1.2.0
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Attack stamina cost calculation has been changed.
Each attack now has a "attack_stamina_cost_multiplier" instead of a "attack_stamina_cost" float field. It defaults to 1.0. There is also a new entity attribute called "generic.attack_stamina_cost" which defaults to 1.0. The actual stamina cost is the product of these two values and the "global_attack_stamina_cost_multiplier" defined in the server config. This change allows the attack stamina cost to be changed in game.
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reworked the "disable_player_yaw_changes_during_attacks" setting
renamed the option to "enable_movement_locking_attacks"
the option now enables a proper movement lock during attacks
it is recommended to use the "Shoulder Surfing Reloaded" mod and enable its "decoupled camera" setting when this setting is active
the item tag "disables_movement_locking_during_attack" and the entity type tag "disables_movement_locking_when_ridden" are used to control when the movement locking is applied
- 'Stamina Attributes' is no longer a required dependency
- attack stamina_cost can now be a fractional value
- added global multipliers to attack stamina costs, one for attacks that are feinted, one for attacks that are actually executed. These multipliers can be set in the server config.
- added server config option to enable feinting to skip the current attack (Thank you, @ji.111 for the idea)
- fixed crash when attack damage_type field is not a valid damage type identifier