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Village styles

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Village fighting styles

A player of the Village walk fights in one of six styles: hand to hand, the sword, the axe, the mace, magic or archery. Each style has its own weapon, its own clips, its own skill and its own combos. The swap button takes up the next style the player carries.

Six fighters in a row, one for each style, punch, cut, chop, smash, cast and shoot

examples/fighting_styles.mojo draws this picture. From the left, each fighter presses its style's buttons in turn: three light attacks, the heavy attack and the three specials. The fists are quickest, and the mace is slowest.

The styles

The module is extensions/village/styles.mojo. FightingStyle is a type with is_valid. A bare integer does not compile.

Style Its weapon What it is good at
HAND_TO_HAND Fists and feet Quick, cheap blows. Its combos grow twice as fast, and its chain point comes at once.
SWORD A one-handed sword Even in every way.
AXE A bearded axe Hard, wide cuts that tear through guards.
MACE A flanged mace Slow blows that break stamina, and hurt through a guard.
MAGIC A staff with a crystal Bolts, blasts, a nova and a mend, paid for with mana. Its guard is a ward all around.
ARCHERY A recurve bow Quick shots, aimed shots, a volley, a leap back and a rain of arrows.

The traits

StyleTraits change each weapon move, from LIGHT_ONE to PLUNGE. style_traits gives each style's:

Style Pace Power Reach Arc Stamina damage Stamina Guard damage Through a guard Combo step Dodge Parry Chain point
Hand to hand 0.72 0.6 0.75 1 0.9 0.55 1 0 2 1.2 1.3 0
Sword 1 1 1 1 1 1 1 0 1 1 1 0.3
Axe 1.12 1.3 1.05 1.3 1.1 1.15 1.7 0.1 1 0.95 0.8 0.4
Mace 1.28 1.15 0.95 1 1.9 1.25 1.4 0.35 1 0.9 0.8 0.5
Magic 1 1 1 1 1 1 1 0 1 1 0.6 0.3
Archery 1 1 1 1 1 1 1 0 1 1.25 0.7 0.2

Pace, power, reach, arc, stamina damage and stamina are times the move's own. Guard damage is times the stamina that a guard loses to the style's blows. "Through a guard" is the share of a blow's damage that a guard does not stop. The combo step is times the step of a combo's damage. The dodge is times the dodge's length, and the parry is times the fighter's parry window. The chain point is the share of the recovery after which a waiting move starts.

A mace's blow on a guard takes stamina and some health. A mace blow of 100 damage takes 35 health through the guard. A guard that runs out of stamina breaks, and a guard with no health left falls.

The buttons and the moves

FightButton names what the player presses. style_move gives the move that a button makes in a style:

Button Melee Magic Archery
Light The next light attack of the chain SPELL_BOLT QUICK_SHOT
Heavy HEAVY, or PLUNGE in the air SPELL_BLAST AIMED_SHOT
Rising RISING_EDGE MEND LEAP_SHOT
Whirlwind WHIRLWIND NOVA VOLLEY
Wave GROUND_WAVE GROUND_WAVE ARROW_RAIN
Ultimate ULTIMATE ULTIMATE ULTIMATE

The new moves, in the middle stance:

Move Start-up Active Recovery What it sends Damage Stamina damage Cost
SPELL_BOLT 0.20 s 0.08 s 0.24 s A spark that follows its target 26 6 7 mana
SPELL_BLAST 0.55 s 0.10 s 0.40 s An orb that bursts 2.5 m around where it strikes 64 26 20 mana
NOVA 0.30 s 0.12 s 0.45 s A burst 4.5 m all around 48 30 2 special points
MEND 0.55 s 0.15 s 0.40 s Light that heals 2 special points
QUICK_SHOT 0.16 s 0.06 s 0.20 s An arrow 24 5 4 stamina
AIMED_SHOT 0.60 s 0.06 s 0.32 s An arrow that passes through two more 85 22 12 stamina
VOLLEY 0.32 s 0.08 s 0.40 s Five arrows in a fan of 50 degrees 26 each 6 2 special points
LEAP_SHOT 0.12 s 0.22 s 0.36 s An arrow, from a leap 4.2 m back 40 10 1 special point
ARROW_RAIN 0.40 s 0.10 s 0.40 s Six arrows from the sky onto the target 22 each 6 3 special points

The ultimate's storm. In magic and archery, the ultimate also strikes from afar. As it rises, a storm falls on each standing target within 18 meters:

Style Its storm Note
Magic A star of light, an orb that falls from 9 meters over the target, and bursts STARFALL!
Archery A rain of six arrows on the target ARROW STORM!

Each missile carries the ultimate's blow. The melee styles spin, as the sword does: see Village combat.

A blast and an aimed shot break a piercing attack, as a heavy attack does. A mend heals the player, the companion and each raider within 8 meters by 18 percent of their health. In a raid, the heal adds to the player's threat.

Mana

A spell spends mana, not stamina. A fighter has 100 mana, which comes back at 9 points a second. A spell that costs more mana than the fighter has does not start. The mana shows under the style's name while the player fights with magic.

Missiles

The module is extensions/village/missiles.mojo. A spell or a shot sends Missiles from the player's hand. They fly at the locked target, or else at the nearest standing target within 26 meters and 70 degrees before the player.

Kind Speed How it flies Strikes within
ARROW 42 m/s Straight, and gravity pulls it down at 4 m/s² 0.45 m of a chest
SPARK 24 m/s It turns toward its target at 5 radians a second 0.55 m
ORB 13 m/s It turns at 2 radians a second, and bursts 2.5 m around 0.7 m

lob finds the speed that carries an arrow onto its target's chest. A missile strikes when its last step passes within its reach of a chest. So a fast arrow does not pass through a target between two frames. A missile ends at the ground, at the end of its life, or when it can pass through no more targets.

Skills and the specialty

Each style has its own skill, which fighting in the style trains: see Village skills. Each level over 1 makes the style's blows 5 percent stronger. A level also teaches the style's combos: see Village combos.

BattleParameters.specialty names the style that the player specializes in. Its blows are 10 percent stronger, and only it teaches MASTER combos.

The weapons and the clips

The weapons are in extensions/village/weapons.mojo. Each is built along plus z from the middle of its grip, as the sword is: see Village combat.

Weapon What it is, for a person of six feet Where it is stowed
Axe A haft of ash 75 centimeters long, and a bearded steel head with a poll At the hip
Mace A haft 60 centimeters long, wrapped in leather, and an iron head of six flanges and a spike At the hip
Staff A haft of dark wood 1.7 meters long, banded in brass, and a glowing crystal in three prongs Across the back
Bow A recurve bow 1.3 meters from tip to tip, and its string Across the back

The clips are in extensions/humanoid/rig/style_clips.mojo. Each lasts as long as the sword's move of the same button, so the style's pace plays it faster or slower.

Clip Seconds What it shows
fists_ready_clip 2.0, loops The other foot forward, the fists up by the chin
jab_clip 0.5 The lead fist snapped straight out
cross_clip 0.5 The rear fist driven straight out, the hips turning
kick_clip 0.77 The rear leg chambered and kicked in an arc at the ribs
haymaker_clip 1.09 The rear fist cocked back, and swung over and down
uppercut_clip 0.81 A crouch, and the rear fist driven up
spin_kick_clip 1.06 A whole turn of the body with the rear leg out
ground_punch_clip 0.65 The rear fist raised, and driven down to the ground
staff_ready_clip 2.0, loops The staff upright at the side
staff_bolt_clip 0.52 The staff pointed at the foe, the free palm out
staff_blast_clip 1.05 The staff drawn back, and thrust out with both hands
nova_clip 0.87 The staff raised high, and driven into the ground
mend_clip 1.1 The staff raised high and held
bow_ready_clip 2.0, loops Side on, the bow low
quick_shot_clip 0.42 A short draw to the chin, and a loose
aimed_shot_clip 0.98 A long draw to the ear, held, and a loose
volley_clip 0.8 The bow canted, drawn, and loosed in a sweep
leap_shot_clip 0.7 A crouch, the legs tucked in the air, and a loose
rain_clip 0.9 The bow raised high, and loosed at the sky

Arms plays a style's clip for each move it has one of, and the sword's clip for any other. The weapon of the style in use shows in the hand while it is drawn, and stowed while it is not. The axe, the mace and the sword use the sword's clips.

Limits

  • The ultimate is the sword's spin in each style. Magic and archery add their storms to it.
  • Fists and shots leave no blade's trail. A spinning kick does.
  • The bow's string does not move as the arm draws it.

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