Project War Dance and Cloak and Dagger Cross compatibility
Darkmega18 opened this issue ยท 3 comments
Feature description
Project War Dance improves minecrafts combat with things like parrying, posture damage and staggering as well as a combat skill system.
Cloak and dagger expands into it futher with a stealth system with backstab damage multipliers when used with Cloak and Dagger.
Different weapons hit with varying level of impact (based on a class of weapon in the current 1.19.2 implementation) and can deflect damage when used to parry with varying levels of effectiveness.
War dance and Cloak and Dagger are made with the "footwork api" and "Attributizer" which has stuff like attributes that can modify the reaction of various resource meters (posture, might, spirit) and skills etc currently used for items such as armor and wearables.
For a clue on what this would entail, this is the current running sheet of weapons and tools etc which have ids which myself and the author of the mod have manually configured throughout our playing and testing:
https://docs.google.com/spreadsheets/d/1qBzwZQshb9WBc1IIoq0PKKcRa1vBlylXkWOYBh3zlw8/edit?usp=sharing
Tetra last i knew didn't have item ids for every weapon and tool it can create, it uses an nbt edited tool item. Which unfortunately makes it difficult to apply the usual system to your equipment, unlike something like silent gear which still has defined item types for each of it's tools.
Weapons and tools have posture damage values, which are dealt to the enemy's posture on hit, or on parry (parrying negates damage and effects taken from the target). When posture empties an enemy is briefly stunned or knocked down, with enough stuns they are 'exposed' which works as a form of finisher attack dealing a portion of max health as further damage when striking them in that state.
They also have a defense value which, when the weapon or tool is used to parry, multiplies the amount of posture damage taken. Shields and bulky weapons typically being good in these regards, with lighter and smaller weapons being harder to parry with as such.
For Tetra, there would need to be some way for the mod to dynamically change the posture and defense values of weapons based on the combination of tool parts and what classification the tool in question is currently taking on.
For example a simple sword would be 2.6 posture damage and 0.9 defensive value.
However if that sword was then made into a larger sword which was slower, it might then become something like 3.2 with 0.8 defensive value.
Additional effects or durability modifiers that don't add or subtract weight to the weapon wouldn't really affect it.
This also covers shields too, which are given negative attributed attack rate (so they don't swing 4 times a second like anything that doesn't have attack rate normally), due to the ability to swing them as high posture damage offhand weapons for shield bashing with skills when wielded.
Some weapons etc also have values that allow them to either bypass manual shielding (like vanilla shields), bypass auto parrying from war dance, or to be able to parry or not.
More simply, theres also a distracted and unaware value which changes usually based on weapon type also. unaware is a damage multiplier when a mob is aggro onto something else, where as unaware is a multiplier when striking a mob with no target at all.
Usually the highest of things are stuff like daggers. While bulky weapons like hammers have low values in these.
How it improves the player experience
Yes.
It gives more player choice and consideration to whether they want a highly defensive weapon or a heavy posture damage weapon. Effects such as ability to parry, pierce parries or shields or bonus damage vs stunned, knocked down or staggered foes would also be on the table as options to consider when creating parts to give them more situational depth.
Weapon speed in war dance also governs how fast "might" (a type of skill resource) is generated per hit, with slower weapons being able to generate might in larger bursts.
War dance also makes changes to sweeping edge, allowing items with the enchant to actually fully hit enemies in a coneshape increasing based on the level of the enchant. Weapons could be made to have cleaving swings in this regard which hit all targets, or have narrow radius's as a form of "piercing".
Further, it'd be War Dance's first properly modular tool mod to have full compatibility when it's done which will reduce the need to choose against using tetra due to the lack of compatible posture and damage values when wanting to use War Dance for overall combat gameplay changes.
Tetra synergies
Tetra seems all about playing around with modular tools trying to make the best item for a job. as mentioned, it makes for even more tool stat choices when tooling around to make even more unique and personalized gear using your system.
ding dong bump :< people still be asking about cross compat with war dance and this. But I keep telling them I have no way to do so cause of how your items are made with item ids.
We have a list of weapon/tool type tags I can share if you were to look at how war dance compatibility works. Those could be used to generate stats through something other than item names and item tags which can be put into the items that are built.