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wiki for indestrutible xx.x.4 legacy (Epic Fight 18.3.7 18.3.8)

Nameless edited this page Nov 26, 2023 · 1 revision
  1. How to add guard: Design a reasonable execution logic and use "guard" to perform guard animation perform guard motion

  2. Modify guard motions(Optional): add a new column named "custom_guard_motion", and modify the guard motion by weapon categories and style available guard animation: a. longsword: "indestructible:guard/guard_longsword" b. sword:"indestructible:guard/guard_sword" c. greatsword: "indestructible:guard/guard_greatsword" d. katana: "indestructible:guard/guard_katana" e. spear: "indestructible:guard/guard_spear" f. dual wield sword: "indestructible:guard/guard_dualsword" g. yamato: "indestructible:guard/guard_yamato" // if you have installed yamatomoveset Modify guard motions

  3. Some additonal setting(Optional): Each setting is optional, and must under the column of "attributes": a. “counter_chance”: the chance for mob to counterattack after performing a successful guard, default: 0.25 b. "counter_cost": the stamina required to fight back, default: 1.5 c. "block_stamina": the maximum stamina the mob has, default: 15.0 d. "stamina_cost_multiply": the multiplier of stamina consumption upon successful guard, default: 1.0 e. "can_block_projectile": if mob can block range attacks, default: false additional setting

  4. Some new behavior predicates: a. "guard_break": // {"predicate":"guard_break", "invert": false} consider if the target is guard break, set "invert" to true means will only play animation when target is not at guard break b. "knock_down": // {"predicate":"knock_down", "invert": false} consider if the target is knock down, set "invert" to true means will only play animation when target is not knocked down c. "attack_level": // {"predicate":"attack_level", "min": 1, "max": 1} consider the phase of target's attack, free : 0, preDelay : 1, contact : 2, recovery : 3. example above means the preparation stage d. "stamina": // {"predicate": "stamina", "stamina": 30, "comparator": "greater_ratio"} just like the predicate of health, checks the mob's stamina e. "using_item": // {"predicate":"using_item", "edible": true} check whether the target is using item, set "edible" to true to limit items to food or potions extra predicates

  5. Some action setting(Optional): action setting

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