#Roll
1 messages · Page 2 of 1
not on fedora though
:P
Half joking, but fedora and debian have been having the most issues recently
Yeah, well, anything Debian based gives me heartburn 😛
arch and derivatives, are cuttign edge and rock solid
and surprising ubuntu and mint, but fuck canonical
so mint in my case. I've wiped my old work laptop to play around with cachy
and that may get promoted to main box
mint is not cutting edge though - drivers are slightly behind, but I haven't been having issues
I'll give the opposite of the usual newcomer advice though - if you're new and not entirely comfortable with linux - go cachy, not one of the "stable" distros
if you are though - just do your thing
drivers are mostly fine all around
Yeah, very much not a newcomer. Between work and my homelab I get plenty of use out of Linux
Though 99% of the time it's on headless servers, not in desktop environments
Sorry for the canned spiel then :P
Same, before switching personal machinces 99% of my time was on headless rhel at work
@chrome hound, Sorry for the ping, I was wondering if you ever got a chance to play around with the controller rolling?
No sorry I haven't 😔
No worries
Is there a latest release I can try?
#1377450837651099738 message
Welp, added that to the setting description
i think thats the latest
Thanks
Yeah, I didn't do anything else - it works, it's fine
I hear that Fallchildren may re-emerge soon, so I'm not messign with balance or anything
I'd probably change fatigue formula, but eh, that's an if for later
Still have that MR open on gitlab, but it quickly overgrown what is polite, so changed it to draft, and really - waiting on Fallchidren's return, not taking overe here :P My goal was double-tap, and I've achieved it
||and if someone does a sidestep animation - we can add that as a setting and make a bloodbourne like sidestep with "i frames"||
Are the effects of this similar to https://www.nexusmods.com/morrowind/mods/58262
sort of. Roll adds a sanctuary that is equal to your acrobatics skill level
I use both
dash on C, roll on doubletap
Been using steam input to configure double tap
Check out the settings, if you use "player movement ignores animation" or "move360" I recommend disabling those, but if not - flip on "roll only in combat" and "roll exits sneak"
otherwise sneak roll will be stupid slow and short, and there will be weirdness in out of combat rolls
oh, you're on deck? Then enable controller mode too
It should be decent "stick double-tap" on controller
Pc/laptop
ah, nvm then
"if not" meaning, if you don't want to disable those two settings
if you don't use them - rolling out of combat and while sneaking is fine
Some people like move360 and the ignore animation one
the mod?
i was just about to ask about that because i like the way the mod works but i dont like the tumbly action. also i have this issue...
I think it's fine
Yea
Do you have controller mode enabled while playing on keyboard?
or disabled while playing on controller?
yeah
Mod's own controller mode
and see what your "minimum delay" is set to, it's there specifically to prevent that from happening
Thought came up- what if I double bind dash dodge and roll?
yeah it was off, and i had the delay at .1
If double-tap mode is enabled for roll - it ignores the keybind
and you're on keyboard?
yep
weird
...
I can take a closer look a bit later, maybe give you a version with more logs
hm i cant edit the delay setting 🤔 it just snaps back to .1, i like it that way but weird..
no rush, like i said i don't roll often anyway
just to be clear, its doing a full 360 spin every time i roll any direction but forwards
hmmm
ah no
hold on
I misunderstood your issue
that "spin" is expected
pretty sure original version did that too
however - I've screwed up the "minimum" value for "min-double-tap-delay"
so try this
expected, like its supposed to look like that? its just super disorienting. moreso than i would expect from going head over heels in combat anyway
oh yeah, it's disorienting as fuck
But pretty sure that's just how it is with the animation
not sure what I can do there
fair enough
lol i would have thought more people would have mentioned it by now is all so i figured it must be unique issue but yeah now that you mention it i havent seen any showcase of it in 1stp haha
yup, it's very 3rd person centric
I'll poke at camera mode a bit
but can't promise much
cause when I just set mode to 3rd person preview from 1st person it cancelled the roll
not sure why
haha its all good, no hassle. mi'd like to see about making new animations at some point, a good dodge seems like it would be tricky to get right though
yeah
Works properly I can add idk if it’s my game but the ending of the roll sort of drags a bit
3rd or 1st person?
can you check out my videos in the thread and see if it looks similar?
#1377450837651099738 message
e.g.
Nah, most credit to Fallchildren for animation and the original mod
I did quite a bit, but not that much
That's animation and just the game itself then
I mean
well, maybe I did more than a little bit, but still
Seems sneak rolling doesn’t have the same crosshair jank as regular standing rolling
Min/max double tap delay is still locked for me at .2 and .1
Yeah, I've edited the wrong code file before regenerating the archive
Ok
They accept quite narrow range of values though:
Would I need to close the game out to update this? I could just overwrite the files and reload lua right?
min is 0.1 to 0.2 and max is 0.2 to 0.4
just overwrite and reloadlua
Thanks
sneak rolling has been a blessing
Most definitely
Small interlope - sneak is now good: you get a short either chameleon or invis during the sneak roll, and enemies are unable to detected you when and shortly after rolling and disarm them all: after being disarmed the player can roll to quickly reequip their disarmed weapon
I'm honestly very pleased that SaintJ mentioned this mod, and we got it a little resurgence :P
you mean the disarm mod?
also i like to use it to roll into bushes with the hide in bushes addon
and obviously hide behind objects faster
Hold up, does Max's Sneak have interop with this?
Prob not what they meant, but if it works by adding invis/chameleon it should work anyway, sneak is good now supports all regular stat/buff-based methods to affect sneak efficiency
.. also sneak roll be a perfect fit for a perk hahaha
That actually genuinely sounds like a great non-OP non-intrusive sneak skill, assuming its on a cooldown or theres something preventing you from sneak rolling nonstop. Although prob maybe even better done by megaboosting sneak skill during roll, to avoid seeing the magic effect of invis... unless rolling requires getting out of sneak stance.
Can also do something like a perk that once in few ingame hours slows down time and pauses detection progress when you are about to be spotted, just for a few seconds, so you have a chance to roll away
Like a thief's sense 🙂
Yeaaa
No
how do you disarm with disarm mow while sneaking? wasn't that just for knocking their weapons out during combat? or can you pickpocket their weapons off with this mod?
No I was suggesting rolling after you get disarmed to quickly pick up your weapon you go disarmed
Also rolling with sneak is good now provides like a slight “non detectable” moment when going in between objects
the idea of rolling making you non-detectable is hilarious to me. surely it would be massively the other way around
i get that its fun, i just find it amusing
its so bad that its good 🙂
creatures of morrowind never saw a rolling Nerevarine. Their brain simply does not register the sight
I mean - could be added here without too much trouble, I think
they are too embarassed for you and pretend not to look
also true
"These outlanders won't be happy until rolling is outlawed. It's our right to have sneaky combat rolls, by law and custom, and it's none of their damn business."
🧐
thoughts?
nice!
would need to see it ingame tho.
And we'd probably want forward and back too, but can start with left-right
for sure, just first iteration. ill work on fwd/back next
did you say you dont need the root motion to move the player now or some such witchcraft?
I don't think I did
I do do some witchcraft with controls.sideMovement and controls.movement to match roll length in first and 3rd person
but
in 3rd person pretty sure it still uses root movement
ok no worries
i was dreaming that we could overcome the Player movement ignores animation debacle
we could
sort of
let me record a demo
check this out -this is with that setting on. It still rolls, kinda, but only because I tell it that it is running at full speed in that direction
I strongly prefer this setting off
yeah, very interesting though
i guess it needs some kind of lockon system to for a good useable dodge mechanic but it might still be handy for making some distance in a pinch.
Max's dynamic camera has lock-on
and actually, with it installed and locked on - the camera during roll in FP is much better
I think Fallchildren intended it to be used alongside - I see hooks in code
ah right, that makes sense. s3ctor has one aswell i havent payed much attention to them but it seems like the way to bridge that gap, i wonder if it messes with the animations like the look 360 setting does
as in the glider glitch with the extra bone dissapearing that we discovered, idk if you were following that closely
Does not, it seems like
nice
S3ctor has lock on in CHIM, I've read his code when making doubletap for here, took some inspiration, although the final implementation is very different
ah, i thought it was a seperate mod, misremembered
I may be wrong too
sláinte
there were references to lock on I think
it was at least made ad the same time, think i had the 1st person body mod at the timeand there were some crazy camera issues
yeah, that one is problematic unfortunately
its a shame, im not sure how it was done but yeah a bit messy. i do like to have legs in games
then we can do kung fu animations
lmao i tried to make a kick by exporting the leg with the animation, obviously didnt work but i think it might be hilarious to just spawn a leg in front of you that kicks, always wearing the same big boot
lmao
I didn't meant it too serious with the kicking mod, but here we are. A "third" leg getting spawned just for kicking would be hilarious 
And about the lock on camera mods. It's great to have those, but I think they could need some adjustment, with the camera angle being raised while being locked on to a target, because the player's head is often in the way when playing in third person.
Fun fact: For this reason, enemies in Fromsoft games are often taller than the player. This way you won't have the problem of the player blocking the view most of the time.
iteresting point. it makes sense why the pc is so small compared to everyone. i assume part of it is just the style language that they developed aswell but i can see how they would get there. iirc the Elden Ring lock on camera is pretty high up, though that game had a lot of issues with camera control with outsized enemies, often better to go without it when facing those bastard blighted trees spirits
It is a technical aspect, but Fromsoft is also good in justifying it in the lore of their games too for immersion. Like the taller they get, the more divine (holy or unholy) they often are in terms of lore.
Camera jank is still a thing though 🙃
What’s making your screen vignette darker when you crouch?
Haven’t downloaded yet but it looks good
The dynamic camera
And the shader while sneak rolling is https://www.nexusmods.com/morrowind/mods/47565
Yah, sorry. Forgot to post the right one
Suggestion: at a high enough athletic and acrobatic skill you can catch yourself from falling from great heights negating fall damage
I’m using the glider mod and thought it could be purely aesthetic
A bit of "Aim for the bushes" energy. But giving a tool to stealth/agility characters that usually only mages have can be cool
Nah, I'll need to think about it.
Thing is - I kinda heard that Fallchidlren may appear soon-ish. And my changed to this mod have quickly outgrown what is polite. So I was holding off on doing anything else
And also with N'Garde beign my main focus for the moment
It would be hilarious to actually give a slow fall effect from landing in bushes, just in general
actually maybe its possible not sure, since now we can attach stuff to bones, maybe we can also attach equipment to the leg? Another option is to spawn a whole character... and maybe equip on it special equipment that makes all parts of it invisible except the leg? Cursed but maybe will work
or maybe... oh god, like make a custom leg, with custom bone names and attach it as vfx to character hip
that be evil
Maybe if you just re-use the normal character bone names it will map the equipment and body models for you
😆 I'm so pleased this is legitimately being discussed
G7 tried something like that, engine gets confused with which bone to use and can literally crash lmao
Question is, is it possible to get equipped mesh nif from say armor record (not the on-the-ground mesh, but on-actoe equipped one) and what will happen if we addvfx it to an actor, will it just magically work and be properly skinned?
If so literally just having a fliating leg is a valid aproach, although it will be a tad glitchy when you move around since using teleports on it to follow char will have a frame or two of delay
Yeah I think we can do that. Will fall part for some stuff like robes or naked leg because they are multi-bone meshes
Same for boots that include leg and foot
Best way might be an engine patch or rubicon
Ah crap yea i didnt think about robes :<
I mean MAYBE when you do addvfx not to a bone but to whole char - thing will get propely skinned to bone, so big boots will work
Robes be messed up prob since theres no body, only a leg
Can only addvfx to individual bones right now 😔
I think being able to do multi-bone vfx is a valid engine/api improvement though
Cant we add vfx to an actor without specifying a bone?
If we can and its the same bone hierarchy in the nif and actor (which it is sonce thats how equipment is rigged) it probably might just work
#development-lua message
Would it be super hard to add the ability to do multi-bone vfx? There's some missing information in the vfx mesh regarding which vertices attach to which bone, so I don't think it would be particularly easy
Ah I see where you're getting at. Maybe at that point it would be easier to fix the bone name re-use in 1st person though
I really don't know, I don't spend a lot of time in the engine
I'm curious have there been updates to this mod? Is there anything I can do to test it out? Ty
I mean this is the latest update I did.
#1377450837651099738 message
gives you a little chameleon based on (acrobatics+sneak)/2 when sneak rolling.
Otherwise - I'm not touching it for a bit, my changes quickly overgrown what is polite. And I don't know if it needs anything else with double-tap-to-roll now working. Maybe be test doubletap on the controller if you have one and play that way
🧐
Thank you
Btw, Is the sancturary effect of the roll mod interfering with the „all attacks hit“ setting of N‘Garde?
No, the attack will hit, but will become a "fumble" as N'Garde intends
so max 20% damage and no xp to the attacker
I see, good to know, thanks 🙂
still working on these Bloodborne dodges, id love to have them as part of this mod. every time i look at animation script it seems totally different 😅
Lemmeknow when these are ready to play around with
ooh yeah nice, i guess their kinda good for testing now, detail obviously need work but timings are about right i think
if you feel like having a go with it. let me know what id need to change
hmmm. Not sure how we'd handle diagonals. but let me take a look
aye, if it works at all it will be a good step
you got two "dodgel start" keys in there
the latter one takes prio, so left dodge doesn't play
but
may need to be faster
and I think for dodge we either need special animations or forget about diagonals
but works
Fixed the key in nifskope and sped it up in lua
well hell, thats actually pretty decent. fair play!
is that like half speed or less?
1.65x speed
cool yeah, would look better if i account for that in the base anim, the distance is probably about half what it is in bloodborne, how does that feel? i dont use animation for movement so it wasnt my main focus
the way i would want it to work personally is how it looks there, just small relocation footwork rather than big "jump out of the way" swings or for spamming across the countryside lol
There's also a bit of thing - roll mod makes a speed calc that is then applied to animation speed, based on actual speed attribute
ah interesting
Not 100% sure we can fit both roll and dodge into the same mod
yeah i see, branching pretty far from fc's mod at this point
Oh, definitely
And I've no idea what his plan for it was 
Kinda hoping he shows up one day soon, so we can chat about it
yeah for sure. most likely would be just as excited to see progress tbf but you never know 😅
That looks fantastic
Need to decouple it from roll for it to make sense, but all credit to dubious for the animation
Hmmm I like the animations, they turned out very close to bloodborne (which im a big fan of) but now I see them in game im not sure how appropriate they are for Morrowind... 🤔 They seem kinda goofy.. maybe I'm overthinking it, it'll be better when I clip them a bit anyway
What's a good dodge animation? Not more "realistic" necessarily.... I always loved SoulReaver's dodge
Maybe just too much staring at frames 😅
Me irl
You've been doing such great work with animations lately
thank you! its exciting to be able to augment all the amazing scripting work thats been happening
@fast rapids procrastination successful. diagonal dodges. i made them shorter so i had to simplify them a bit which worked out pretty well
I'll take a look at plugging them in a bit later
uhhhh
- Did you remove root motion?
- br and bl seem to be somehow connected
ah, I see the issue with br and bl - the keynames
but rootmotion is something I can't fix on my end I don't think
Or is it sill rootmotion but each animation ends a couple frames too late? So it snaps back?
Not sure
Animations are such a nightmare. Dubious is a hero for tackling it
Absolutely
Thoughts on sidestep btw. This is fallchildrens "roll" - my fork has overgrown with fun stuff, maybe it's time to make it coherent.
I'm tempted to keep both sidestep and roll in, but therein lies the problem - both are doubetap, how do we differentiate them?
Make one require modifier key? Make one require a bit less stamina?
Also, @chrome hound I'm still curious about controller feedback :P
I promise I will try it soon 😭

What's the latest version link?
#1377450837651099738 message this one. No sidestep, some settings and chameleon on sneak roll
🧐
Make a perk that swaps from sidestep to roll 😜
I love the perk framework, I don't like perks (in general). 😜
old gripe - I like when "action" is possible to attempt without an arbitrary "now you can" point
or making those points as blurred and soft as possible
You could do heavy roll vs light roll. Base it on total worn armor weight and acrobatics
Yeah that's totally fair. At least with a perk you explicitly opt in to the new behavior
Yup, but then there's stuff like this - where we need either a convoluted control scheme or a perk
Or maybe they could be blended with a .kf file
yeah i think i just didnt leave enough space between the frames. hang on
what trips me up is that cardinal direction dodges also snap back now
Ah, no I see what you did you've compressed them
yes i didn't esplain that well, they are all compressed down because i wanted to bring them closer to the timings to avoid weird shuffling
should be better
yeah idk, maybe the roll activates when in sneak? higher stamina but a touch of invis like you were experimenting with?
Something ain't right =(
still snaps back
and br and bl are connected again
ye kfs I can even fix in nifskope, happens. Can't do anything abotu the snapping tho :/
weird, im not sure why its happening, unless the root motion button doesn't do what i think it does 🧐
i just extended the space between the anims, thought maybe they were bunched up too tight
Works nicely
and doesn't need an artificial speed up anymore
may need a slowdown if anything
thats awesome, looks nice
Thanks to you. I've reused same direction choosing logic as for roll, except I'm not turning the PC to face the sidestep direction
That looks great
Now need to ponder how to integrate both
Can't wait
yeah this is badass
I can't get roll to reliably trigger with a controller or keyboard
I really didn't expect to see a minimum delay
I was hoping for something like:
if we have a falling-edge input at threshold .3,
followed by a raising-edge input at threshold .9,
within 0.3 seconds,
do a roll
Huh. On keyboard too?
There's a switch in the settings - when off - keyboard works perfectly for me, when on controller works
See - that's what I needed. I'll need to see how to specifically get those values in that manner.
I think I have this figured out, but need a bit more time to test. Although I'm confused by you saying it doesn't work on keyboard either.
Maybe I have settings that aren't friendly?
Well, not sure. Shouldn't be. The unfriendly settings usually cause weird animation glitches not just plain "won't roll"
@chrome hound , expectation of controls wise. If e.g. you push a stick all the way forward, then briefly to neutral then all the way back - would you expect to roll back?
No I wouldn't. I need to dance in and out of range with NPCs, timing their swings
@chrome hound diagonals need some work, but
It's beautiful
minimal delay is gone, and I've made sure to record my inputs so it's clear what and how I'm doing
Thank you 😁
I'm not detecting exactly as rising/falling though - couldn't make that work right. It detects one of 8 cardinal directions on tap (or while moving) and then if you do "direction"->neutral->(same or adjacent direction) with mag of 0.9 or higher it rolls
neutral is 0.3 or lower
a bit hacky, I think
But I don't know how to make it more elegant
I'll take a look at diagonals when I get off work, and should be good to go, at least 4 main directions don't misfire and are not getting missed
Still needs a controller switch in the settings. Although - I wonder if I can detect "last input was controller" or "last input was keyboard" and get rid of the setting entirely
If you take a look at my key track package in One Stick you'll see how to handle both inputs as if they were the same
Might be useful? I haven't checked out the code in Roll
I will take a look
my current implementation wants special handling for controller cause actions values come in every frame
for keyboard it comes in once on key press and then again on key release
so it's easier to track them as distinct things
I just do getRangeActionValue every frame
yup:
local movement = input.getRangeActionValue('MoveForward') - input.getRangeActionValue('MoveBackward') local sideMovement = input.getRangeActionValue('MoveRight') - input.getRangeActionValue('MoveLeft')
that's what I do
I'll compare notes later though
thank you
Love it
So if I understood correctly Roll will have a step dodge that can turn into a roll dodge? If so, we just need to have a sprint if button held and it will be perfect 
this has sprint key https://discord.com/channels/260439894298460160/1327420529958846476
there is potential to use the step dodge but it was mostly just a proof of concept so far 🤷
So in theory, if I press it will dodge and if I hold it will sprint?
if you have the Run! mod installed you could probably set up the hotkeys like that but the step dodge in that last video has not been released afaik so for now its still just the roll, Muthseras Arrean and Fallchildren may take up the torch but it remains to be seen. i dont have the coding knowledge to pull it off unfortunately
I have been busy, I'll get back to this at some point soon, still need to fix the controller diagonals and review the keyboard double-tap
I'm not sure how to integrate the sidestep here seamlessly, so - that will either be a setting, or a separate thing
Thank you
redid the 3rdP sidestep again
its tough to fit in a natural looking movement but i think i got them looking reasonably good
@fast rapids you asked me to let you know 👍
Nice, thank you
all good. let me know if you end up using them or if they need more work
Seem to look good in blender
I'll add them to the game later and see
Battling the almalexia again, now for the vfx bones 
oh i forgot to mess with the frame rate
a righteous undertaking 🫡
Hmmm, You got them at 0.5 seconds per animation, may be too slow for a good feeling sidestep, but - I can fix that in lua, for this one framerate may not be necessary
i think if i made them any tighter it would start getting pretty tricky to make it natural
may be fine, but I'll play around with the speed
maths not my strong suit 🤷
actually looks pretty good when i tighten them
15 at 60 may be the sweet spot for short fluid animations
I got distracted
yeah actually smoother now even though its pretty snappy
Was going to say that for this one - half a second may be fine, since we got two steps in each direction
But I'll test both
yeah maybe slowing down the 60 version slightly would be good
Fallchildren's code does a bit of that by default, and that's a part I haven't touched - the animation speed is determined by player speed to some extent
so will see how it feels
currently stuck on adding bloody vfx bones to alma
hence, will check this properly a bit later
yeah good luck with that one 🫡
This looks great
thank you :D
so uh is this playable yet or do i wait for an "official" release?
the roll mod is totally playable but my sidestep dodges have not been implemented
#1377450837651099738 message
this is the most recent updated by arrean to include double-tap rolls
🧐
thx
I have been busy with other stuff, I pick away at this now and then. I likely won't be making an official release - doesn't feel right, as this is just a fork. When Fallchildren shows up - we'll take it from there.
Meaning - I'm not the original author, but original author is currently not active, but may be soon
isn't his stuff gpl?
i read what you said about being polite but consider that maybe making it gpl is a way to let anyone use it without having to worry about it and that waiting for him to come back, if he ever does may be counter productive
just in case he ends up not showing up any time soon
momw people told me he has been in contact with them. But yes, it's generally to be polite, as I'm new in the modding community and as a "some guy that just showed up" wouldn't want to do that yet. In any case - my fork still needs work
And yes the original mod is indeed GPL
Running into a weirdest thing. sidestep animations in 3rd person play in the wrong direction. While in 1st person work correctly
O_o
Animations are fine, if played individually, so my screwup somewhere
phew. bizarre though
Yeah, it's odd. in kbm mode - if I hold fwd and double tape left or right - it plays the animation fine
if i hold left or right and double-tap forward it just jitters in place
then if I try to adjust movement and sideMovement - it dodges back when I doubletap either left or right

while on frame reports "movement = 0" and sideMovement in the correct direction
like wat
I think what could be cool is if you press roll a few seconds before landing it takes away a chunk of the fall damage and rolls when you land, is that possible in OpenMW or out of scope?
Possible to determine if actor has just landed. I'm not sure if it's reasonably possible to do anything about the damage
or to determine the fall magnitude
The slightly cursed way would be to briefly buff acrobatics, but then the problem is "when" - cause once we have landed we have already taken the damage, and before that I have no idea where on the jump arc the actor is, or how long the jump is going to be.
Maybe buff once we are off the ground, and remove the buff once we land, but that may lead to other weirdness ( the aerial control MW has being one)
hmmm
I have a faint idea
could use some kind of animation that looks like an attempted roll in mid air or something else that lasts a set amount of time
during that time frame acrobatics is buffed until you land
if you land in this time frame play roll animation
when pressing roll button in mid air
hmmmm
like say its middle mouse press
well, whatever the player has bound
or the doubletap, once I get back around to fixing it
you fall from a cliff, 3 seconds before impact you middle mouse press, acrobatics is buffed, animation plays for say 5 seconds max and cancels as soon as you land, and when you actually land remove the acro buff and roll
Aim for the bushes energy, but I like it - solves the "when" problem, as we offload it to the player
yeah, 1 second is already generous I think
but 1 seconds sounds good
if you press it 1 second or less before impact, acrobatics is buffed and you roll on landing
That actually fits with existing playstyle
vanilla casting animation is 1 second
people usually cast slowfall/levitate just before the impact
this will be weaker alternative for martial characters
but same pre-req - use it just before you hit the ground
would need to be integrated with existing acrobactics skill level I think
I was thinking that
I'm wondering if it should be acrobatics or athletics
probably acrobatics
but having high acrobatics already removes most fall damage, if you scaled the time frame or the acro buff it might be too op
maybe make the initial acrobatics buff very low
like only 5% buff at 0 acrobatics
and 50% at max acrobatics
well that could aswell be 0
was about to say
yeah, can do
let's say 2% per level? so its' 25% == 12.5 at 50
significant but not game breaking
would 12.5 do much for you anyway?
a bit
but yeah thats the thing with tying it to acrobatics, if you're % scaling acrobatics then it sorta double scales the damage reduction
I mean - I can probably make the scale non-lineaer
this is just easier and makes my head ache less
but what other skill will make sense? Athletics is "jogging"
I think the best solution is non linear acrobatics
with a higher curve at lower skill levels
higher curve meaning it grows faster at low skill levels?
yeah and then slower at higher skill levels
I think that makes sense
with 0 acrobatics trying to cancel fall damage would probably fail disastrously
and then when you get a decent hang of it it doesnt make that much of a difference compared to a higher level or something idk
yeah just to counteract the linear scaling of the actual acrobatics skill anyway
Yess I've been wanting this idea for a long time, doing it with Roll makes perfect sense
Could literally do bushes too, I think the timing on that would be rough to get right though
I play minecraft with the parcool mod sometimes and its an awesome feature there
why not use same logic as perfect parry in ngarde?
Same effect, but easier to succeed when higher skill level, Like, the duration/window is larger at higher skill level?
That's a good call