This page was last updated on 27 November 2024, 10:18PM
Changelogs
Version 4.3
Fixed shield not removing when using bows
Version 4.0
Fixed 10.25 crash bug
Fixed animation times being frame dependent. Now animation times will always be consistent
Fixed buckler mechanic breaking shields
Added Weapon attack parries and npc parries.
Version 3.3
Updated to 0.10.24.
Updated FPSShield script to add more public objects for developers to use.
Version 3.2
Updated developer files
Version 3.1.1
Developer Package: Added custom FormulaHelper script file for developers to see how I made the CalculateAttackDamage method compatible.
Developer Package: Added custom mod patch script file for developers to see one method Physical Combat & Overhaul mod uses to create compatible with the CalculateAttackDamage method.
Developer Package: Added custom mod patch script file for developers to see a second method Physical Combat & Overhaul mod uses to create compatible with the CalculateAttackDamage method.
Developer Package: Added README to explain files and assist developers further.
Version 3.1
Setup proper namespace and class structure for easy mod patching.
Cleaned up some unused properties.
Simplified class vars into standard since security is of no concern here.
Other small code improvements/cleaning.
Fixed enemy hit effects getting through successful blocks.
Detached CalculateAttackDamage formula into its own script file and class. This is for when other mods override my formula.
Updated mod page shield data chart.
Made more class properties public for other developers to access,
Version 3.0
Added individual stats for all the shields.
Implemented a bash system
Implemented a parry system.
Put in a completely new classic animation system into the current animation manager system.
More code clean up and optimization. Moving some code to trigger only on key clicks to save cpu cycles.
Added a shield angle block system.
Version 2.2
Full use of new int state system for syncing animations and effects.
Removed the block timer and instead connected all effects and animations to int states and the animation time. Timed blocking is now synced.
Added different audio feedback for non-timed blocks and timed/normal blocks. (Will add timed block unique sound next).
Fixed a bug where isHit state was triggered whenever attacked, which led to knock back effects after lowering shield.
Tweaked timed block window numbers for both shield mechanic types to adjust for more precise coding system.
Added whole new weapon management system for shield mechanics.
When activating the console, the shield will now hide itself to ensure user can see their console.
Version 2.1
Fixed missing texture directory. Sorry, forgot to include in 2.0 release.
More code refining/cleaning.
Fixed Fatigue. It now scales again with enemy damage. Will probably up costs in future releases.
Version 2.0
Added audio feedback
Optimized timing code more.
Version 1.4
Add ShieldType Enum property to the mod. This allows for custom shield type animations/mechanics more easily.
Add ShieldState Enum property to the mod. This allows for custom shield type animations/mechanics more easily.
Used new "state"/int system to simplify key input code triggering and to build buckler specific mechanics.
Add Buckler specific mechanics.
Updated mod settings area, including option to enabled/disabled buckler mechanics or default for it.
Version 1.3
Added a timed block system. Read below for more info.
Added a knock back effect system. Read below for more info.
Moved more coding into main coroutine. This will allow for even more optimization, less cycle wasting when the script isn't active/shield is not displayed.
Reworked some animations to improve them. Bob has been tweaked to be less dramatic. Onhit animations have been smoothed out some.
Version 1.2
Fixed fatigue decrease bug that was limiting how high/much fatigue could be removed.
Version 1.1
Fixed a small shield check bug that was breaking the shield lowering on removing it from paperdoll.