SakeTami
isADRI
isADRI

patreon


Impactful Blocking 1.8 update

So I introduced a few updates which concepts I really liked like the timed block and block transition, but it was really clunky so right now while I dont have enough good animations for it yet, I took them out and focused on the basic things.

I did remove the alternate combo since we now have elden counter. But let me know if the problem is still there since ZBT sometimes registers reverting as a new edit so it never resets to default.

Player Reactions are shorter but you still will cycle from reaction 1 to reaction 2 even if you reverted to regular block pose,

Its mostly behavior stuff but basically, I duplicated the block behaviors so it cycles like this :BlockBehavior1 - Blockreation1 - Blockbehavior2 - BlockReation2 while Blockreaction1 can go directly to blockreaction2

NPC reaction lengths still remain thesame, I intended this so it's not so unfair to fight them. They block like crazy anyways.

I fixed the issue where if elden counter was installed, it wouldn't detect. currently NPCs can do elden counters again

Impactful Blocking 1.8 update

Comments

I'm not sure what animation Valhalla is actually supposed to use during timed blocks (I guess it must be something that exists in vanilla). I have not noticed anything that looks weird using IB with it really though, and IB's stuff works fine.

someusernameiguess

Sorry for the late answer. I've read in several places now that there are no animations from this during Valhalla Combat's Timed Blocking. I would love to be corrected that this is not true. I'm using VC, but I want this in-game as well. Does it still play the animations when NOT doing a Timed Block? I could live with that, but not something silly like a T-Pose when they conflict.

Bruce


More Creators