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Hugo

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Actri

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About this mod

Extend window for parry and rockstedy and enemy step to IG Air&Ground offset attack, helicopter, and Air&Ground Marking

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Change settings under Script Generated UI -> Insect Glaive Better Offset
Currently support ground charged attack (Ground Offset), air charged attack (stage in air (Air Offset in Air) and stage on ground (Air Offset on Ground) seperately configured), helicopter (Helicopter), ground and air marking (Ground/Air Marking).
For Rockstedy: During the <start>-th and <end>-th frame of these attacks, all damage applied to the hunter will be disabled. This means your character won't be smashed out and won't be able to trigger skills related to damage/smashing.
For Parry: During the <start>-th and <end>-th frame of these attacks, whenever the monster hits the hunter, the mod will trigger the parry as if the offset attack hits the monster. You can set the parry value manually. You can choose whether to enable parry for all attacks (including non-body-attacks).
For Enemy Step: During the <start>-th and <end>-th frame of these attacks, whenever the monster hits the hunter, the hunter will instantly jump in the air.

The priciple of triggering parry is to hook the function app.EnemyCharacter.evHit_AttackPreProcess(app.HitInfo).
The parry will be triggered if
  • HitInfo.<DamageAttackData>k__BackingField is not empty, and
  • HitInfo.<DamageAttackData>k__BackingField is a app.cAttackParamPl, and
  • hit_info.<CollisionLayer>k__BackingField == 18
The mod caches an instance of app.cAttackParamPl from previous hunter attacks and set the field of HitInfo in function app.EnemyCharacter.evHit_AttackPreProcess(app.HitInfo).
It is possible to extend parry window for all weapons, and even make arbitrary action an offset action.
I cannot init instances of app.cAttackParamPl with reframework, so I use caching as a workarond. If you know how to fix it, let me know.


在 Script Generated UI -> Insect Glaive Better Offset 下修改设置
目前支持急袭斩(Ground Offset),急袭突刺(空中段(Air Offset in Air)和地面段(Air Offset on Ground)),升虫 (Helicopter), 地面和空中印打 (Ground/Air Marking)。
关于 Rockstedy: 在相应动作第<start>帧和第<end>帧之间的时间会让所有针对猎人的伤害判定失效,意味着角色不会被击飞也不会触发任何伤害/击飞相关技能。
关于 Parry: 在相应动作第<start>帧和第<end>帧之间的时间内猎人被怪物击中会触发相杀,效果等同于用武器击中怪物的相杀,可调整相杀值,可选择是否对所有攻击(包括非体术攻击)都使用相杀。
关于 Enemy Step: 在相应动作第<start>帧和第<end>帧之间的时间内猎人被怪物击中会触发舞踏。

Credits to / 感谢
  • Scaevolus, for guidance of caching variables / 提出caching的方法
  • lingsamuel for method to get motion timer / 获取当前动作时间的方法