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tw3-resources-perks-overhaul's Introduction

tw3-combat-perk-overhaul

A small "overhaul" that changes how you manage your resources like adrenaline and stamina during combat through new passive perks and a permissive stamina system.

The stamina system is designed to be unintrusive and not frustrating at all and instead tries to encourage smart gameplay without blocking any of the player's actions. An empty stamina bar doesn't stop you from dodging or attacking but instead will delay the regeneration even more or will decrease/increase the damage you deal and receive.

No more "oh no my stamina is empty, guess i'll take a break in the middle of the fight to regenerate a bit so that i can finally play again!" and instead "okay so if i spam my light attacks i'll deal less damages than if i do an heavy followed by a light attack, so i'll do this"

And of course, you know me, the mod comes with an extensive mod menu to tweak everything. This mod can be used as a replacement for most stamina combat mods you know and offers a total control over everything about the actions and their cost.

Selling points

RPO's strong points are the following:

  • dynamic stamina regeneration, it follows a logarithmic function unlike other mods where it is linear. The higher your stamina is, the higher its regeneration as well.
  • permissive stamina system, you can still perform actions even at 0 stamina
  • dynamic stats based on stamina, as stamina goes down you lose other stats like attack power and overall speed

Thanks to its perks, adrenaline becomes an interactive resource as well, you can use it to save stamina for example, or even regenerate life. Creating a more permissive but more dynamic experience while still forcing you to play smart

Optional perks

Note that all perks are not made to give advantages, some of them may even seem like counter productive if not paired with the right build. Perks were made to be combined so you can create varied build around different Witcher school sets. A loss of adrenaline once combined with the right perk may also heal you for example, but you will also lose the damage gain from the adrenaline. Everything comes at a cost, the perks were made to encourage varied and interesting gameplay.

As everything is done through scripts, the new effects added to the perks work with every overhaul you may use.

DPS tree:

  • Fleet footed also adds: Dodging and rolling default to consuming adrenaline instead of stamina, freeing up your stamina bar for other actions. If the adrenaline requirements are not met, it falls back to stamina. In addition, you receive more damage from all sources the lower your stamina bar is.
  • Strength training and Muscle Memory (light & heavy attack damage) add: adrenaline now increases the stamina cost of attacks. Heavy attacks consume adrenaline but their damage continue to scale on your current stamina levels. 15% increased cost per adrenaline point divided to 5% per adrenaline point at Strength Training level 3
  • Undying adds: Actions that generate adrenaline also heal you for that much multiplied by the amount of stamina you have.

Sign tree:

  • Igni intensity adds: when reaching 100% stamina, gain a burst of adrenaline
  • Yrden intensity perk (3rd row): You gain a burst of stamina upon receiving damage. Can only trigger once every 5 seconds.
  • Active Shield (quen alt) adds: While Quen is active on the player, resource regeneration and consumption are halted for physical attacks (not for signs). Heavy attacks deal more damage, while light attacks deal less damage. Attacking drains the shield's health.

Alchemy tree:

  • Refreshment: When at maximum adrenaline, consuming stamina restores health. The lower the stamina the higher the heal. Also increases all stamina cost by 50%
  • Fixative: Fast attacks now consume adrenaline instead of stamina. Fast attack damage now scales with each adrenaline charge. Zero adrenaline produces no damage; full adrenaline produces 300% increased damage.
  • Endure pain: As health depletes, resource consumption for aggressive actions becomes less costly, while resource consumption for defensive actions becomes more costly.
  • Fast metabolism (toxicity drops faster): toxicity improves overall resource consumption by 0.01% per toxicity point per skill level. 90% at 300 toxicity with level 3 skill (which is the maximum for RPO)

Installing

  • Download the zip archive from the releases.
  • Navigate into the zip archive until you see two folders bin and mods
  • Open your The Witcher 3 directory, drop the two folders from your zip archive into your The Witcher 3 directory so that you merge their content
  • Confirm you now have a directory named modResourcesPerksOverhaul into your The Witcher 3/mods/ directory
  • Open the script merging tool of your choice, script merger being the prefered solution.
  • Confirm the scripts merger detects three pending merges in r4player.ws, playerInput.ws, and damageManagerProcessor.ws
  • Proceed with the merges and let the tool resolve every conflict automatically
  • Start your game
  • Confirm you now have a new mod-menu named Resources Perks Overhaul under Options > Mods
  • Apply the default preset then tweak the settings to your liking

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tw3-resources-perks-overhaul's Issues

Refreshment makes signs unusable (except for Aard)

When using signs (except for Aard) the stamina bar blinks red at the tip and the sign isn't used.

This was not the case when I first equipped the skill.
But now it happens on every savegame.

I solved this issue by uninstalling RPO.
(Which is how I will leave it for now as it motivates me to use a less Igni-heavy and overpowered build.
But I'll inform you what happens when I install it again.)

The formula of the speed reduction from missing stamina is wrong

The formula should follow a logarithmic curve that starts slow and increases faster as stamina goes down.

Current formula:

  // with the default multiplier:
  // 100%: 1
  // 75%: 0.9459379855855781
  // 50%: 0.9164824687669755
  // 25%: 0.89612369213023
  // 15%: 0.886350127184105

Expected result:

  // 100% stamina -> 0% of maximum reduction
  // 90% stamina -> 5% of maximum reduction
  // 80% stamina -> 10% of maximum reduction
  // 70% stamina -> 16% of maximum reduction
  // 60% stamina -> 23% of maximum reduction
  // 50% stamina -> 30% of maximum reduction
  // 40% stamina -> 39% of maximum reduction
  // 30% stamina -> 49% of maximum reduction
  // 20% stamina -> 61% of maximum reduction
  // 10% stamina -> 77% of maximum reduction
  // 0% stamina -> 100% of maximum reduction

where the maximum reduction is 15% less speed multiplied by the slider value. With a slider value of 1, the player gets 15% less speed at 0% stamina, with a slider value of 2 the player gets 30% less speed at 0% stamina. The curve should be the same, only the maximum reduction should be multiplied.

Merging with combat speed.

Want to start off with that I adore your mod and it really makes the game a lot more enjoyable.

I was wondering how to solve this merge with your mod or if I should just overwrite it. Any insights?

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Ghost Mode Stamina Issues

Good day,

I've recently re-installed Witcher 3 and am attempting to use your mod along with Ghost Mode. However, no matter what I do, the option to use actions even if stamina is depleted doesn't seem to work. Worse still, there are times where stamina completely and randomly falls and stays at zero and arbitrarily begins to regenerate with no rhyme or reason. I've tried to use the GM patch as well but it doesn't seem to help any.

Could you provide me with some help on the matter? Thanks in-advance.

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