Project Blade Dance: Broadswords – Legacy version

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Author: Ribs

Last revision: 6 May, 2018 at 16:10 UTC

File size: 297.98 KB

On Steam Workshop

Description:
Development on this branch has ceased, I will release a new version of this mod in the coming days, with the hopes of making this mod vanilla multiplayer compatible, to some degree at least.

Non-steam version here.[drive.google.com]

Since many of you seems to enjoy having custom combos on melee weapons, i decided to apply custom combos to most if not all of the vanilla starbound broadswords. Featuring a custom idle stance and a 5 hit-combo. As well as some unique combos to the energy sword.

Mod is NOT client-side

Known Issues:
-Very OP (this i won’t fix, use at your own discretion).
-Various mod conflicts: Please send over your starbound.log so me and my good friends can help you.
-Will not work with aimable melee, consider using the aimable patch.
-Expect bugs and glitches with the RNG sword, because there’s some rng element to it.

"But wait! Where’s the Protector’s Broadsword in all of this?" i hear you asking. Just go here and be the best Protector that cosmos has ever seen.

I appreciate all the feedback that i get.

Animations, coding and compiles: Ribbon.

Changelog:
v1.0

-First iteration of the mod.

v1.1

-Added "Dark Souls" sword idle stance for RNG swords and Durasteel broadsword, Timepierce and Hokucide.
-New animations for the swords above.
-Fixed Timepierce freezing mid-combo.
-Now uses the correct damage values and fire time.
-Fixed alt abilites sometimes will not use the correct swoosh sprites.

v1.2

-First implementation of alt abilities’s custom animations.
-Added 2 reanimations for blinkslash and traildash, more incoming!

v1.3

-Changes made to broadswordcombo.weaponability
-Added partial support for modded weapons that uses the vanilla combos. They now uses the "holstered" set of animations
-Added 2 reanimations, one for parry and one for kunai blasts.

v1.3.1

-Reverts changes made to broadswordcombo.weaponability and combobroadsword.animation as this causes incompatibilites with modded weapons (as a result, removed partial modded weapons support)
-Applied combo system to the Oculus Reaver.
-Slight tweaks to "flamethrowersword", "flipslash".
-New animations for blink explosion.

v1.4

-Removed .animation file and crammed everything into .activeitem, hopefully this will fix the issue with the crashing solus katana
-Energy swords update, the solus katana and the violium broadsword now costs energy to use, be careful. Also 2 new sets of animations inspired by the legendary DerpFenrier

v1.4.0.1

-Lowered the enery usage of the two energy swords.

v1.5

-Entered beta: Fixed a couple of nasty bugs related to the firetime (RNG swords might still suffer from this: aka freezing after a combo is finished).
-Tweaked flipslash: You can only use flipslash in mid-air. Minor changes to the flipslash flight path and flight speed.
-Tweak blinkslash: Uses the correct elemental swoshes for the correct elemental type. Also useable while you’re falling, not sure if you’ll need it but why the hell not?

v1.6

-An experimental fix has been pushed to combat the issue of randomly generated swords not swinging after a combo. This is done by setting the fireTime to a fixed value. The sword will still have variable damage per second values, but the fire rate won’t.

Here’s a picture for no reasons

(Before you ask, it’s a bonesaw’s coat and an outlaw’s pants. And don’t ask me how to get the swords, they’re in the vanilla game, figure it out yourself!)