doing, combo, doging, that kind of skills).
Well if you can make that mod i will be really in debth with you, because i love this mod, and unarmed combat.
Thanks for Reading and waiting for your asnwer.
I do love me some unarmed combat, but I am currently working on updating my Zelda mod to 1.8.
While it wouldn't be difficult to allow the current skills to be used with bare fists and/or create skills just for fists, I feel like it both wouldn't be balanced and also just wouldn't fit very well within Minecraft.
Perhaps you could take some of your own time to come up with what you feel are balanced unarmed skills that would work well in Minecraft, as well as some sort of balanced mechanism for earning said skills - remember that every other weapon players have at their disposal deteriorate over time and must be replenished with resources, they can be stolen or lost, etc., whereas unarmed has none of those drawbacks.
If you can come up with a fully fleshed out and workable idea, I may consider it, but I myself have neither the time nor inclination to do so.
Ok i will think in something
But the drawback about unarmed is its low damange, and a good way for balancing them will be just more hunger cost, i mean, you are using you body at his maximun for using them, it will make you tire in no time.
Ok the things i have thinked:
Dodge
Dash Attack
Basic Unarmed Technique
Leaping Blow
Hadouken??? (Sword Beam)
That ones i fell are ok, as they are, just increase the Exhaustion in the hadouken, and a bit on the leaping blow.
Now instead of Spin Attack and Super Spin Attack change for a (Chunk Norris style) round house kick OR something like an aura/ground crash attack.
Rising Cut well it is well as it is, and can be changed for a Uppercut with some knockback.
Armor Break and Sword Break, will just do some damange to the armor, and sword break will be changed to Low Hit, adding a slowness effect, maeby 1 sec per level.
Parry will change to Hand Reflex, it will be able to STOP arrows and other unarmed attacks, but the disarm chance will be still aplied, i mean, it will hurt you if i hit you with my sword, but you will be able to disarm me with some grip or dislocation tecnique (just right click unarmed, unarmed itself has no block key)
Ending Blow change to some kind of heavy puch, let's call it Power Jab for some time, if it hit's it will give a nausea effect for 1 sec, per level, and it won't be a finishing move.
Mortal Draw could be changed to a Neck Chop making it effective.
Back Slice well it could be changed just to a Back Hit and used like it is.
The damanges and exhaustion are left to you, but i fell damanges should be increased (just doubled) and in some skills more exhaustion (doubled or triplicated)
The way for gaining them should be the same as you are using here, find them on dungeon chests, and instead of weapon containing the skill, what about armor parts, AND/OR books you should keep on your inventory bar???
Well tell me what you think, and if you want something more tell me and i will make it. (I mean explain it more, or add some more mechanichs or something like that).
Hmm, mind if I join this conversation?
In my opinion, unarmed combatants already start off with a disadvantage, namely, extremely low damage.
A fist deals 1 point of damage, a wooden/gold sword 5, stone 6, iron 7, and diamond 8.
Even if your opponent has a wooden sword, you need to land five hits per every hit they land. Add various enchantments, and swords pretty much have a big advantage over swords even with the durability/lose thing.
Also, each (hostile)mob as around 20 health. This means you need to hit each mob around 20 times to kill it. Even with a wooden sword, the amount of hits needed is cut down to just four. Some like witches or endermen are practically impossible to kill with fists.
.
As for how to get the skills, there are a couple of choices.
One is to make all skills drop when killing mobs, like it is now, and make some skills need certain things to be held(or un-held) to use-like how mortal draw needs a empty hand to use- then have the stats of the skill change depending on what is held.
For example, spin attack needs a sword or axe to use, and axe deals less damage than sword(I know they do on their own, I mean less bonus damage or skill damage or whatever).
Sword beam would only be usable with a sword, targeting is usable with all things, but it if not barehanded/holding weapons, you can only have up to 3 combos, and barehanded gives 1/2 the bonus damage, mortal draw can only be done with swords, etc
Basically, it would be a 'general combat' thing.
Another is to have mobs killed by fists drop 'fist skill orbs' and have them be totally separate from sword skills. Though, this would only work if it's possible to know what the mob was killed with, and since killing mobs with firsts is a chore, this would be quite the annoying grind.
The third is for mobs to randomly drop sword skill and fist skill orbs. Somewhat weird/annoying as you can accumulate fist skill orbs without ever intending or fighting using fists, somewhat annoying because it'll be twice as hard to get the skill orb you want.
Fourth, have the players 'buy' and upgrade skills using xp levels or points gotten for killing mobs or whatever. Less of a grind, and less random, but possibly too much work?
Fifth is to have special 'trainer' NPCs in villages or specially spawning in various biomes/special structures that sell/give you skill orbs for cash/loot/quests/whatever.
Some good points by AllenWL there about sword vs. fist damage.
Given the low base damage of fists, I think it would make more sense for the unarmed skills to give flat bonuses to damage (e.g. +3) rather than percentage increases (e.g. +50%).
Also, being unarmed could give the player some kind of defensive or even speed bonus, much like D&D monks. That could help balance out unarmed combat somewhat without having to make the damage too high, as swords should honestly always be a better pure combat option - if they weren't, people would still be fighting with fists instead of bombs and guns.
I don't know if I like converting ALL of the sword skills into an equivalent unarmed skill; leaping blow (which is an AoE effect with the sword) and sword beam in particular, though it would be cool to have a Ki Strike or something that can strike from some distance per skill level, does moderate damage and has decent knockback effect, perhaps like a long-range Dash effect but you don't have to move.
Personally, I don't think all skills should be unarmed skills either. Some, like armor break or sword break, don't make much sense(if anyone can break swords or penetrate armor with their bare hands, he certainly won't be a video game character[too OP]), other things like spin attack and sword beam makes even less sense, and a few like mortal draw is impossible to do with bare hands really.
In my opinion, the sword skills are, other then a few exceptions, are all focused on high-damage and 1-on-1 combat, they are more about focusing on one foe and taking him down, with little maneuvering or movement involved. The very basic targeting, which is pretty much a requirement for all attacks, makes you focus on one enemy, letting you fight him more effectively, at the cost of severe penalties to movement. You have to stay in range, and you cannot attack any other enemies, on top of being very venerable to attacks from the rear and awkward movement thanks to the constant moving of the screen. Plus, surprise attacks are near-impossible to do.
So I usually end up going for the heavy-hitter technique.
For example, if I where to fight with sword skills, I would don my armor, face my enemy, and use mostly hard-hitting skills with a few AOE's to guard my back, then move on when I finish. I don't really care about my surroundings, I just tank and combine skills. If any get near me, I don't back away or move to a better position, I simply fling a few AOE's to take them down, maybe fire a sword beam or two to take out my current foe faster, but mostly, I just stand my ground.
The fist skills, if made, should focus on speed, maneuverability, and hit-and-run tactics and miscellaneous skills.
Fist skills could make the user use their surroundings more, or be slightly more creative. For example, if I had a 'grab' move that let me grapple with a enemy or a body slam-type move, and acrobatics, I could throw myself off a cliff, then land safely, while making my opponent attain severe damage,, or fling them into hazards such as lava, cacti, deep falls, or incoming arrows. A 'high jump' or other movement skills can let me maneuver around the enemy, and quickly run in for a hit, then run out again taking minimal damage.
As for what skills I think there should be,
There should defiantly be a guard skill of sort like parry(I'm sure we can slap away a sword. After all, it only has two sharp edges, not twenty-five hundred), maybe allow people to 'guard' like with swords, but without the movement penalty and lesser guard ability?
Some other not-so combat related skills, such as acrobatics(Possible chance to 'dodge' arrows making it do no damage, and reduce/negate fall damage to a extent), or a 'high jump' would allow unarmed people more maneuverability, balancing them out against say, a juggernaut with god-level weapons.
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To list a few I have thought of.
'Ready stance'
The basis of nearly all bare-handed skills, slightly decreases speed, but slightly heightens defense and strength. Attacks may be chained for a minor damage boost.
'Guard'
While attempting to stop things with your bare hands is not a good idea, sometimes, you have to make do. Guards, increasing defense by large amount. However, you cannot move nor attack while guarding. Does not defend against 'magical' attacks.
'Deflect'
While a tricky to manage, most attacks can be deflected, negating damage. Only works for arrows, swords, and other 'physical' attacks. Potions, explosions, etc cannot be deflected.
'Throw'
Throws a entity. Deals no actual damage, but damage depends on how fast the thrown mob was going when they hit a wall/another mob. Depending on speed, may knockback/damage other mobs or break weaker blocks such as glass, foliage, ect. Obviously will not deal damage if target was not traveling fast enough, due to reasons like landing in something that slowed them down enough.
'Jab'
A quick stab with the fists, very very weak, but very, very fast. Ignores the 'damage invulnerability'(the flashing red after getting hit), allowing a constant barrage attacks to push opponents back. Not good for actual attacks, but can buy you time.
'Haymaker'
Extremely powerful punch, but is slow to charge, and has a slight second of vulnerability after using. Mostly a finishing blow.
'Sucker punch'
A quick, medium powered punch that stuns the opponent.
'Grab'
You grapple with the opponent, greatly reducing their attack and allowing you to somewhat drag them around. Continued struggling or a attack can force you to let go.
'Body slam'
You rush forward, smashing through any mobs in your path and dealing great knocback. You can also break through weak blocks like leaves, glass, etc.
'Acrobatics'
Allows you to jump higher, take less fall damage, and 'dodge' some blows(low chance). (Possible double jump?)
'Dash'
A very quick, speedy run. Just like the dash attack, but without the attack. Oh, also, a longer running time and faster speed.
'Careful blow'(I just couldn't think of a name for this...)
A carefully aimed blow at the opponent's weak points. Has a slew of effects from ignoring armor, to stunning the target, or disarming the opponent and more. All is chance-based so bit of a gamble though.
Hello, CoolAlias
Firstly, im not English speaking dude, so sorry me for grammar errors.
Secondly, i have some ideas about your mod next gen, and if you will interested them, i write them. I dont want to loose your time, thats why i try to type shortly
Your hunger pvp system is badly, because then we fight with my friends it wasnt knight PVP it was food fight(
It will be interestin on my my mind to builtatack points for every good atack skills in simple words
Standart atack skill like- 1 point for 2-3 seconds and you can do more skill atack
unromred atack wich cost 1 point or another skillm and it give more points for next atack, it will be something like combos etc...
Secondly about your atack system its really coll, because i like your idea about only fighting PVP without magic and with good dodge like parrying atacks or dodge, its make PVP dynamic, cool and realistic, i really want that you will work in this style. But why not make your mod more RPG look like, et else all skills cant be in groups, for every class. I think you like Mine and blade mod, so if mixed them it can be cool. In example
1) Warrior- skill only work if wear one-handed weapon and shield or two-handed weapon, have some skills like atacks and an-armored skills or defence but not parryin or dodge
2) Fighter- skills work only with 2 one-haded weapons in both hand, have fast skills and dodge
And etc... It was simple clases, but you can make them more interesting, the idea for clases to combine type of weapons+skills which can be better for this clases
Thirdly, its to make for skills thich on atack get the target(i cant translate it, i try to say then atack was good,right, successdamage target) have a chance to effects, like bash(slowness effet 4level_slowness atack speed 4 level), simple slow and anothers...
Thank you, if you read it and answer me, if you will intersted for my ideas i can write it it more long variant and reveal the heart of idea
I can confirm #1. With Vsync set to 60, the dodge works fine. With the limit at 180 fps (and the game running at such), your character goes off flying. This same issue happens with the Back Slice skill, except in that case the character runs forward at ludicrous speed. So, with unlimited FPS, no Vsync and a good PC, you can reach warp speed, easy. Not a critical issue though.
An issue I've been having though, is Leaping Blow only does AOE damage when I'm in creative mode. In survival, regardless of skill level, it only hits the one target in front.
I guess that's revenge for you having such a sweet computer? Lol. Really, though, is there any point to not capping the FPS at 60 or so? I don't think it's possible to tell the difference after that. Still, thanks for the confirmation - I might tinker with it at some point, but like you said, it's not really critical.
Re: Leaping Blow - that's very weird, as there is nothing in the code that would make it behave differently in Creative vs. Survival. I haven't ever noticed any difference, and can hit multiple enemies in Survival just fine... are you sure you are aiming / clustering enemies the same in both cases? Level 1 leaping blow doesn't have that large of an AoE, either, so try at higher levels.
The thing with leaping blow could be a result from other mods' interference. It isn't about the skill's level for sure, since in survival, the shockwave from the skill doesn't appear at all. But it works at any level in creative mode.
And yeah, there is a point at not capping the fps at 60, because minecraft basically throttles itself and ends up running significantly slower. At least on my computer, it isn't rare for the actual fps to drop below 60 when the cap is set below 120. But like I said, Vsync solves the problem.
Leaping blow damage already tapers off with distance (as does the duration of weakness), so enemies at the edge of the effect are barely affected.
Some skills are already affected by status effects. Dash, for example, changes both the distance you can travel and the damage you cause based on your actual current speed, including any modifiers.
Modifiers to jump, however, tend to be hard-coded rather than having a testable modifier, so there is no way for me to know if a player has any or not. Those are good ideas, though, and that's actually how I wanted Rising Cut to work initially - it just proved infeasible.
Re: Leaping Blow bug - ah, it's an issue with other mods! That actually makes sense. So the way it works, there is a FallEvent that triggers when the player lands on the ground, and mods can modify what happens there. Leaping blow requires that the player falls at least 1 full block to trigger, so if another mod either cancels the FallEvent or changes the distance to 0 (even possible from another event!), which I suspect those other mods might be doing, then Leaping Blow will not trigger.
I'll have to think of a way to work around that, but even then there are no guarantees other mods won't do something else that's weird and breaks it. Hmmm...
I was testing it w/o any buffs or items that should affect the jump/fall of the player.
I was using Smart Moving, but apart from flight and no fall damage in creative, it functions the same as in survival - at least visibly, though I really don't know what the point of adding functional differences would be. Also, it has a "soft" on/off switch (where the model behavior returns to vanilla), but that didn't seem to affect anything.
Actually, even removing Smart Moving (and Player API) didn't do anything in my case - there is still no shockwave in survival, only the auto-crit on a single enemy. Not sure what else could be causing this.
I just tested it myself at lvl 3 and it works fine - used it into a group of pigs while in survival mode, hit all of them, particles all spawned fine, etc. What version of the mod and Forge are you using?
Also, the 'auto-crit' isn't actually part of Leaping Blow, that's the vanilla effect of hitting an enemy while jumping. In fact, if you are hitting the enemy directly with your sword, that means you didn't jump high enough to activate the Leaping Blow. You need to jump at least a full block, i.e. a completely unobstructed normal jump.
No config, but you can use the command "grantskill your_name all" to gain all of the skills at max level, or "grantskill your_name skill_name x" to grant yourself just one specific skill at 'x' level.
I love it!
How long would you survive?
The Version Tracker support is slightly bugged. For me, it's reporting that the mod is out of date even though I have v1.8-2.0 installed (says that "v2.0" is out/newest), and redownloading it doesn't solve the warning.
All I have to do is ignore it, but it's still a tiny bit annoying.