namidaka / crpg

Multiplayer mod for Mount & Blade II: Bannerlord
https://c-rpg.eu
GNU General Public License v3.0
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mod: 1h stab speed reduction #338

Closed Yeldur closed 5 months ago

Yeldur commented 5 months ago

Reduce Stab speed for 1h

0.75 -> 0.70 echoing similar lines as https://github.com/namidaka/crpg/commit/8203f5e1aff7b3804d78bd121d7483b488b0f65e

From testing in-game this reduces stab speed a fair amount whilst not impacting the 'lingering' part of the animation too hard, it does increase this however, but this is not a controllable factor when we reduce the stab speed on the animation.

namidaka commented 5 months ago

Stab speed reduction for 1h

0.75 -> 0.70 echoing similar lines as 8203f5e

From testing in-game this reduces stab speed a fair amount whilst not impacting the 'lingering' part of the animation too hard, it does increase this however, but this is not a controllable factor when we reduce the stab speed on the animation.

It is a controllable factor. collision_check_ending_percent="0.38" in combat_parameters. Also please fix the "stuck in uncancellable animation , need to hit the ground to fix" . We found it last time in the one of the parameters xml

Yeldur commented 5 months ago

Stab speed reduction for 1h 0.75 -> 0.70 echoing similar lines as 8203f5e From testing in-game this reduces stab speed a fair amount whilst not impacting the 'lingering' part of the animation too hard, it does increase this however, but this is not a controllable factor when we reduce the stab speed on the animation.

It is a controllable factor. collision_check_ending_percent="0.38" in combat_parameters. Also please fix the "stuck in uncancellable animation , need to hit the ground to fix" . We found it last time in the one of the parameters xml

I had a look at that parameter but it doesn't do what we think it does, from testing with it I believe

does something else entirely. I can confirm with 95% certainty though that it does not impact animation speed at all.

It's hard to test with bots specifically but I think that parameter may affect how long the opponent is stunned after being hit by a thrust attack

Will take a look and test with collision_check_ending_percent though and see what this does

Yeldur commented 5 months ago

I've run further tests on: <managed_core_parameter id="StunPeriodAttackerThrust" value="0.67"/> I can confirm that this line does not impact anything to do with how long the animation runs

Likewise, with collision_check_ending_percent="0.38" this does not impact the animation duration but rather how long it checks for collision on dealing damage; I suspect there was probably confusion with my wording as the issue isn't that it continues doing damage, just the duration of animation which I believe is something caused by us switching up the way the animation runs (I.E. The way Meow did this was pushing the "delay" to the end of the animation rather than the front, meaning that the stab initiates fast but finishes slow)

Based on this, I think the PR is finished as it is, as there's nothing else I could address to my knowledge to solve this.