Overhauls blocking attacks by adding a parry mechanic and changing several mechanics to be entity attribute - driven.
Overhauls blocking attacks by adding a parry mechanic and changing several mechanics to be entity attribute - driven.
When blocking is started just before a hit, the attack is parried. The length (in ticks) of that time window is determined by the "blockingoverhaul:parry_window" entity attribute.
Blocking/parrying an attack no longer applies a hardcoded amount of knockback to the attacker.
Instead, the knockback is more dynamic, where knockback amount and affected entity (attacker or defender) are determined by several factors.
((defender_block_force * defender_parry_multiplier) - (attacker_attack_knockback + additional_attack_knockback)) * total_applied_blocking_knockback_multiplier
If the result of the calculation is negative, the knockback is applied to the defender. If it's positive, the knockback is applied to the attacker.
Parrying can also apply the multiplier determined by the "blockingoverhaul:parry_multiplier" entity attribute to the amount of blocked damage. This can be disabled by the server config and/or the item used for blocking.
This data component needs to be present on an item stack for parrying to work.
Parrying has several conditions:
Blocking Overhaul has integration for Stamina Attributes, parrying an attack has a different stamina cost than regular blocking, determined by the "blockingoverhaul:parry_stamina_cost" entity attribute.
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