2.7.0
- now works with Better Combat version 2.2.4
- added 3 new optional fields to attacks:
- 'attack_range_multiplier', multiplies the attack range during the attack
- 'attack_speed_multiplier', multiplies the attack speed during the attack
- 'movement_speed_multiplier', multiplies the movement speed during the attack
- added new server config options that control the minimum and maximum values of movement speed modifiers
2.6.0
- added support for Better Combat version 2.2.2
- the item duplication fix for RPG Inventory x Better Combat is now automatically enabled if RPG Inventory is installed and the 'hand slot overhaul' is enabled. The existing server config overrides this. Note that disabling this setting also disables the 'hand slot overhaul'.
1.2.0
-
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.
-
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