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animated armory 2-handed weapons have incorrect reach values #12

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Soukmancer opened this issue Nov 27, 2022 · 3 comments
Open

animated armory 2-handed weapons have incorrect reach values #12

Soukmancer opened this issue Nov 27, 2022 · 3 comments

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@Soukmancer
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Soukmancer commented Nov 27, 2022

The values should be reduced from their default reach since the object reach of all 2-handed weapons is increased; matching how vanilla 2-handed weapons reach are modified by this patcher... the opposite is implemented though as the base reach value of animated armory 2-handed weapons is dramatically increased.

The results in game are obvious as the range of these weapons far exceeds the model

@radj307
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radj307 commented Dec 2, 2022

Which types of weapons in particular are you having issues with? This patcher handles 3 different weapon type keywords for animated armory's 2-handed weapons: Halberds, Pikes, & Quarterstaffs.
This is the section of code that specifies the default settings for the 2-handed animated armoury weapon type keywords:

            //       priority    is modifier        keyword name                  speed        reach
            //              ▼    ▼                       ▼                          ▼            ▼
            new WeaponStats(2, true, NewArmoury.Keyword.WeapTypeHalberd,  Constants.NullFloat, 0.58F),
            new WeaponStats(2, true, NewArmoury.Keyword.WeapTypePike,     Constants.NullFloat, 0.2F),
            new WeaponStats(2, true, NewArmoury.Keyword.WeapTypeQtrStaff, Constants.NullFloat, 0.25F),

As you can see the speed is unaffected but the reach values are fairly high and they act as modifiers to the existing reach. Let me know what you think is a reasonable change.

@spacepill0w
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Which types of weapons in particular are you having issues with? This patcher handles 3 different weapon type keywords for animated armory's 2-handed weapons: Halberds, Pikes, & Quarterstaffs. This is the section of code that specifies the default settings for the 2-handed animated armoury weapon type keywords:

            //       priority    is modifier        keyword name                  speed        reach
            //              ▼    ▼                       ▼                          ▼            ▼
            new WeaponStats(2, true, NewArmoury.Keyword.WeapTypeHalberd,  Constants.NullFloat, 0.58F),
            new WeaponStats(2, true, NewArmoury.Keyword.WeapTypePike,     Constants.NullFloat, 0.2F),
            new WeaponStats(2, true, NewArmoury.Keyword.WeapTypeQtrStaff, Constants.NullFloat, 0.25F),

As you can see the speed is unaffected but the reach values are fairly high and they act as modifiers to the existing reach. Let me know what you think is a reasonable change.

Hey, similar question to this one: How should Heavy Armoury items be affected by speed and reach fixes? A handful of weapons are basically just "middle ground between X and Y's speed" or something like that, but I'm unsure what values to make the longer reach items like the halberd and the spear.

Halberd uses a greatsword's speed, but has a reach of 1.45. That's 0.15 units more than the 2h's reach of 1.3 in vanilla, but I'm not so sure how I could convert the halberd's reach to be consistent with S&R values.

How did you settle on the values for each weapon? What are the reduced numbers based on?

@Soukmancer
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Soukmancer commented Jun 10, 2023

I am not to sure on Heavy Armoury, I currently only use Animated Armoury. I am gonna double check. I know pikes should be "slighty" longer reach than great sword, and halberds "slightly" longer reach than battle axe. I'll double check rapiers and quarter staves and can try to recommend some numbers.

what is the current 0.##F for the vanilla weapons? also would it be possible to get a reach only option/setting, or does that already exist? I think most people are wanting to use this mostly for "Precision" mod now. Otherwise if a halberd speed, matches a greatsword speed then it's reach should probably also be = great sword, although then they'd essentially become pretty much the same, except they would benefit from axe perks instead of sword perks?

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