Epic Fight

Epic Fight

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[BUG]: When I was making a dataset, I stumbled upon a critical problem with the giant sword collision box determination!!

hyqzaa opened this issue · 14 comments

commented

Have you checked if there's any similar suggestions ?

  • I checked, there are no similar suggestions that have been reported.

Are you using the latest Epic Fight ?

  • I checked I'm using latest Epic Fight version.

Is this suggestion related to another mod? (i.e: add animations for X mod)

  • This is related to other mods.

The mod

Epic Fight

Minecraft Version

1.16.5

What's your suggestion?

When I was making a dataset, I stumbled upon a critical problem with the giant sword collision box determination, which was fatal to the integrated dataset authors![My English is not good, so I can only use translation software to talk——I am an integration package author]1.19.2~1.18.2Only the latest versions of the above two game versions were tested

If the "damage_bonus" value is set to negative for a weapon of the Great Sword type when crafting the packet, then all of your Great Sword type weapons will have a judgment error on part of the attack, while you attack forward the attack animation is correct, but can only attack behind! This is very deadly!! I have tried many cases, and it still exists even after deleting the relevant packets!!! I want to make it disappear, but this is very random, Even if I remove the other irrelevant mods, there are still bugs.

I don't know how to express the qwq order, please do help me, This is my favorite mod...

2024-02-21.23-33-57.mp4
commented

Exactly the same thing is happening to me and I'm on 1.19.2

commented

I just fixed it, it is a temporary solution but it can work until someone fixes it, you simply have to delete the epic fight files in the config folder

commented

Only the latest versions of the above two game versions were tested

Can you make sure to check if this also happens on 1.19.2 & most importantly in 1.20.1?

commented

仅测试了上述两个游戏版本的最新版本

你能确保检查这是否也发生在 1.19.2 上,最重要的是在 1.20.1 中吗?

I tested it all afternoon and found that the bug was firing erratically, and to be honest I'm not sure if it's the result of what I said above. However, by repeatedly comparing the collision box, I found that after the bug triggered, the damage determination of some attacks was similar to slow. For example, when I attack, the animation shows that I hold the sword behind me, the sword's impact box turns red, which should trigger the damage determination, but when the sword is thrown in the middle, the sword's impact box turns back white and cannot cause damage, and when the sword is swung, it turns red again, and this moment the monster hits the red box and causes damage. So far, I have not tested how the bug was triggered. Is there any way to fix the bug manually by modifying the packet? This is really important to me! Thanks for help

commented

仅测试了上述两个游戏版本的最新版本

你能确保检查这是否也发生在 1.19.2 上,最重要的是在 1.20.1 中吗?

I tested it all afternoon and found that the bug was firing erratically, and to be honest I'm not sure if it's the result of what I said above. However, by repeatedly comparing the collision box, I found that after the bug triggered, the damage determination of some attacks was similar to slow. For example, when I attack, the animation shows that I hold the sword behind me, the sword's impact box turns red, which should trigger the damage determination, but when the sword is thrown in the middle, the sword's impact box turns back white and cannot cause damage, and when the sword is swung, it turns red again, and this moment the monster hits the red box and causes damage. So far, I have not tested how the bug was triggered. Is there any way to fix the bug manually by modifying the packet? This is really important to me! Thanks for help

Well i'm not even sure what you are doing to begin with, Why did you want to set the damage bonus to a negative value to begin with? I'm not getting the issue properly nor what's causing it, because i can't really give you a solution without actually knowing the cause of the issue too...

commented

I just fixed it, it is a temporary solution but it can work until someone fixes it, you simply have to delete the epic fight files in the config folder

what files.... and what config folder are you even talking abt?

commented

仅测试了上述两个游戏版本的最新版本

你能确保检查这是否也发生在 1.19.2 上,最重要的是在 1.20.1 中吗?

I tested it all afternoon and found that the bug was firing erratically, and to be honest I'm not sure if it's the result of what I said above. However, by repeatedly comparing the collision box, I found that after the bug triggered, the damage determination of some attacks was similar to slow. For example, when I attack, the animation shows that I hold the sword behind me, the sword's impact box turns red, which should trigger the damage determination, but when the sword is thrown in the middle, the sword's impact box turns back white and cannot cause damage, and when the sword is swung, it turns red again, and this moment the monster hits the red box and causes damage. So far, I have not tested how the bug was triggered. Is there any way to fix the bug manually by modifying the packet? This is really important to me! Thanks for help

Well i'm not even sure what you are doing to begin with, Why did you want to set the damage bonus to a negative value to begin with? I'm not getting the issue properly nor what's causing it, because i can't really give you a solution without actually knowing the cause of the issue too...

The negative value is set to reduce the damage of some weapons

commented

I just fixed it, it is a temporary solution but it can work until someone fixes it, you simply have to delete the epic fight files in the config folder

I am an integration package author, how did you fix this bug, my integration package can not continue to produce because of this bug

commented

仅测试了上述两个游戏版本的最新版本

你能确保检查这是否也发生在 1.19.2 上,最重要的是在 1.20.1 中吗?

I tested it all afternoon and found that the bug was firing erratically, and to be honest I'm not sure if it's the result of what I said above. However, by repeatedly comparing the collision box, I found that after the bug triggered, the damage determination of some attacks was similar to slow. For example, when I attack, the animation shows that I hold the sword behind me, the sword's impact box turns red, which should trigger the damage determination, but when the sword is thrown in the middle, the sword's impact box turns back white and cannot cause damage, and when the sword is swung, it turns red again, and this moment the monster hits the red box and causes damage. So far, I have not tested how the bug was triggered. Is there any way to fix the bug manually by modifying the packet? This is really important to me! Thanks for help

Well i'm not even sure what you are doing to begin with, Why did you want to set the damage bonus to a negative value to begin with? I'm not getting the issue properly nor what's causing it, because i can't really give you a solution without actually knowing the cause of the issue too...

Through the form of packets, such as the Great Sword weapon that comes with the module, I think they are unbalanced, so I lowered the damage in the configuration file, the original damage is 13, then I set the "damage_bonus" value to -6, and the final weapon damage will be 7. I don't know if you understand my approach, but I will try to express it

commented

仅测试了上述两个游戏版本的最新版本

你能确保检查这是否也发生在 1.19.2 上,最重要的是在 1.20.1 中吗?

I tested it all afternoon and found that the bug was firing erratically, and to be honest I'm not sure if it's the result of what I said above. However, by repeatedly comparing the collision box, I found that after the bug triggered, the damage determination of some attacks was similar to slow. For example, when I attack, the animation shows that I hold the sword behind me, the sword's impact box turns red, which should trigger the damage determination, but when the sword is thrown in the middle, the sword's impact box turns back white and cannot cause damage, and when the sword is swung, it turns red again, and this moment the monster hits the red box and causes damage. So far, I have not tested how the bug was triggered. Is there any way to fix the bug manually by modifying the packet? This is really important to me! Thanks for help

Well i'm not even sure what you are doing to begin with, Why did you want to set the damage bonus to a negative value to begin with? I'm not getting the issue properly nor what's causing it, because i can't really give you a solution without actually knowing the cause of the issue too...

However, if you use unzip software to open the module file and modify some of the files inside, you can do a similar thing

commented

仅测试了上述两个游戏版本的最新版本

你能确保检查这是否也发生在 1.19.2 上,最重要的是在 1.20.1 中吗?

I tested it all afternoon and found that the bug was firing erratically, and to be honest I'm not sure if it's the result of what I said above. However, by repeatedly comparing the collision box, I found that after the bug triggered, the damage determination of some attacks was similar to slow. For example, when I attack, the animation shows that I hold the sword behind me, the sword's impact box turns red, which should trigger the damage determination, but when the sword is thrown in the middle, the sword's impact box turns back white and cannot cause damage, and when the sword is swung, it turns red again, and this moment the monster hits the red box and causes damage. So far, I have not tested how the bug was triggered. Is there any way to fix the bug manually by modifying the packet? This is really important to me! Thanks for help

Well i'm not even sure what you are doing to begin with, Why did you want to set the damage bonus to a negative value to begin with? I'm not getting the issue properly nor what's causing it, because i can't really give you a solution without actually knowing the cause of the issue too...

Through the form of packets, such as the Great Sword weapon that comes with the module, I think they are unbalanced, so I lowered the damage in the configuration file, the original damage is 13, then I set the "damage_bonus" value to -6, and the final weapon damage will be 7. I don't know if you understand my approach, but I will try to express it

Yeah and thats exactly what happens right? If you are looking at the tooltip, make sure to update epic fight as in the latest update we fixed an issue with tooltips being unresponsive and not properly displaying the values they should...

commented

仅测试了上述两个游戏版本的最新版本

你能确保检查这是否也发生在 1.19.2 上,最重要的是在 1.20.1 中吗?

我整个下午都对其进行了测试,发现该错误不规则地触发,老实说,我不确定这是否是我上面所说的结果。但是,通过反复比较碰撞箱,我发现在bug触发后,一些攻击的伤害判定与慢相似。例如,当我攻击时,动画显示我把剑放在身后,剑的撞击盒变成红色,这应该触发伤害判定,但是当剑被扔到中间时,剑的撞击盒变回白色,无法造成伤害,当剑挥动时,它又变成红色, 而这一刻,怪物击中了红盒子并造成伤害。到目前为止,我还没有测试过该错误是如何触发的。有没有办法通过修改数据包来手动修复错误?这对我来说真的很重要!谢谢你的帮助

好吧,我什至不确定你一开始在做什么,你为什么要一开始就将伤害加成设置为负值?我没有正确地解决问题,也没有找到导致问题的原因,因为在实际上也不知道问题的原因的情况下,我无法真正为您提供解决方案......

通过包的形式,比如模块自带的大剑武器,我觉得是不平衡的,所以我在配置文件中降低了伤害,原来的伤害是13,然后我把“damage_bonus”值设置为-6,最终武器伤害会是7。我不知道你是否理解我的方法,但我会试着表达出来

是的,这正是发生的事情,对吧?如果您正在查看工具提示,请确保更新史诗般的战斗,因为在最新更新中,我们修复了工具提示无响应且无法正确显示它们应有的值的问题......

Using your updated version of the module two days ago, it seems that the strange bug will not appear again, thank you for your efforts

commented

仅测试了上述两个游戏版本的最新版本

你能确保检查这是否也发生在 1.19.2 上,最重要的是在 1.20.1 中吗?

I tested it all afternoon and found that the bug was firing erratically, and to be honest I'm not sure if it's the result of what I said above. However, by repeatedly comparing the collision box, I found that after the bug triggered, the damage determination of some attacks was similar to slow. For example, when I attack, the animation shows that I hold the sword behind me, the sword's impact box turns red, which should trigger the damage determination, but when the sword is thrown in the middle, the sword's impact box turns back white and cannot cause damage, and when the sword is swung, it turns red again, and this moment the monster hits the red box and causes damage. So far, I have not tested how the bug was triggered. Is there any way to fix the bug manually by modifying the packet? This is really important to me! Thanks for help

Well i'm not even sure what you are doing to begin with, Why did you want to set the damage bonus to a negative value to begin with? I'm not getting the issue properly nor what's causing it, because i can't really give you a solution without actually knowing the cause of the issue too...

Through the form of packets, such as the Great Sword weapon that comes with the module, I think they are unbalanced, so I lowered the damage in the configuration file, the original damage is 13, then I set the "damage_bonus" value to -6, and the final weapon damage will be 7. I don't know if you understand my approach, but I will try to express it

Yeah and thats exactly what happens right? If you are looking at the tooltip, make sure to update epic fight as in the latest update we fixed an issue with tooltips being unresponsive and not properly displaying the values they should...

After updating the module, although the Great Sword type weapon is solved, the "uchigatana" type that was not bug-free before seems to have a similar bug. However, the good news is that this type of weapon is relatively small, which does not particularly affect the production of integrated packages.

commented

仅测试了上述两个游戏版本的最新版本

你能确保检查这是否也发生在 1.19.2 上,最重要的是在 1.20.1 中吗?

I tested it all afternoon and found that the bug was firing erratically, and to be honest I'm not sure if it's the result of what I said above. However, by repeatedly comparing the collision box, I found that after the bug triggered, the damage determination of some attacks was similar to slow. For example, when I attack, the animation shows that I hold the sword behind me, the sword's impact box turns red, which should trigger the damage determination, but when the sword is thrown in the middle, the sword's impact box turns back white and cannot cause damage, and when the sword is swung, it turns red again, and this moment the monster hits the red box and causes damage. So far, I have not tested how the bug was triggered. Is there any way to fix the bug manually by modifying the packet? This is really important to me! Thanks for help

Well i'm not even sure what you are doing to begin with, Why did you want to set the damage bonus to a negative value to begin with? I'm not getting the issue properly nor what's causing it, because i can't really give you a solution without actually knowing the cause of the issue too...

Through the form of packets, such as the Great Sword weapon that comes with the module, I think they are unbalanced, so I lowered the damage in the configuration file, the original damage is 13, then I set the "damage_bonus" value to -6, and the final weapon damage will be 7. I don't know if you understand my approach, but I will try to express it

Yeah and thats exactly what happens right? If you are looking at the tooltip, make sure to update epic fight as in the latest update we fixed an issue with tooltips being unresponsive and not properly displaying the values they should...

After testing other weapons, the "spear" weapon type began to show some similar conditions