» Wed Mar 30, 2011 6:17 am
@ panurgy
Could you please include the below text in the read me file you are working on?
Thanks!
My old Momentum damage mod would not work for H2H, I have found a way to include H2H now! So momentum damage will work for H2H in my Melee Combat mod!
Momentum bonus description: Extra Weapon damage can be generated by the momentum from your movement!
And this offers an experience that the developers of the game thought the players could not handle. (The first person view of spinning around for a power attack.)
I tend to play Hack and Slash characters. I do enough "thinking" in my mundane job so when I play I do not like to do a lot of thinking, just killing!
I have noticed that once I spot a likely NPC, often I would charge in and sometimes leap into the air to come pouncing down on the NPS for the attack. I came to realize I was subconsciously excepting the blow to be more deadly.
This mod will now do just that!
Under the right circumstance you will get a substantial attack bonus to the damage you do with your blade or blunt weapon.
Also, under the right conditions you will go into what athletes and Sword fighters call THE ZONE.
This Matrix effect provides several new advantages. Accuracy with your weapon attack will be better. You will get to see some cool hack and slash blood effects, and you will be able to combine different movements to create what look like new weapon swings! You can discover these pseudo new shots by staring one kind of attack and changing to another at just the right time. This has always been in the game by serendipity (not by design) however the slow motion makes this much easer to do now! Read more about this below.
There are a variety of ways to enact this momentum attack bonus. But beware that the bonus comes with a price. When you get the bonus you also will consume a more fatigue.
The more encumbrance you have relative to your maximum the more fatigue it consumes.
One way to enact this momentum bonus is to reach a particular speed in running. So this part of the feature may not work for low level characters with low speeds.
Another way to enact the bonus is to jump up, and then as you come down if you drop more than 4 feet you will get the attack bonus. So this means you must have enough acrobatics skill to jump at least that high as well. For a super momentum bonus to your attack damage do a running jumping pounce on your target for much higher damage!
The bonus is determined by your strength. The bigger you are the harder you fall...on your opponent that is! And then this is multiplied by how fast you are moving or how far you fall.
This bonus is great for leaping down onto unsuspecting NPC or creatures from bridges, buildings or high rock formations.
No Momentum bonus for running backwards. You must run forward (the direction your weapon hits in) to get the running damage bonus. However the Jump and Drop bonus is unaffected by the direction you are facing and moving in.
Have fun trying what are almost NEW weapon blows now by combining different types of movements and different moments to swing the weapon.
Thus you can shape the aesthetic and physical results of the weapon blow by using slightly different times of when to move, and when to start the blow and what direction you turn.
For example, by running up onto a rock formation (as the NPC are chasing close behind you) you then flip back over the NPC, then swing your weapon as you are coming down. This can result in a devastating blow as you land on the ground behind them.
This is another PC game idea I have had for many years, to allow players to CREATE their own attacks in the game and base the results on the physics and timing of the players custom moves.
Many games have tried to fake this idea but they still only used canned shots with scripted moves.
Spin Shot feature:
----------------
Spin your PC around 360 (using your mouse or keys) while you throw any melee weapon blow and you can get the rotational momentum in your attack. This will create devastating blows but with much risk of exposing your back!
However this move is not easy to do, you can get disoriented if you are not careful with this move. This makes the move very realistic as well. Your PC stats will determine how much damage is done with this move. There is a player adjustable factor to tone down the damage if you are not playing a lethal version of Oblivion.
For the most part the bonus (the additional damage done beyond the normal damage of the weapon with all the factors of weapon skill, strength, speed and so on) comes from the speed and strength of the body regardless of the weapon.
If the weapon is big and heavy it's slower speed reduces the bonus, if it is light and small it gets up to speed fast but has little ability to store momentum. In reality impulse is better with lighter weapons but this is getting beyond the scope of this mod and most game models. It is best to just stay with a simple balance of weight and speed, as long as you do not focus on TYPES of damage done as the game will not allow this with melee weapons anyway.
Keep in mind the weapon has all it's own calcs for damage. This mod only is concerned with the "extra" damage that can be generated from the speed and strength of the PC body by momentum.
Bonus damage = ( Strength x Speed ) / 5 ) Then divided again by the player adjusted setting.
So if you use any mod that reduces speed this will greatly effect this bonus damage.
Acrobatics and agility will determine the "delay time" between second attempts.
The less agile and skilled you are the more time it will take to try the spin shot again without tripping and falling.
Delay in seconds = ( 100 / acrobatics ) + ( 100 / agility ) + 1.75
If you try to do the spin shot too soon you will trip and get this message "Not stable enough yet to spin!"
To trigger the spin shot you must be using a melee weapon or H2H, you must not be pressing your move forward key and you must attack and turn in the same direction.
This will not work with any move backward attack. You will not be able to do this under other conditions as well such as riding on a horse or swimming.
This move will cost a little fatigue and the more encumbrance you have relative to your maximum the more fatigue it consumes.
Succeeding means you put the bonus damage in your attack, this does not mean you landed the blow. The Spin bonus will be wasted if you miss your target.
When you succeed at putting the spin bonus in your attack you will get either the trainer message
“Spinning Bonus %.”
or
"Running and/or jumping plus spin total bonus is %."
These “trainer” messages can be turned off, read the rest of the read me file to find out how.
My first draft of the script worked only half the time. Many thanks to Reneer for
helping me to get it to work reliably so I could continue my progress of evolving the feature. Without his help I may not have gone on to completed this spin shot featuer.
[youtube]9zd3xWntH50[/youtube]
[youtube]3YsK86heL8M[/youtube]
Jumping RISK
------------------
If you take the risk of jumping at your opponent while they can attack you, you may be bashed down out of the air if hit with significant damage.
It really adds to the anticipation of the maneuver to see if it will work and kill them or get your butt knocked into the dirt! This new feature sure makes things scary for me to be up close. I did not realize how much I was jumping around before. Now I want my feet planted firmly on the ground for balance, stability and traction Instead of hopping around like a rabbit, gez… how...realistic!
Player adjustable setting
-----------------------------
Default of setting is 1. This setting will be in the INI file.
To reduce the damage bonus 1/10th normal set the factor to 10
This will divide the bonus damage by 10.
You can turn off the Bullet time feature in the INI file.
You can turn off the trainer message feature in the Ini file.