About this mod
Apply "guard point" feature that is similar to monster hunter game for Vindictus Fiona moveset.
- Requirements
- Permissions and credits
- Donations
1.The main idea is that the initial attack can trigger the defense at frame 0 (this is how Monster Hunter's Charge-Axe GP does it). For subsequent derivative attacks, it depends on whether the shield is in front of the body, and it is divided into pre-action judgment and post-action judgment (Monster Hunter's Charge-Axe GP still does it this way). If the action does not involve the use of a shield, there is no defense determination.
2. In-place light attacks only have defense judgments and no subsequent derivations. In-place heavy attacks are divided into defense judgments and derived counterattack judgments in the order of derivation. The continuity smoothness of derived heavy attacks is retained, and the defense derived counterattack is triggered before the character's move reset after the final heavy attacks, rather than frequent dodging,Demonstrating the courage of the Shield warrior to confront head-on (XD).
3. Hold down the sprint key: The defense judgment for a heavy attacks is triggered when the shield is in front of you, not when you raise your hand. It will only be triggered when the shield is in front of you during subsequent consecutive heavy blows.
A light attacks generates a long-lasting counterattack BUFF. Except for the initial light attacks 1, the subsequent derivations of the shield flow derived from other methods are Heavy attacks 9- Heavy Strike 10
4. The forward direction of the original action is derived into charge and disarming shield strike. However, for the smoothness of the move, it is still added to the defense judgment. The derivation has been modified to a front + back heavy attacks. This is because, based on personal play and many reviews, it's very easy to accidentally touch the front derivation. When I wanted to adjust my movement, suddenly charcter flew out. Similarly, the BUFF derivation for left and right heavy attacks has also been modified to left front and right front to prevent the accidental touch of the direction key when it gets stuck. The Holy Spirit Shield Strike requires both blue and green to be fully utilized, so it is not frequently used. It is remained as forward + left + right + heavy attacks. The heavy attacks BUFF from the back remains unchanged. Generally, it is necessary to move forward to avoid being too far from the monster. It rarely requires a heavy blow from the side to the back and is less likely to be accidentally hit.
5. I changed the heavy attacks 1 to infinitely derive the heavy attacks 1 and light attacks 1, which is more convenient for dealing with high-pressure environments. Separate it from the charged attacks to prevent accidental contact. The first half of the charged part has a defense judgment, which is derived as left + back + right heavy attacks.
Copied from the original author.
requirement:
bfco/mco
eldenrim
elden counter(if u want to use the counter attack)
dtrys keytrace
payload
precision
OAR
combo list:
a=attack p=powerattack
WASD=the w a s d key
normal attacks:a a a a....loop
a p p
a a p p p
a a p p p a
a a a p p
a a a p a a
a a a p a p
a a a a p p
a a a a p a
a+s+d p charge attack(Three stages, different damage and attack range)
If your stamina or magic value is not full, you will not be able to engage in charge attack
Shift(alt)+p p p p ....loop
Shift(alt)+a (Available at any time during normal attacks, alternating sword and shield attacks)
buff1:A+W+P Increase weapon damage
buff2:D+W+P Increase Defense
buff3: S+P Increase vitality and stamina recovery speed
Special attack: A+W+D+P (your stamina and magic and health value must full)
w+s+a+p/w+s+a+a+p charge attack with shield
w+s+p disarming shield strike
vanilla behavior:
block idle
block bash (BFCO bash)
block power bash (BFCO bash power)
blockbash sprint
前言:在当下人人都拥有精防和弹反的战斗环境下,盾牌变得越发没有价值,所以我将从各类动作游戏里获得的启发,给剑盾招式的一部分动作加上了防御判定。再考虑老滚的战斗有大段时间是狭小的空间的多人轮殴,各种原版残留问题或杂项修改又会让敌人的招式和判定变得难以捉摸,我决定还是修改为较长时间的全身防御(当身),毕竟还是要以乐趣为主,不要给自己打上太多硬核限制(怪物猎人可是存在用屁股GP的!)。
前置战斗动作模组:环战技,BFCO,OAR,环反击(可选,存在防反动作)。MCO也可以,把文件前缀BFCO重改名为MCO即可,但目前新版本BFCO已经兼容MCO的注释,还有新的动作派生,个人更推荐BFCO。(前置链接见简介)如果你发现动作不能正常使用,请在OAR中调大动作文件的优先度数字。
修改部分介绍:
1、现在我们可以从身上的特效闪烁看到是否存在防御判定,主要思路为起手的攻击都能在第0帧即可触发防御(怪物猎人的盾斧GP就是这么干的),后续派生攻击则要看盾牌是否处于身前,分动作前置判定和后置判定(怪物猎人的盾斧GP还是这么干的),如果该动作没有使用盾牌的行为,则没有防御判定。
2、原地轻击只有防御判定,无后续派生,原地的重击按派生顺序分为防御判定和派生反击判定,保留派生重击的连段流畅性并在终结重击后在人物招式复位前触发防御派生反击,而不是频繁闪避取消后摇,展示盾战士正面迎战的勇气(XD)。
3、按住冲刺键:重击是花语,起手的防御判定不是抬手时,而是盾在身前时触发,后续连续花语时才会在起手触发防御判定。
轻击是盾流,产生较长时间的反击BUFF,触发动作是铁山靠,除起手轻1外,其他方式派生的盾流后续派生是重击9-重击10的永芳
4、原动作的前方向派生为冲锋和缴械盾击,依旧是为了招式流畅性增加为防御判定。派生修改为前+后重击,因为根据个人游玩和很多评论反映,前派生很容易误触,想调整一下走位突然一个盾冲飞出去了。同理也修改了左右重击的BUFF派生为左前和右前,防止卡方向键位判定误触。圣灵盾击因为必须蓝绿全满,使用频率不高,派生为前+左+右+重击,后重击BUFF不变,一般都是闪避离怪过远需要向前靠,很少需要边向后边重击,也不容易误触。
5、最后,我把重击1改为了无限派生重击1和轻击1,更便于应对高压环境。将其和蓄力分离开来防止误触,蓄力前半段有防御判定,派生为左+后+右重击。