Suggestion: Using Charge attacks

ITS'aME'aMARIO!!!!

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the double clickyness to perform charge attacks is unreliable... once ur fps drops they are almost impossible to do, however a way to regain this ability is to do it while looking at the ground OR in the direction where there are less entities in the map.

If it would be possible can we have charge attacks be just holding down the button until the bar is full?

rapid clicking would be the normal weapon attacks.
 

Tentadrilus

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I don't like the rapid-clicking idea, but it would definitely be better for charged attacks to be activated by holding stuff down, rather than having to double-click.
 

Evaan

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I really liked the old system where you would parry with the long sword by holding back and attacking, or the longer, forward attack by going forward and attacking.
 

Thothie

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That wouldn't.

bind z "+attack;wait;-attack;wait+attack;wait;-attack"

MIGHT - but I doubt it still.

And yeah, I did like the old system better, where you could pull a bunch of different moves by wiggling around - but dual-weild killed that, and I can't figure how to bring it back. (Or move charge attack to another key)
 

ITS'aME'aMARIO!!!!

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Evaan said:
I really liked the old system where you would parry with the long sword by holding back and attacking, or the longer, forward attack by going forward and attacking.

yeah that was fun...
 

CrazyMonkeyDude

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Thothie said:
And yeah, I did like the old system better, where you could pull a bunch of different moves by wiggling around - but dual-weild killed that, and I can't figure how to bring it back. (Or move charge attack to another key)

Seeing as dual weild is pretty much useless as off-hand damage doesn't give xp, I'd rather be able to put out a bunch of cool attacks. :D
 

Evaan

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I remember I once tried to make a "Mortal Kombat fatality" with the short sword... 5 or 6 key combinations and heavy damage.

Didn't seem to work, as the system required the keys to be held at the same time (or so it seemed - short term memory or so).
 

Thothie

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This again goes in the caregory of things that will require some hard code changes that MiB or Shuri may want to look into. Looking up "reg.attack.keys" maybe a good place to start.
 

The Man In Black

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I've looked into .keys, but I don't know exactly how we would be throwing combos together. Although, I CAN think of a way to do it, but it would require a very painful scripting process for the weapon. Have fun with that ;-)
 

Thothie

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The_Script_manual said:
reg.attack.keys - Indicates the last x keys that must have been pressed in a short time frame
+ This key must have been pressed
- This key must have been released
~ This key must have been pressed, then released

attack1 - The key that activates the item (default could be mouse1 or mouse2)
forward, back, moveleft, moveright, use, jump - Game keys

That's the way the damn thing is SUPPOSED to work... It is not, however, the way the thing does work.

It'd be nice if I had a register <key> <callback> - but even that wouldn't solve the problem because of the stup*d effing weapon registration that's inbetween.
 

Dark_Force9999

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Level 5 Parry -> Shield - Shield Bash
Level 10 Parry -> Shield - Shield Slam (Knock Back!)
 
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