Epic Fight

Epic Fight

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[Cross Compat]: Project War Dance Interlink?

Darkmega18 opened this issue · 2 comments

commented

Have you checked if a similar issue is already reported by someone else?

  • I checked there are no similar issues have been reported.

Have you read the support policy?

  • I read it and I accept the policy.

Are you using the latest Epic Fight and recommended Forge version?

  • I checked I'm using latest Epic Fight and recommended Forge version.

Is this issue related to mod incompatibility?

  • This is a mod compatibility issue and I'm aware of the problem.

The mod

Project War Dance

Minecraft Version

1.20.1

What happened?

G'day, I help test and work with a mod known as Project War Dance. The mod is meant to be based around a faster playstyle that works around the vanilla systems, but we often get requests for animations and such because of the expectation that yourselves and better combat have been setting lately with your works.

I was wondering if you'd be able to work with JackieCrazy from War Dance and the Footwork API to make a War Dance + Epic fight mechanic interlink for those who want to play with both of the mods.

I had been discussing such an addon/compatibility idea with Wendy, a user on the discord, who has been expressing a desire to make a modpack that utilizes both our mods (and has since released an early version of such with other mods) but theres only so much that I can advise on being one of the primary users and testers of War Dance but not really the coder behind it.

https://discord.com/channels/955784714264932362/1086533654882300044/1086533654882300044
This is the link to the topic originally started by Gemios. I've shared my thoughts on it in there.

Things such as:
Stamina damage on block or on hit into posture damage. Stamina is just used as a limiter for movement and dodges and attacking etc.

Using defense multipliers from war dance to reduce posture/stamina damage incoming.

Having emergency escape like mechanics by default to allow a faster play style at the cost of using stamina to cancel animations.

Making parrying from war dance use the epic fight parry as the combat is more active but still allow a passive parry that blocks with a loose upper body animation on hit for those times where other mobs aren't made in the epic way where they will hit from a touch.

Making player react as if they have moderate stagger/stun armor until posture is broken, in which case stuns, knockdowns and "expose" from war dance (the three levels of stagger) is handled with epic fight stuns/knockdown animations and durations.

among other things.

commented

I am the coder in question. Hooks to implement all of the above functions have already been added from my side.
stamina damage on block/hit can be implemented with CombatCapability#consumePosture
defense multipliers can be retrieved with CombatUtils#getPostureDef
point 3 may not require my intervention.
if all mobs have windup, and optionally are able to parry somehow, I am more in favor of removing idle parry altogether and using manual parries.
Posture can be checked for stun armor purposes with CombatCapability, and stuns, knockdowns, fractures, and exposes all send events for manipulation.
That said, I am also not a subsidiary mod to Epic Fight, and an inevitable deluge of compatibility-based inquisitions will rapidly deplete any desire to work on the project further. Due to this limitation, I am unsure as to how one would reconcile the two significantly different directions in which the two mods design combat.

commented

I mean, we can focus on making war dance compat and if people make epic compat they'll just kinda smash together in the middle ideally with a little tweaking cause of the hypothetical compat bridge...?

Manual parrying would probably work out just fine, yeah, as long as the blocking is passed to war dance's parry to trigger skills etc.

one thing would also be i-framing the dodges too like war dance's slides and dodges as long as sufficient stamina is available. (since if emergency escape can become default I think I read in the showcase video it allowed dodging even when empty? so there'd need to be a limitation there.)

and of course, war dance special sweeps get shut off cause the animations sweep and both combat modes would need to turn on their features in tandem too. and any damage multipliers from different strikes would instead manipulate the posture damage dealt. So you don't end up vaporizing people's posture with rapid attacks from some movesets I've seen around.