边缘世界 RimWorld

边缘世界 RimWorld

1,385 个评价
[RH2] Hand-To-Hand
20
8
4
6
10
2
6
2
3
2
2
2
2
   
奖励
收藏
已收藏
取消收藏
Mod, 1.2, 1.3, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
11.958 MB
2021 年 7 月 24 日 下午 7:31
7 月 18 日 下午 9:57
16 项改动说明 ( 查看 )

订阅以下载
[RH2] Hand-To-Hand

在 Chicken Plucker 的 2 个合集中
Project Red Horse: Metal Gear Solid mods
6 件物品
Red Horse²
22 件物品
描述

Perform Hand-To-Hand abilities to have an advantage over your opponent in melee combat.


- This mod adds 9 custom melee abilities for your pawns that they can use to knock out enemies
- Includes autocasting!
- Pawns will now path towards target (unlike previous versions)
- Based on the original "[CP] Takedown" mod series
- Discombobulate
- There is no mercy in this Dojo, is there?
- Yes, if you discombobulate a caravan muffalo, you will annoy your allies.
- Ability chance to fail affected by target's mass and melee skill
- Ability chance is also affected by your pawn's melee skill
- NPCs can use these moves against you as well

Warning: Knockout durations are at max of 2-3 in-game hours (unlike previous versions), depending on the ability your target will get up in a few seconds so do not assume these moves will put them to sleep forever.








- Pawns can now path to their target unlike previous versions
- You can enable/disable or hide ability buttons in mod options
- Abilities have a chance to fail
- Abilities on success and failure have a cooldown timer
- Chance to fail is affected by three factors: 1. User's melee skill 2. Target's melee skill 3. Target's mass
- Enemies can use these abilities against you as well
- Mod settings allow you to diable or enable hand-to-hand on animals and non humanlikes including mechanoids.

Note: Disabling autocast or abilities (not hiding, disabling) will disable them for both you and NPCs.

Demonstration:

Note: Pawn had 20 melee skill for testing purposes.


- No known hard incompatibilities. (yet)

- Requires Harmony

- Reported to have issues where custom races can't learn the abilities (needs more confirmation from race mod users)

- Does not require JecsTools, highly recommend to abandon old version of any "[CP] Takedown" mods.

- Combat Extended? 3 user reports say that it works with CE just fine.

- Safe to enable mid save? Yes.

- Safe to disable mid save? No, causes errors.



Please consider to:
[ko-fi.com]

To fund my Dojo and teach youngsters (such as yourself) to defend themselves from rich people and teenage girls!




Credits to:
Taranchuk - Coding
Arquebus - Coding
Jecrell - Original C# coder
Dninemfive - Original C# coder
Sherlock Holmes - Discombobulate
Muhammad Ali - Phantom Punch move
WWE - RKO move
Hideo Konami - MGS CQC move
DOOT - Glory Kill move
Sensei Kreese - For being the best sensei in Hill Valley
inbae - Korean translation
Абразованый - Russian translation
571 条留言
Salep 11 月 27 日 下午 12:20 
Not cool enough to ignore balance issues .d
koba1864 11 月 15 日 上午 5:54 
Best mod for players who wants unarmed but highly trained soldier. But i think it would be better when player manipulate chance to fail affected by three factors
kanthf 11 月 5 日 下午 5:00 
lmao i just ko'd a lindwurm and used 'finish off' to kill it, the fight took 5 seconds. 0/10 balance, xDDDDDimcryin
Idk if it's possible, but having a limit based on the size of the enemy wouldn't be a bad idea.
kanthf 11 月 5 日 下午 3:59 
Cool mod, shame it's mostly just knock outs tho. Knock-backs, gap-closers, and quick attacks could help fill in the other abilities. As it is, a melee pawn with 12+ skill will just insta-incapacitate upwards of 4 pawns for an entire fight potentially. Neat when it's your people kicking ass, not so great if the game throws the random high melee-skilled enemy at you early on. Getting knocked out doesn't really allow for any counter-play.
I don't know how it works under the hood, but it would be cool if the techniques could be blocked by equally or greater skilled opponents.
Overall 6/10. 9/10 for the coolness factor and 3/10 for balance.
Arielziito 10 月 18 日 下午 4:16 
Some of my colonists in multiple different colonies have suddenly started attacking prisoners for no reason. Not just once, constantly. Every time they crossed paths with the one specific prisoner they would attack them. There was one time a colonist glory killed a prisoner i was trying to recruit
Husker_85 10 月 13 日 上午 11:26 
Also maybe lock (or have an option to lock) glory kill behind the High Melee Damage genome, as a baseliner shouldn't be able to do it
Husker_85 10 月 7 日 下午 1:58 
Loving this mod. Just one suggestion: maybe ghouls shouldn't know kung-fu? (as funny and useful as it is to have them sweep the leg against prisoners)
oinko sploinko 9 月 21 日 下午 9:15 
@mungeater999, Melee animation is compatible with this mod, unless you mean integration, in which case you should ask the creator of melee animation, not this gentleman.
7:39 PM 9 月 21 日 下午 4:33 
perfect for my playthrough. Would be nice if there was a way to manually pick which moves to autocast for individual pawns. Kinda like picking a signature move for each pawn and the move their known for.
PanzerGirl 9 月 21 日 上午 11:57 
perfect mode:tabbycat: