Blade & Sorcery

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Kikaku

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foxtwopc

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About this mod

V2.9 for U7 Collection of historical Ninja weapons/tools from Japan's Sengoku Jidai -- Update of original Ninja Pack, now with: 1) Iaito+Saya, 2) Ninja-to+Saya 3) Ninja-to+Saya+Blinding Powder 4) Jutte 5) Kama 6)Shuko 7) Senban Shuriken 8) Bo-Shuriken 9) Te-Yari 10-13) Various holders for throwable weapons. Work in progress, feedback appreciated!

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Changelogs
THIS MOD IS FOR THE U7 POST BETA
Consider this mod to be a Beta release as well since some of the behaviors may get funky as the U7 update goes from beta to live...
Update of: https://www.nexusmods.com/bladeandsorcery/mods/710

VERSION 2.9 for U7 POST BETA:
Be a ninja!



Ok, I've released v2.9 in the files section for the post-Beta U7 release of B&S. All the weapons are there but there is some glitchy behavior regarding the spell to summon throwables. I have included a part of the "More Categories" mod by SirBowtie [https://www.nexusmods.com/bladeandsorcery/mods/906] just so these weapons can sit in an appropriate category in the weapons book (Japanese). The (currently glitchy) spells to summon senban and bo-shuriken is a variation of the "SpawnerSpell" by Ebediam. (to clarify, it was not glitchy until I took his code and ran amok) I owe a lot to Ebediam and his willingness to post examples of his code for everyone to use -- most, if not all, of the scripted functionality of the weapons I made came from carefully studying, deconstructing, breaking and remaking portions of his code. If I could buy him a pony, I would. I think I released this mod for the preLWRP beta of U7 a month ago and I have learned a great deal fixing bugs and improving functionality based on the feedback I've received. So thank you for the responses! When I release v3.0 it will be the LTS version for U7 and I will have cleaned up and organized the files/weapon descriptions/extra stuff. Once I do that I'll figure out how to use GitHub and post my script code as well (and post mods of any .dll that can be used as is). Once I have had a chance to breathe and fix the bugs I'm sure I've missed I'll think about something new to make, unrelated to this pack of weapons...bc I'm a little sick of looking at them ;)
thank you again for all your feedback!
--kikaku, Oct 23 2019


v2.9.1 (Updated twice, because I'm a bonehead) --- I fixed the problem of not being able to remove the saya once docked and not being able to take it directly from the book -- I hadn't updated which prefab unity was exporting and the old saya had one handle and the new ones have 4 so the game was looking for 4 handles based on the .json and finding only 1 in the prefab and then giving up and saying this is now scenery or something ;) It is fixed in the file  "kikaku'sNinjaPackv2p9U7.1.zip" that is currently (2019-10-24_15:53PST) in the files section


Changes/Additions to v2.9:
Swords:
3 differently sized 日本刀(nihon-to, Japanese swords) and their saya. Together pairs of the swords can be worn as Daisho (big-little) at the belt-line as was customary. The Nodachi and Ninja-to can be worn on the original hip holster points (which I have rotated in the included Creature_PlayerDefault.json file) and the Wakizashi can be docked to the 2 added holsters just above them.
  • I've added handle switching to all 3 swords and saya.
  • The Nodachi and Ninja-to have an added 4th handle on the blade that can be grabbed with the off-hand (but is not included in the handle switching, for obvious reasons)
  • I redesigned the Tsuba with a tomoe  pattern because I like it better and it is less gaudy (also it is similar to my iaito)
Jutte:
  • LWRP seemed to break my VR on particle effects and trails so rather than remove color cues on successful weapon capture I changed it to recolor the weapon mesh green or red.
  • Handle switching is also included.
  • The Jutte works great as a way to zip-line down ropes!
Kama:
  • I had messed up the UV/shader definitions on the weapons for a while...it looked...almost correct...accidentally...so I didn't realize it for a while. Now it looks much better! But mostly the same
  • Has 2 handle definitions, the second one being upside down so the blade can be punched with.
  • Also great for hanging from things
  • The weapons gets lodged but not stuck in enemies in a way that seems 'correct' to reality...I think at least
Jumonji Te-Yari:
  • I am really proud of how this weapon turned out, especially since I built it from scratch. (Modeling in OnShape, Mesh refining in Blender, Shaders and UVing in Blender, UVimage design in Gimp, and more odds and ends in unity.) 
  • I'm most proud that it has a hamon on all the cutting surfaces
  • Just about every edge can be used to slice and the three points can be used to stab
  • When used well it can mow through enemies but wild swings will get it trapped by enemy weapons or stuck against them etc.
  • ooh, shiny!
Shuko:
  • Handle switching lets you flip the sharp bits to the inside or outside of the hand easily so one can attack in a punching way rather than clawing way
  • Changed the hand pose to the actual one for punching when wearing them
Shuriken:
  • The target tracking is a spiffy addition to help with the long distance throws (or short distance if you want)
  • I couldn't make the cross-hairs more obvious without the LWRP breaking my VR so I added a direction arrow. This works really well for large, long distance maps where the cross-hairs may be occluded by the terrain
  • I left the trails on the weapons despite them breaking my VR (It creates an offset between the rendering in the L/R eye making me see double and queasy) in the hopes that maybe it will work on your set. With the target tracking it's hard to follow the path of the weapon without the trails
  • At some point I might add a greater variety of Bo-shuriken shapes, eg. round, tapered, triangle shaped, etc.
  • The summoning spell was an attempt to do away with the holders since they were always a bit of a pain when swinging other weapons. At the moment they summon the correct weapon but it's like an angry, caged wolverine on summoning and it flails away before it can be auto-grabbed. I have an idea on how to fix that but haven't had a chance to do it yet
  • The alternative to the summoning spell was having the shuriken return to your hand after throwing...but that seemed too Naruto...
Other things:
  • I wanted to add costume-y bits or armor but the framework wasn't there and I didn't know how or want to write it...I think the bone-mounting mod that was recently posted might solve that. I did make a bamboo hat to test things out and it always sat half-way down my face when I looked at it in the mirror and I didn't care enough to spend more time on it
  • I took out the blinding powder saya because a) it reeealy broke my VR bc of particle effects and b) no one seemed all that geeked about it. I can add it back in if there is enough interest.
  • I tried for a while to actually alter the enemy vision in the brain definition of any NPC hit by the blinding powder but I think the brain definitions are read-only once the NPC is spawned. I did find a way to stop their brain...but then they just stood there...
  • Chain weapons are immensely frustrating...I could kinda make them but they never behaved...either in unity or in game and they would crash the game more often than not...So I have a non-functioning kusari-fundo (weighted chain) that doesn't cause damage, is always 'whooshing' and sometimes blows itself apart...
  • Ah, crap, I just remembered that I left the event triggered slow-motion in with the shuriken target-tracking...that's something I was considering adding to context based weapon interactions (eg blocking or parrying gives you a second of 'free' slow-mo) Maybe I'll work on something like that next
Enjoy!



MAJOR UPDATE SCHEDULED FOR Oct 23 2019
I'd post it now but I'm just too friggin exhausted and I'd leave out a file...Now that U7 is out of Beta I'm going to release the v2.9 of the entire Ninja Pack around 2-3pm PST on Oct 23. I hope that by the end of the week I will have ironed out the last few bugs and I can release v3.0 as the final iteration of this weapons pack. I ended up scripting out my own solution to the inertia tensor problems I was having and now the standard values for the swing force etc. in the DefaultPlayer json work just great (but I did keep the added wakizashi holder). Handle switching on everything! If you haven't yet, while you wait for me to get my crap together, try zip lining around with the jumonji yari or the jutte...

UPDATED LWRP WEAPONS MINIPACK:
I added the Shuko, Iaito/Saya, NinjaTo/Saya and a new Wakizashi/Saya to the LWRP weapons minipack. There are a few key things to know about this pack! 1) In order to make the saya sit at the waist like japanese swords are supposed to I had to alter the Creature_PlayerDefault.json file. I have rotated and moved the hip holster points AND added 2 new holster points that hold the wakizashi (just above and to the front of the normal hip holder). You can see an example in the picture below. 2) LWRP implemented a new method of doing rotational moment of inertia for weapons and I can't seem to get the weapons to swing the way I want them to, consequently I altered the swing force in the Creature_PlayerDefault.json file. 3) There are two versions of the Minipack in the zip file, one of them has the new Creature_PlayerDefault.json and one has the old one. Whichever one you want, drag it to your streaming assets folder and it should work.




NEW LWRP WEAPONS MINIPACK
These are the weapons with upgrades that I've so far managed to bring back to life post LWRP update...I have removed both particle effects and weapon trails because both of those break my VR and create double vision...so there are a couple of work-arounds in there...check out the video below and find the file in the updates section! (don't forget the handle switching feature with the menu button!)





I finally had a chance to migrate to the LWRP release but prior to doing that I compiled the following for the U7, PRE-LWRP release:
v2.4LTS - final version
v2.5Beta - Beta version with V2 of several of the weapons with script based functionality (handle switching, weapon stealing, etc)
v1.5Beta - Target Tracking Shuriken
I didn't get a chance to pull out and rename damagers and so forth so my suggestion would be to use v2.5 as an expansion to v2.4LTS. The tracking shuriken mod is independent...I think...

For U7-POSTLWRP:
I have recompiled the v2.4LTS with most of the functionality...the weapons work but I have had a lot of problems with particle effects and related scripts breaking. I am going to post the LWRP version of 2.4LTS as is while I work on fixing these problem....the v2.5 Beta has even more bizarre problems where some shaders create different images in the right and left renders on my vive headset...stay tuned as I keep pushing buttons until the problem goes away or I fix it...

The files should be appropriately labeled in the Files section.

######---->>>I've added an updated Te-Yari and a new Jumonji Yari in the files section!<<<----######
Both have implemented handle switching and the Jumonji yari is just devastating because it can slice, pierce and hook for many angles...
**Also I updated the LockOnShuriken with both kinds of shuriken!**

xxxxx------>>>I've added a new Target Tracking Shuriken module in the files section!<<<------xxxxx
I'm really happy how well this worked out -- it was less complicated to implement than I thought it would be...
Summary:
Use the trigger button to select the target you want (you'll see crosshairs above their head), throw, and cackle maliciously ;)
More detailed instructions in the article section!

Take a look at the video below for the new shuriken in action:


------>>>I've added an early alpha of the V2.0 Jutte in the files section!<<<------
It implements handle switching and weapon stealing. Instructions on its use are in the articles section -- let me know what you think!


Example of future upgrades, Jutte with accurate colliders, handle switching and weapon stealing functions:


***********PLEASE NOTE***********
As of V2.4 I am going to temporarily fork the development of this weapons pack into a V2.4LTS and versions 2.5 and higher. The weapons as they stand are (for the most part) fully functional and will probably only require minor tweaks to odd behaviors that users report during use. I will happily continue to
make these fixes as required. The upgrades I have been working on for V2.5 and above really expand the versatility and utility of some of the weapons--however, as I work out the bugs in these new behaviors I want to make sure that the users who have enjoyed using this pack of weapons until now have a fully functional set. I will leave V2.3 and 2.4 in the Files section as I continue making V2.5 and above. I will also try to keep weaponIDs and names separate between >2.5 and 2.4 so that users can have both sets at the same time without causing item definition conflicts. Please take a look at the videos section to see some previewsof the new weapon functions that I plan to introduce.
Enjoy! And as always, feedback and suggestions are appreciated!
-kikaku Oct 4 2019


V2.4 FIXES:
  • Fixed Shuko sticking into NPCs and getting pulled off the player's hand
  • Fixed shaders I had messed up and sword damagers that were causing sticking again

V2.3 FIXES:
  • Fixed blade sticking (based on my testing) and managed to get the swords to do dismemberment/decap.
  • More organic trails on throwable weapons rather than being boxy shaped
  • Some damager tweaks regarding applying force on impact

V2.25 FIXES:
  • Tried all kinds of combinations of colliders and damagers to prevent the blade (only notices with Iaito and Ninja-to) from sticking in NPCs as/after they die -- Have managed to reduce the chances of this but this seems to be a U7 specific bug with slashing (also seems to prevent dismemberment?)
  • Made knock-back forces with handles and blunt damage more sensible (more, but not totally ;)
  • Improved behavior of Te-Yari -- as it stands it's a pretty darn effective weapon (esp at decapitation)
  • Fixed Metsubishi-Saya/Ninja-to interactable handle definition to make the draw from the handle
  • Juiced the senban shuriken throwing behavior a bit to make them more useful (see diagram below for optimal flight dir)


V2.1 FIXES:
  • Fixed blades getting stuck in NPCs if they die with the blade within their body (I think this might be a U7 bug but I tweaked damagers to
    make this very unlikely)
  • Fixed some excessive force transfer bugs from blunt damagers
  • Fixed Bo-Shuriken flight parameters to force point-first flight

Mod Contents:
  • Iaito+Saya [Draw-sword + Sheath]: Can be spawned with or without the sheath. Sheath can be docked to the player or held in the hand for defense or offense with blunt damage
  • Ninja-to+Saya [Ninja-sword + Sheath]: Sword that traditionally had a normal length tsuka [handle] with smaller blade in a normal length saya.
  • Ninja-to+Saya+Metsubishi [Ninja-sword + Sheath + Blinding Powder]: The shortened blade allowed for faster drawing and the storage of blinding powders in the remaining length of the saya. Blinding powder has both poison+blunt damage. [See below on how to release the powder]
  • Jutte [Forked Iron Truncheon]
  • Kama [Sickle]
  • Shuko [Hand Claws]
  • Senban Shuriken [Throwing Stars]
  • Bo-Shuriken [Throwing Spikes]
  • Te-Yari [Hand-Spear]
  •  9X Bo Shuriken Holder
  • 5X Bo Shuriken Holder
  • 3X Bo Shuriken Holder
  • 9X Senban Shuriken Holder

Interactable Weapons: The shuriken, bo-shuriken and blinding-powder dispensing saya have button click interactions. The button choice for this interaction can be specified in the weapon .json file (as with Ebediam's gun-making template). For example, with the vive:  
"shootWithAltUse" : true          would correspond to using the menu button and
"shootWithAltUse" : false        would correspond to using the trigger button
With the shuriken there are some added options to tweak the trails, ex:
"modules": [
  {
      "$type": "WepTools.ItemModuleLoader, WepTools",
      "TrailFXName": "Trails",    don't change this
      "SpinAxisName": "SpinAxis",    don't change this
      "TrailTime": 1.0,         in seconds, can be set higher or lower to set the length/persistence of trails
      "delayBetweenClicks": 0.5,       pause before a the interaction button is considered to be pressed again, to prevent cycling on/off for a long press
      "shootWithAltUse": true,           use the menu (true) or trigger (false) button to turn trails on/off
      "RVS": 4.0                          rotation speed of the shuriken in revolutions per second
            },


Specifics:
Swords+Sheathes: The Iaito is a longer sword that is best used with two hands, the Ninja-to is shorter with a normal length handle and can be used one or two handed. The swords can be spawned with or without the sheathes [All are slot 3]. The sheath can be docked or held in the off-hand for defense or offense as it has blunt damage.


Blinding Powder: One version of the Ninja-to+Saya has a blinding powder attack built into it. The powder can be flung out using the AltUse button (menu button on the Vive) but can be set to the trigger button in the .json file. See video for better example:


Jutte v2: Iron truncheon, use it to stop swords and whack people. Use two hands if you really want to tee off... Can now grab by the tip end and whack with the sharp part of the tine.

    
    

Kama v2: Sickle with stabbing, slicing and blunt damage -- I think I have the colliders/damagers tweaked so that you can rip through enemies with it.

Shuko: Hand claws that can parry swords and seriously ruin someone's day. [To Do: Improve parrying and implement a way to trap and
steal swords]


Bo Shuriken: Throwing spike that can be held in a throwing grip or in a fist for stabbing. [With Trails that can be turned on and off with button click]

    Senban Shuriken: Throwing star that can be used to parry and stab in close proximity. [With Trails that can be turned on and off with button click and Right/Left hand based rotation ] See video for examples
    
    Te-Yari: One or Two-handed short spear with stabbing, slicing and blunt damage at the metal end and blunt damage with the handle. Can be thrown, used to parry, etc...

    
Various holders built like quivers. I use the "More Slots" mod [https://www.nexusmods.com/bladeandsorcery/mods/562] and so designed
these to be worn on the forearms but feel free to change the holder slot definition to carry them wherever.




Feedback:
I'm open to suggestions and some weapon requests. I think adding a ninja costume element would be pretty cool. Please let me know of any bugs/conflicts -- I may have relied on damagers or something that is unique to my setup so I would be happy to add anythingthe package is missing to stand by itself. Also I'm open to collaboration or just help in general since when using Unity I constantly feel like a chimp at the controls of the space shuttle...as in I'll probably get to space but perhaps not in one piece...

Thanks to:
I would have been completely lost if not for the variety of tutorials and guides posted on the Discord forum. A thank you to especially Drags, Zephlyn, Ebediam and KospY. Both the blinding powder and on/off trail behaviors were added based on studying Ebediam's gun-making code, super duper thank you ;)