Kingdom Hearts III

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Created by

Accelerator aka Xydes2011

Uploaded by

Xydes2011

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About this mod

A pack of my custom animations that I will hopefully update.

Requirements
Permissions and credits
Changelogs
Going to be busy next few weeks.

This mod is going to be (hopefully) updated sometimes.

Huge thanks to Aproydtix who gave us the TresAttachEffect Notify, which is an enormous upgrade from the TimedParticle Notify.

Installation: Place the desired .pak files in the ~mods folder ("EpicLibrary\KH_3\KINGDOM HEARTS III\Content\Paks\~mods")
Does conflict with other animation/effect-swaps and custom animations that override the chosen animation.

Hit #  -  Replaces the #th hit of the normal combo
Air-Ground-Hit  -  The homing in on the enemy attack without any abilities equipped.


I decided to just pile my custom animations into a mod pack instead of releasing them separately.

The custom animations are very modular and replace a variety of moves.


Vanitas Keyblade Ride (Various Glides)
:
Replaces the animation for Glide
> Keyblade ride animation with keyblade trails and red lightning effects
> AoE damage to enemies when riding into them
> Special: Modified Improved Movement value edits (1.6) Aproydtix
- Faster Glide turn rate
- almost negligible descend rate


Dark Aura Glide (Various Glides) (KH1/Re:CoM inspired): Replaces the animation for Glide
> Replika Riku's dash attack with aura and dark fire effects
> Keyblade damage to enemies when 'poking' them
> Special: Modified Improved Movement value edits (1.6) Aproydtix
- Faster Glide turn rate


Dark Aura Attack
(KH1/Re:CoM inspired): Replaces the animation for hit #; air hit #; dash; air dash
> Replika Riku's dash attack with aura and dark fire effects
> Keyblade damage to enemies when 'poking' them
- Attacks have tracking, good for closing in
- Dashes do not have tracking


Dark Burst
:
Replaces the animation for ground hit #; air hit #; guard; air guard
> 3 versions
- Repliku
- Vanitas-Repliku
- Young Xehanort
> Deals 4 ticks of AoE damage while the 4th is stronger than the rest.
- Has tracking

Approaching End: Replaces the animation for ground hit #;
> Deals one keyblade hit damage and 4 ticks of AoE damage while the 4th is stronger than the rest.
- Has tracking
- For full damage it is recommended to not spam the attack button but press it only at the very end
(you can of course do it your way :)
> Due to current limitations on custom animations the effect disappears after it moving or activating another action

Zantetsuken: Replaces the animation for ground hit #;
> Should be for the most part similar to the vanilla Zantetsuken
- missing swing sound

Various Dodges: Replaces the animation for Dodge, Air Dodge,and Air Dash;
> Dodge & Air Dodge animation replaced by Rage Form Dodge animation but with different particle effects
- increased distance from 700 u to 900 u
- increased speed to 1.1
- added effects (see descriptions in the File section)

Swordwave: Replaces the animation for ground hit #, ground combo modifiers including Re:Mind ones.
> Deals one instance of keyblade hit damage while swinging or in the form of the keyblade throw/keyblade swordwave.
- Has tracking
> All of the moves use the same hitbox; planned for the future to create custom hitbox/damage or convert it into an actual projectile

Helmbreaker (KH1/Re:CoM inspired): Replaces the animation for ground hit #, Re:Mind Abilities, and Falling Slash.
!!! Is crashing for a number of people so I'm going to take a look at it again!!!
> Deals one keyblade hit damage while stabbing downwards and AoE damage when hitting the ground/being at the end of the animation.
- Has tracking
> Effect color change for Radial Blaster


Since I'm gonna be busy and I don't want anyone to deny playing around with it, here it is — Heartless Angel
Have fun!

> Over guard/air guard
> Kills most things in one hit
> Fills situation bar completely (multiple times actually)
> Still has guard frames

Coming Soon/ Planned:

> Rebalancing of moves
- after adding them to one moveset I realized that everything I designed is practically a finisher instead of a combo hit so I'm gonna try and make combs hit versions alongside finisher versions
- better combo potential for my moves

Hopefully more stuff



If you want to learn to make custom animations please consider joining the openKH discord server.
I left some tutorials there and we got plenty of helpful members (most of the time).

Special Thanks to: Luseu, Tom, Aproydtix, Truebladeseeker, Nozai, Millioti, and the rest of the openKH community!