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JRHockney*
08-15-2006, 11:13 PM
Heres the new sabersystem manual for Enhanced so far. This covers all the changes that have been made up to this point at the code server sabersystem wise. This is for reference and up for proof reading by anyone who wants to do it. Obviously, the figures don't have any pictures but in the future maybe we can do web links or something. There are underlined and bold sections of the actual manual that don't show up here btw:

Official Manual:

The OJP Enhanced Saber System Manual

Hello everyone!!!! Thank you so much for downloading this mod and choosing to read this manual because if you don’t know what your doing in this saber combat, you’ll think its all random, you’ll get frustrated, and die very quickly!! (which happens way too often and it shouldn’t) This manual was originally meant for a technical writing college class so it may seem a bit weird in is format at times. The purpose of this manual is to instruct players who are new to OJP Enhanced on how to use its very different and unique saber system. This manual assumes that you already have a moderate to advanced level of understanding on how the base Jedi Academy saber system works. Without such knowledge, you will have a more difficult time understanding the content of this manual. This manual covers all of the major changes to the saber system and gives step-by-step instructions on how to perform certain critical moves. It is important to note that the new saber system was designed to be more movie-like than the base Jedi Academy (JA) saber system.

Because of the length of this manual, I have created a quick start guide to help players just start playing without reading everything. This quick outline on how to play is very summarized and I would highly recommend still reading the rest of the manual so you understand the system in detail and to see the visual movie references to the moves (the hud is a little dated on the movies though). You will be less likely to defeat more knowledgeable players without knowing this system in the highest detail.

Quick Start guide:

Important notes:

1. Your blue meter is your Dodge/block (DP) meter is your lifeline. It will go down very fast if you don't parry block most of the hits on you. When your defenses are down from a stumble, knockdown are a saberless hit, you will "dodge" the hit matrix style and loss double DP.

2. The empty meter that files up as you hit your opponent is called your mishap/balance meter. If goes up faster if he parry blocks you alot. The higher your balance meter is, the more vulnerable you are to kicks and getting stumbled, knocked down, or disarmed.

3. You lose force points by swinging. At 10 FP or less, you swing and move really slowly and are completely vulnerable to lunge.

4. Walk 75% or more during a fight because you lose double DP for hits on you if you run and it fatal to get hit in a jump. Running and hitting someone will do 1.5 times more DP damage to them, but if you get hit while swinging or from behind, it will kill you instantly.

5. Comboing on your swings is often the key to winning a fight, but do it strategically because you can still be beaten or win with pure defensive playing.

6. Kicks are available in all styles and cash in on your where your opponents balance/mishap meter is or when they are at critical DP. It will cause a knockdown when your opponent is high on the balance/mishap meter or critical DP, a stumble a around ½ mishap, or get absorbed by a backflip when they are low. Holding alt attack when getting kicked will block or reduce your mishap effect at any mishap level

7. you will notice that you get paused in combat where you can move from time to time. This is usually due to your balance meter getting high and you got parry blocked or you just got riposited. You get slowbounced at 1/3+, heavybounced at 2/3+ or critical DP, and disarmed, stumbled, knockdown at 9/10 of your Balance/mishap meter. More info and visual references on these are in the official manual.

8. There are now a total of 7 styles to choose from at full saber attack points in single saber. You can also do lunge and yellow DFA in any single saber style and a red DFA in both purple and red styles (purple style looks different in its DFA though)

Moves:

Parry block (this is the most important technique): Hold the directional key to move into whatever side your getting hit on. A and D for side hits, S for high swings (up-down swings) and W for lunge and low hits. This move lessens hit damage on you greatly. If your opponents balance/mishap meter is very high, they my maxout their mishap meter and fall down or lose their saber.

Startfake: tap attack. This fakes people out and is important for riposites

Attack Feint (attack fake): hold attack and alt attack with a directional key (basically like doing a kata except you are doing a normal swing with it). This does more damage than a normal swing, puts your opponent into a saberlock in which you win automatically, and it cashes in on where ever your opponents mishap meter is. If you're in a saberlock, you can break it by holding back and alt attack unless you have low DP or high mishap.

Riposite (attack parry): hold attack while you parry block a swing. This only works if your already in a preblock for the incoming swing or you are in the startfake animation. This move causes a slowbounce on them unless they are high on the mishap meter (where they will do whatever their level makes them do)

Disarm (conversion): If you hit your opponents saber in a heavybounce, they will get disarmed.

Superbreaks: Hold attack at the end of a saberlock where you win. This will kill them instantly , but this only works if your opponent's DP is low. Otherwise, you will get slowbounced for trying it.

Official Manual:

Before getting in to the step-by-step instructions, it is important to cover several basic aspects to this new saber system. Without knowledge of the key changes here, you will be confused about what is happening to you in the combat, so it is very important to keep these in mind. The important changes include the following:

• Regular swings require holding down the attack button for at least half the swing, otherwise you will perform a basic/start fake.

• All swings of the saber drain your Force Points (FP) depending on the type of swing. When you have 10 FP or lower, your swings will slow down greatly. This
helps to prevent too much swinging.

• The Dodge Point (DP) meter, which is the second blue meter above you FP meter (see Figure 1), drains as you absorb hits in different amounts depending on the hit. Most of the time, it just acts as a like a block meter; however, if you get hit while you are stunned, disarmed, or knocked down, the dodge meter will act as a matrix style dodge, which will drain you DP more than a regular hit. When it flashed red, that means you have maybe one or tow more hits until your dead or unable to block. Attack fakes (which will be explained in the step-by step section) can be fatal to a person who is in the red zone of DP.
Note: You have have no DP when you jump, so getting hit during a jump is usually fatal as well.

(Figure 1. The DP meter)

• This newest version of Enhanced has added a “Mishap meter” or also referred to as a balance meter (See figure 2). This meter controls whether or not you go into a mishap from regular parries or attack fakes. It raises as you swing, and lowers as you parry. At 40% its height, parries and attack fakes on you will cause slowbounces and your meter will lower to zero. At 66% height, parries and attack fakes on you will cause heavybounces will also lower 25% or the next level down. When your meter is maxed out You will go into a mishap and your meter will reset (The slowbounces, heavybounces and mishaps will be explained in more detail later) Vid Example:http://www.youtube.com/watch?v=WupNyWU7UOQ (obiwan does it).

(Figure 2: the Mishap Meter [The arrow is pointing to it.])

• Running is penalized during saber combat by making you lose double DP when you get hit and cause a much higher mishap probability. Hitting an opponent with a running swing will do 1.5 times more DP damage; However, if you get hit during running and swinging or running and hit from behind, it will kill you instantly. Because of this factor, it is essential to walk when swinging at a saberist and getting hit by a saberist. This is to add to the movie realism of this sabersystem since there is little running in the movies during saber combat and to just keep it mostly toe to toe.

• Crouching is penalized by not being able to parry while in a crouch. This is to stop crouching spam that we discovered was possible in our beta testing.

• There is only a very slight difference in the speeds at which all the saber styles move and the swings are all indefinitely chainable (even red stance).

• Tavion's and Desann's saber styles are now accessible with single saber and are colored on the FP hud as aqua (Tavion's) and purple (Desann's).

• All the stances are a bit different in their DP damage scales, but not nearly as different as in base JA. The damages are ordered from weakest to strongest: duel and staff (which can often hit twice in one swing), aqua, blue, yellow, purple, and red. Red and purple stances have higher stun mishap thresholds then the other stances and aqua and blue styles cause the earlier possibilities of slow bounce conversions (which will be explained in the step-by-step section).

• The staff and dual saber styles have their own unique characteristics as well. Staff costs no extra DP to get hit in the back making it a great two-on-one weapon. Dual sabers have no attack fake costs for direction changes (which I will explain later).

• The blue style lunge and yellow style flip attack are now usable by all styles except staff and dual. Lunge do 1.25 times the damage of a normal swing and flip attack do twice the DP damage of a regular swing. Lunge is parried by holding forward and if you hit someone in a lunge, you cause them double DP damage (lunge is also a great option to break through someone’s defense if they are constantly parrying you). Flip attacks are also used for getting behind your opponent. The aqua, blue, and yellow styles use a stab flip attack while red and purple use the traditional slash. The difference between the two is visual only.

• Red and purple styles have jump attacks, normally called a “Death From Above” (DFA) that cause double the normal saber hit DP damage. The red style uses a jumping hack version while purple uses a spinning jump. They are also done the old JO way of first holding attack to start the swing and then pressing and holding jump.

• All styles can kick by using the alternate weapon attack. Saber throw has been turned into option in the force powers selection menu.

Parrying:
Parrying is THE most important techniques to master. It prevents you from losing too much DP and makes your opponents mishap meter go up. Parrying costs only 1/3 the normal amount of DP required to block a saber attack which means it is the “block” of this game more or less. You can usually parry even while swing except for maybe at the peak for your swing (this knowledge is essential to winning duels). Most parries do a knockaway animation (or onehanded block) when do them right like in this vid: http://www.youtube.com/watch?v=XzRUxN89D4M The normal blocks just do normal block animations. Your opponent will bounce more slowly once you parry him and stop him from comboing (this is not in the video because its fairly new) Also look at the DP meter in the vid to distinguish the DP damages.

Step 1: Watch the angle at which your opponent's swing. Watch whether it's a high swing, coming from the side, or a lunge. Also watch the angle at which it is about to hit you.

Step 2: Use your forward, back, and side keys (w, a, s, and d) to move into the swing. It is important to remember that the direction for high swings is inverted from what you might expect. You parry high swings by pressing the back key (s). Side swings are parried by moving into the swings with the side buttons (a and d).Lunges or low swings can be parried by pressing forward (w).
Note: The parry is determined based on where you get hit. For example: If your player gets hit lower on their body with a high diagonal swing, the proper parry direction would be to move to that side.

Step 3: Check if your opponent has been parried and/or if you do a knockaway animation or lost less DP. You will do a one handed block and your opponent will bounce slowly if you do it correctly. If you opponent was very high on mishap, he might max out and fall over or lose his saber.

Running Swings:

Exactly as they sound. Just run and swing, These swings are the true power hits of this mod aside from the DFAs because they do more than the normal amount of DP damage. These are VERY dangerous though because if you get hit while running and swinging or get hit from behind while running with a saber, it will kill you instantly. Sneaking These hits in can be very beneficial, but they are easy to counter since you can just wave your saber at a person and their running swing will most likely get them killed (this is personal experience talking ).

Block-to-swing or swing-to-swing transitions:
This technique allows you to bounce out of your block into a swing faster than you usually would and allows you to combo easier in different directions when your swing bounces off an opponent's saber. It is a very effective way of countering after you have blocked or hit. Heres a vid example: http://www.youtube.com/watch?v=bKVOx-qdZ5Y

Step 1: Watch for a saber block or a bounce hit off an opponent. If your opponent parries you, You'll bounce slowly and will not be able to do the transition.

Step 2: Hold the attack button and press a different movement direction than you blocked or swung in, or just keep holding it and what ever direction your were holding before and it will automatically switch.

Step 3: Watch and see if your transition was successful. If it was successful, you will usually get the first hit and force a block by your opponent. If used correctly, you can chain several of these swings and do a lot of DP damage on your opponent.

Attack Feints:
Attack feints are a very useful technique allows you to fake swing in one direction and hit in another. The Attack fake also causes one-third more damage than the regular swing. There is also a cost of 1 FP for each change of direction you do in the faking. This technique has been upgraded especially in 0.1.0. Now if you hit your opponent without getting parried with this move, you both will be forced into a very fast saberlock animation in which you automatically win. If you get hit while trying an attack fake, the attack fake you do will be canceled. The Attack fake also does 1.25 times the damage of a normal swing and it cashes in on where ever your opponent’s mishap meter is (see the above info on the mishap meter to find out what that is exactly). Heres a attackfake: http://www.youtube.com/watch?v=Qxt8G4C4xVU as distinguished from a normal swing: http://www.youtube.com/watch?v=kASIN-SdOPI

Step 1: Look for an appropriate situation to use an attack feint. While usage of this technique is more personal preference than anything, the best times to use this technique is starting at a distance in order to avoid getting hit in the process.

Step 2: While pressing and holding attack and alternate attack, use the directional keys to change direction of the swing. By default, the attack fakes will usually change directions at a 90 degree angle unless you press in a different direction. The blur of your saber's core will be longer then normal if you successfully do the attack fake (see Figure 5).
Note: There are versions of sabers that use MB2’s saber trail code floating around the OJP community. If you use one of these sabers, use will not be able to see the longer trail.

(Figure 6. Attack feint saber blur)

Step 3: Hit your opponent with the attack feint at any part of their body where their saber isn't in front of or in a place where you don't believe it will be parried. As with any swing, you have to be careful about where you hit. Watch you opponent's movements because if you hit high and they are moving backwards for example, you will get parried. It is also good to transition into another swing if you can in order to do more damage. You will know if you have successfully hit your opponent without getting parried if you see both of you go into a quick saberlock animation in which you win automatically (this is more for visual effect than anything). If you suspect that your opponent is in the DP red zone (if not, you'll get slowbounced if you try it), hold the attack button until the end of the saber lock and you will deliver a fatal or near fatal hit (this is the Superbreak which will be described later).

Start Fakes (Occasionally referred to as wind up fakes or basic fakes):
These are a lot more straight-forward than attack fakes, but still useful in many ways. They cost no FP to use. Heres a vid of it: http://www.youtube.com/watch?v=rGdhVb5OloA

Step 1: Look for the right situation to use the windup fake. Attack fakes have many uses depending on your personal preference. You can use them to fake out an opponent, disguise a parry (which can be done during the fake), and even block a swing for no DP cost if you move your saber in front of the opponent's swing (this is a very hard technique to do). It also causes a little DP damage on your opponent at very close range.

Step 2: Tap the attack button and press the directional buttons in the direction you want do the basic fake or simply let go of the attack button during a windup or transition

Step 3: Watch your opponent's reaction to the fake and plan your next move based on that reaction.

Riposites/Attack Parries:
A new move in this version of Enhanced is the Attack Parry and uses the start fake as its aid. This will do exactly what all parries did in the previous version of Enhanced with is cause a slow bounce. This parry, however, does not rely on the mishap meter completely. It will cause a slowbounce at any low point on the balance/mishap meter or it will cause a heavy bounce at higher points on the mishap meter (usually 66% or higher)or at critical DP. Heres a vid: http://www.youtube.com/watch?v=DoLGwPLdndE

Step 1: Watch where and when your opponents saber is about to hit you.

Step 2: Hold the proper parry direction (explained before) and tap attack just as your opponents saber is about to hit you (sometimes taping it at the same time works to). You must be in a preblock animation or a start fake animation for it to work, but you cannot be holding attack at the time of hit.

Step 3: Check to see if your opponent has gone into a slowbounce or heavy bounce.

Kicking:
Kicking in OJP Enhanced is more structured than it was in base JA. It is available with all styles, but only works in certain situations in order to avoid over usage. Any other instances using the kick other than ones listed below will result the opponent absorbing the kick with a low level back flip (just like the movies!) Vid Example: http://www.youtube.com/watch?v=6uTt4EpQpLU The effects of kicking someone are measured by your opponent's balance/mishap bar. The higher their balance/mishap bar, the more dangerous the effect will be. Also bare in mind that getting hit in a kick is does more damage to you and you cant parry in it.

Step 1: Observe whether or not if your opponent is either in a slow bounce, heavy bounce, a stun, has his back to you, or you think he might be higher on his mishap bar or critical DP. These are the only situations where kicking will knock your opponent down or make them stumble.

Step 2: Execute the kick by pressing alternate attack and the directional button towards your opponent (See Figure 7). Vid Example: http://www.youtube.com/watch?v=H-Fw5gltTBk
(Figure 7. Kicking a normal slow bounce)

Step 3: Make contact with you opponent and see whether they fall over or stumble. This opens them up to being slashed at on the ground for a large DP loss. Using lunge or ground stab is especially useful and damaging in this situation (See Figure 8).
Note: If your opponent's mishap bar is less then about 1/3 of the way up, they will absorb the kick with a backflip
(Figure 8. Opponent falling over from kick)

Slow Bounce Conversions:
These are the hardest to perform, yet one of the coolest and most rewarding features in OJP Enhanced. It is a way to cause disarm mishaps before they could normally be caused (sadly, they may not always happen if your ping is really high). These also require your opponent to be in a heavy bounce. Vid Example:http://www.youtube.com/watch?v=JknhF_R9fUs

Step 1: Observe if your opponent is in a more dynamic slow bounce animation (See Figure 4) This happens when you riposite your opponent at critical DP or Higher mishap. You can spot it because his saber is sticking out further than normal and more perpendicular to his body.

Step 2: Hit your opponent's saber before the animation ends. This is very difficult to do in most cases. The best way to do this is to use a straight downward chop. Faster styles have a speed benefit at doing this as well as the ability to cause these slow bounces on opponents with slightly higher DP than the other styles are allowed.

Step 3: Observe your opponent to see if they have enter a mishap. This will tell you whether or not you conversion was successful. They will get disarmed if it is successful. This allows you to follow up with a very damaging attack of your preference.

Superbreaks:
This is essentially the OJP finishing move. It requires the use of a move that causes a saberlock whether it be an Attack Fake, Attack Parry (if we keep it the way it is), or just a random lock. It only works if you are the person who started that lock (since your opponent cant fight it) and if your opponent is in the red zone of his DP meter (or has little left). If both of these conditions are met, You will do the old saberlock break animation and it will chop your opponent in half!..usually. Vid Example: http://www.youtube.com/watch?v=Jbf5XGGg4TE

Step 1: Try to determine whether or not your opponent is low on DP. If you hear the grinding nose of him losing HP, thats a good indication.

Step 2: Find a way to do a winning saberlock on your opponent and hold the attack button to the end of the saberlock.

Step 3: Observe to see if you do the superbreak and your opponent is killed. [Important note: If you try and superbreak your opponent and he/she doesn't have low DP, you yourself will get slowbounced!)

Closing Comments and Support:

Ultimately, this saber system is all about movie realism and strives to achieve it. It is not a finished product and is still being added to, so feel free to post any questions or comments at the OJP forums: http://lucasforums.com/forumdisplay.php?f=542. New ideas are welcome as well. If you encounter any technical difficulties, post them at the forums as well and they will usually be responded to in 24 hours or less. Enjoy.

Sushi_CW
08-16-2006, 12:45 AM
Correction: slow bounce conversions cause only disarms, not knockdowns or stuns.

It might also be helpful to point out how to do the DFA moves, since it's a bit different than base JKA (start swing then jump).

Also, are the quick saber-lock features you describe actually implemented? I didn't think they were...

JRHockney*
08-16-2006, 02:26 AM
Ok, I fix those. As you know by now, they are implemented at the code server (since you were just there. LOL)

datguru
08-16-2006, 03:15 AM
"you will be confused about what is happen to you in the combat" just a little thing
should be "what has happened"

( am i supposed to be correcting this type of thing or is it more if something is left out?)

JRHockney*
08-16-2006, 09:15 PM
"you will be confused about what is happen to you in the combat" just a little thing
should be "what has happened"

( am i supposed to be correcting this type of thing or is it more if something is left out?)

Its suppose to be "what is happening to you in the combat" but thanks for pointing that out. I'll fix that. :)

UDM
08-17-2006, 01:07 AM
An idea: how about using font, bold and italics and special characters like * to make it more visually appealing? Would help to capture the attention more easily

datguru
08-17-2006, 04:41 AM
Ye on important points ( i know there pretty much all important) But just to highlight differnt sections, so that if someone said to me ingame you need to work on your parrying, i could look for the bold headers ans find parrying guide straight away. Plus udm is right it would look more appealing.

Cause people dont like to read vanilla text they get bored and the eyes get tired :D. Good job on the guide tho, im using it loads!

Maxstate
08-17-2006, 05:31 AM
This community never ceases to amaze me, good work Hockney.


.


No wait.

EXCELLENT WORK, HOCKNEY :)

JRHockney*
08-17-2006, 01:47 PM
An idea: how about using font, bold and italics and special characters like * to make it more visually appealing? Would help to capture the attention more easily

Yeah I'll get around to it. All the things I put in bold on the original MS word document didnt get transferred over in the copying. :(

razorace
08-17-2006, 03:18 PM
I have a suggestion. I think we should add this to the OJP wikipedia entry (as a seperate page). That way we could have multiple people update it and add multi-media and such. What do you guys think?

Sushi_CW
08-17-2006, 09:52 PM
Sounds like a good idea to me.

JRHockney*
08-17-2006, 10:18 PM
Yeah that works. As soon as its finished.

crail227
08-24-2006, 04:00 AM
are there supposed to be screenshots for it?

JRHockney*
09-14-2006, 04:41 AM
Ok, I just recently added video demonstration links to just about every move in the saber manual. There are still a few that need to be done, and I haven't added the superbreaks in yet. Special thanks to Tanquexe for creating the videos and putting them on youtube.

razorace
09-14-2006, 05:03 AM
neato. When are we going to be able to see it?

Ensiform had a good idea that we might just want to include an html powered manual with OJP. That might be easier and less confusing than constantly updating wikipedia. :)

Tanqexe
09-14-2006, 05:27 AM
Hock provided links throughout the manual posted here...but what I was thinking of was to embed the YouTube videos on each page/section of an HTML manual with the description next to the embedded video. All you'd really need to do is make the HTML pages and copy/paste the embedded video codes off the YouTube pages that're linked throughout the manual here.

razorace
09-14-2006, 05:54 AM
Oh, sorry. I wasn't paying attention to the beginning of the thread.

As for the videos, they're pretty good. I was mistaken, the moves are visible at the current resolution. Good job. :)

I have a couple of suggestions for possible of improvements before the next release (IE when/if you have time)....

1. Higher resolution/framerate videos.
2. Don't use dark playermodels on dark maps.
3. Isolate the move being deminstrated. A couple of the films have the other player attacking wildly (IE, a bot). If you need help with film extras, I'm sure we can find someone.

Finally, Tanqexe, do you have IM? WOuld you mind PMing your contact info to me?

Tanqexe
09-14-2006, 08:45 AM
Yeah, consider these clips works in progress. Hopefully we won't have to rely on YouTube in the long run; instead we can embed our own vids on the site, and that should allow for better resolution/framerate videos.

About the Invisible Hand map...yeah, I know what you mean about the dark models and everything. It looks fine at the original video size, but after uploading to YouTube it looks like crap. Fortunately I made replacement videos for those hard-to-see clips (the kick clip, especially), so they should be replaced shortly...after I get back from work.

A film extra would be awesome, but for that I'd need to get on a server...and the way things are with my current DSL connection, I don't know if I'd get any lag-free recordings.

PMing you contact info, chief.

razorace
09-14-2006, 02:52 PM
Actually, you can have the extras come to your local game so that your game won't lag at all. :)

JRHockney*
10-22-2006, 05:40 AM
I just updated the saber manual a bit and added a sort of quick start thing in the beginning. Its still in the works on how it will turn out for the inal version, but its a place to start. Let me know if you think something should be added changed.

razorace
10-22-2006, 06:21 AM
The guide needs to be made into a .html file and then commited to the Enhanced/docs folder. I've already given you write access, you should already have the details in your aol email account.

Also, I recommend that you get an editor that can simplify the html editing. I use Visual Studios myself but I'm not sure if the Express version you had does it. However, I do know that the web developer version of VS can be found here. (http://msdn.microsoft.com/vstudio/express/vwd/default.aspx)

JRHockney*
10-23-2006, 02:37 AM
The guide needs to be made into a .html file and then commited to the Enhanced/docs folder. I've already given you write access, you should already have the details in your aol email account.

Also, I recommend that you get an editor that can simplify the html editing. I use Visual Studios myself but I'm not sure if the Express version you had does it. However, I do know that the web developer version of VS can be found here. (http://msdn.microsoft.com/vstudio/express/vwd/default.aspx)

Um, Ok. I don't really know the first thing about how to turn anything into html, but I'll give it a shot. Html isnt too hard last I checked. Are you sure I can't just turn it into NEDM?! ('We Interrupt This Programme' song plays) LOL :p You probably won't get that, but max will. XD

razorace
10-23-2006, 03:07 AM
Like I said, get a html editor. :)

Maxstate
10-23-2006, 11:23 AM
Um, Ok. I don't really know the first thing about how to turn anything into html, but I'll give it a shot. Html isnt too hard last I checked. Are you sure I can't just turn it into NEDM?! ('We Interrupt This Programme' song plays) LOL :p You probably won't get that, but max will. XD
Hahahhaha!

Man I tried with notepad and I succeeded but Ace didn't like it, I'm switchin' over to an editor too. Good editors will make it as easy as a word document.

JRHockney*
10-24-2006, 02:56 AM
My open office program has the option to save things as html documents. Is that good enough?

Hahahhaha!

My personal favorite: http://billymadisonnedm.ytmnd.com/ XD

razorace
10-24-2006, 05:31 AM
That should be fine. Try making a prototype of it, add it to the SVN repository, and post a link so we can check it out.

Maxstate
10-24-2006, 08:30 AM
My open office program has the option to save things as html documents. Is that good enough?



My personal favorite: http://billymadisonnedm.ytmnd.com/ XD
Yep should be just fine, and I actually lol'd!

This is one of my favs because I used to play the game: http://goldenaxecat.ytmnd.com/

razorace
04-08-2007, 04:38 AM
This guide is probably out of date at the moment. I'm bumping it off sticky status.

JRHockney*
04-08-2007, 03:16 PM
This guide is probably out of date at the moment. I'm bumping it off sticky status.

There are just a few things different. It was updated with my old code. I'll fix the differences.

The Unbeholden
08-03-2007, 01:08 PM
The saber manual says almost nothing about saber locking, which is strange because its a big part of saber combat. i didn't know how to escape a saber lock until i read it somewhere else on the net. the only way to escape a saber lock is to press Alt + back very quickly yet its no where to be seen in the saber manual... WHY!!

Tanqexe
08-03-2007, 01:10 PM
Um, because the saber manual is several versions out of date.

JRHockney*
08-03-2007, 06:42 PM
The saber manual says almost nothing about saber locking, which is strange because its a big part of saber combat. i didn't know how to escape a saber lock until i read it somewhere else on the net. the only way to escape a saber lock is to press Alt + back very quickly yet its no where to be seen in the saber manual... WHY!!

Actually 90% of it is accurate. Though I forgot to update this thread about the saberlock breaking technique. just hold back and alt attack when in the saber lock to break it, but it won't work if you have high mishap or low DP. For the rest on saberlocks, just read the power feint and superbreak sections. I'll update that part of it after this post.

The Unbeholden
08-04-2007, 11:18 AM
Reposite (attack parry): hold attack and alt attack while you parry block a swing. This only works if your already in a preblock for the incoming swing or you are in the startfake animation. This move causes a saberlock in which you win and automatically causes a slowbounce on them unless they are high on the mishap meter (where they will do whatever their level makes them do)


can you please change this so it dosent say saber lock... riposites dont do a saber lock..... and change it so its says hold attack only... you dont need alt attack.. And change the word reposite to riposte. (ty Tanqexe)



Reposites/Attack Parries:

Step 2: Hold the proper parry direction (explained before) and hold attack and alt attackjust as your opponents saber is about to hit you (sometimes taping them at the same time works to). You must be in a preblock animaiton or a start fake animation for it to work.



and this one as well which says alt attack. Which again you dont need to hold alt attack also change the word reposite to riposte here as well

Tanqexe
08-04-2007, 08:52 PM
Reposite is a typo, by the way... it's called a riposte.

The Unbeholden
01-10-2008, 02:39 AM
JRHockney* incompetence with updating the saber manual has pissed me off for the last time.. here is the manual updated BY ME. the sections updated is, the first section explaining a Riposte, no longer states "a saberlock in which you win and automatically causes" added this bit to attack feint first section about breaking saber lock "If you're in a saberlock, you can break it by holding back and alt attack unless you have low DP or high mishap." and changed Reposite to its proper spelled version Riposite.
>>>>


The OJP Enhanced Saber System Manual

Hello everyone!!!! Thankyou so much for downloading this mod and choosing to read this manual because if you don’t know what your doing in this saber combat, you’ll think its all random, you’ll get frustrated, and die very quickly!! (which happens way too often and it shouldn’t) This manual was originally meant for a technical writing college class so it may seem a bit weird in is format at times. The purpose of this manual is to instruct players who are new to OJP Enhanced on how to use its very different and unique saber system. This manual assumes that you already have a moderate to advanced level of understanding on how the base Jedi Academy saber system works. Without such knowledge, you will have a more difficult time understanding the content of this manual. This manual covers all of the major changes to the saber system and gives step-by-step instructions on how to perform certain critical moves. It is important to note that the new saber system was designed to be more movie-like than the base Jedi Academy (JA) saber system.

Because of the length of this manual, I have created a quick start guide to help players just start playing without reading everything. This quick outline on how to play is very summarized and I would highly recommend still reading the rest of the manual so you understand the system in detail and to see the visual movie references to the moves (the hud is a little dated on the movies though). You will be less likely to defeat more knowledgable players without knowing this system in the highest detail.

Quick Start guide:

Important notes:

1. Your blue meter is your Dodge/block (DP) meter is your lifeline. It will go down very fast if you don't parry block most of the hits on you. When your defenses are down from a stumble, knockdown are a saberless hit, you will "dodge" the hit matrix style and loss double DP.

2. The empty meter that files up as you hit your opponent is called your mishap/balance meter. If goes up faster if he parry blocks you alot. The higher your balance meter is, the more vulnerable you are to kicks and getting stumbled, knocked down, or disarmed.

3. You lose force points by swinging. At 10 FP or less, you swing and move really slowly and are completely vulnerable to lunge.

4. Walk 75% or more during a fight because you lose double DP for hits on you if you run and it fatal to get hit in a jump. Running and hitting someone will do double DP damage to them, but if you get hit while swinging or from behind, it will kill you instantly.

5. Comboing on your swings is often the key to winning a fight, but do it strategically because you can still be beaten or win with pure defensive playing.

6. Kicks are available in all styles and cash in on your where your opponents balance/mishap meter is or when they are at critical DP. It will cause a knockdown when your opponent is high on the balance/mishap meter or critical DP, a stumble a around ˝ mishap, or get absorbed by a backflip when they are low. Holding alt attack when getting kicked will block or reduce your mishap effect at any mishap level

7. you will notice that you get paused in combat where you can move from time to time. This is usually due to your balance meter getting high and you got parry blocked or you just got riposited. You get slowbounced at 1/3+, heavybounced at 2/3+ or critical DP, and disarmed, stumbled, knockdown at 9/10 of your Balance/mishap meter. More info and visual references on these are in the offical manual.

8. There are now a total of 7 styles to choose from at full saber attack points in single saber. You can also do lunge and yellow DFA in any single saber style and a red DFA in both purple and red styles (purple style looks diferent in its DFA though)

Moves:

Parry block (this is the most important technique): Hold the directional key to move into whatever side your getting hit on. A and D for side hits, S for high swings (up-down swings) and W for lunge and low hits. This move lessens hit damage on you greatly. If your opponents balance/mishap meter is very high, they my maxout their mishap meter and fall down or lose their saber.

Startfake: tap attack. This fakes people out and is important for riposites

Attack Feint (attack fake): hold attack and alt attack with a directional key (basically like doing a kata except you are doing a normal swing with it). This does more damage than a normal swing, puts your opponent into a saberlock in which you win automatically, and it cashes in on where ever your opponents mishap meter is. If you're in a saberlock, you can break it by holding back and alt attack unless you have low DP or high mishap.

Riposite (attack parry): hold attack while you parry block a swing. This only works if your already in a preblock for the incoming swing or you are in the startfake animation. This move causes a slowbounce on them unless they are high on the mishap meter (where they will do whatever their level makes them do)

Disarm (conversion): If you hit your opponents saber in a heavybounce, they will get disarmed.

Superbreaks: Hold attack at the end of a saberlock where you win. This will kill them instantly , but this only works if your opponent's DP is low. Otherwise, you will get slowbounced for trying it.

Official Manual:

Before getting in to the step-by-step instructions, it is important to cover several basic aspects to this new saber system. Without knowledge of the key changes here, you will be confused about what is happening to you in the combat, so it is very important to keep these in mind. The important changes include the following:

• Regular swings require holding down the attack button for at least half the swing, otherwise you will perform a basic/start fake.

• All swings of the saber drain your Force Points (FP) depending on the type of swing. When you have 10 FP or lower, your swings will slow down greatly. This
helps to prevent too much swinging.

• The Dodge Point (DP) meter, which is the second blue meter above you FP meter (see Figure 1), drains as you absorb hits in different amounts depending on the hit. Most of the time, it just acts as a like a block meter; however, if you get hit while you are stunned, disarmed, or knocked down, the dodge meter will act as a matrix style dodge, which will drain you DP more than a regular hit. When it flashed red, that means you have maybe one or tow more hits until your dead or unable to block. Attack fakes (which will be explained in the step-by step section) can be fatal to a person who is in the red zone of DP.
Note: You have have no DP when you jump, so getting hit during a jump is usually fatal as well.

(Figure 1. The DP meter)

• This newest version of Enhanced has added a “Mishap meter” or also referred to as a balance meter (See figure 2). This meter controls whether or not you go into a mishap from regular parries or attack fakes. It raises as you swing, and lowers as you parry. At 40% its height, parries and attack fakes on you will cause slowbounces and your meter will lower to zero. At 66% height, parries and attack fakes on you will cause heavybounces will also lower 25% or the next level down. When your meter is maxed out You will go into a mishap and your meter will reset (The slowbounces, heavybounces and mishaps will be explained in more detail later) Vid Example:http://www.youtube.com/watch?v=WupNyWU7UOQ (obiwan does it).


(Figure 2: the Mishap Meter [The arrow is pointing to it.])

• Running is penalized during saber combat by making you lose double DP when you get hit and cause a much higher mishap probability. Hitting an opponent with a running swing will do one more DP damage; However, if you get hit during running and swinging or running and hit from behind, it will kill you instantly. Because of this factor, it is essential to walk when swinging at a saberist and getting hit by a saberist. This is to add to the movie realism of this sabersystem since there is little running in the movies during saber combat and to just keep it mostly toe to toe.

• Crouching is penalized by not being able to parry while in a crouch. This is to stop crouching spam that we discovered was possible in our beta testing.

• There is only a very slight difference in the speeds at which all the saber styles move and the swings are all indefinitely chainable (even red stance).

• Tavion's and Desann's saber styles are now accessible with single saber and are colored on the FP hud as aqua (Tavion's) and purple (Desann's).

• All the stances are a bit different in their DP damage scales, but not nearly as different as in base JA. The damages are ordered from weakest to strongest: duel and staff (which can often hit twice in one swing), aqua, blue, yellow, purple, and red. Red and purple stances have higher stun mishap thresholds then the other stances and aqua and blue styles cause the earlier possibilities of slow bounce conversions (which will be explained in the step-by-step section).

• The staff and dual saber styles have their own unique characteristics as well. Staff costs no extra DP to get hit in the back making it a great two-on-one weapon. Dual sabers have no attack fake costs for direction changes (which I will explain later).

• The blue style lunge and yellow style flip attack are now usable by all styles except staff and dual. Lunge do 1.25 times the damage of a normal swing and flip attack do twice the DP damage of a regular swing. Lunge is parried by holding forward and if you hit someone in a lunge, you cause them double DP damage (lunge is also a great option to break through someone’s defense if they are constantly parrying you). Flip attacks are also used for getting behind your opponent. The aqua, blue, and yellow styles use a stab flip attack while red and purple use the traditional slash. The difference between the two is visual only.

• Red and purple styles have jump attacks, normally called a “Death From Above” (DFA) that cause double the normal saber hit DP damage. The red style uses a jumping hack version while purple uses a spinning jump. They are also done the old JO way of first holding attack to start the swing and then pressing and holding jump.

• All styles can kick by using the alternate weapon attack. Saber throw has been turned into option in the force powers selection menu.

Parrying:
Parrying is THE most important techniques to master. It prevents you from losing too much DP and makes your opponents mishap meter go up. Parrying costs only 1/3 the normal amount of DP required to block a saber attack which means it is the “block” of this game more or less. You can usually parry even while swing except for maybe at the peak for your swing (this knowledge is essential to winning duels). Most parries do a knockaway animation (or onehanded block) when do them right like in this vid: http://www.youtube.com/watch?v=XzRUxN89D4M The normal blocks just do normal block animations. Your opponent will bounce more slowly once you parry him and stop him from comboing (this is not in the video because its fairly new) Also look at the DP meter in the vid to distinguish the DP damages.

Step 1: Watch the angle at which your opponent's swing. Watch whether it's a high swing, coming from the side, or a lunge. Also watch the angle at which it is about to hit you.

Step 2: Use your forward, back, and side keys (w, a, s, and d) to move into the swing. It is important to remember that the direction for high swings is inverted from what you might expect. You parry high swings by pressing the back key (s). Side swings are parried by moving into the swings with the side buttons (a and d).Lunges or low swings can be parried by pressing forward (w).
Note: The parry is determined based on where you get hit. For example: If your player gets hit lower on their body with a high diagonal swing, the proper parry direction would be to move to that side.

Step 3: Check if your opponent has been parried and/or if you do a knockaway animation or lost less DP. You will do a one handed block and your opponent will bounce slowly if you do it correctly. If you opponent was very high on mishap, he might max out and fall over or lose his saber.

Running Swings:

Exactly as they sound. Just run and swing, These swings are the true power hits of this mod aside from the DFAs because they do more than the normal amount of DP damage. These are VERY dangerous though because if you get hit while running and swinging or get hit from behind while running with a saber, it will kill you instantly. Sneaking These hits in can be very beneficial, but they are easy to counter since you can just wave your saber at a person and their running swing will most likely get them killed (this is personal experience talking :p).

Block-to-swing or swing-to-swing transitions:
This technique allows you to bounce out of your block into a swing faster than you usually would and allows you to combo easier in different directions when your swing bounces off an opponent's saber. It is a very effective way of countering after you have blocked or hit. Heres a vid example: http://www.youtube.com/watch?v=bKVOx-qdZ5Y

Step 1: Watch for a saber block or a bounce hit off an opponent. If your opponent parries you, You'll bounce slowly and will not be able to do the transition.

Step 2: Hold the attack button and press a different movement direction than you blocked or swung in, or just keep holding it and what ever direction your were holding before and it will automatically switch.

Step 3: Watch and see if your transition was successful. If it was successful, you will usually get the first hit and force a block by your opponent. If used correctly, you can chain several of these swings and do a lot of DP damage on your opponent.

Attack Feints:
Attack feints are a very useful technique allows you to fake swing in one direction and hit in another. The Attack fake also causes one-third more damage than the regular swing. There is also a cost of 1 FP for each change of direction you do in the faking. This technique has been upgraded especially in 0.1.0. Now if you hit your opponent without getting parried with this move, you both will be forced into a very fast saberlock animation in which you automatically win. If you get hit while trying an attack fake, the attack fake you do will be cancelled. The Attack fake also does 1.25 times the damage of a normal swing and it cashes in on where ever your opponent’s mishap meter is (see the above info on the mishap meter to find out what that is exactly). Heres a attackfake: http://www.youtube.com/watch?v=Qxt8G4C4xVU as distinguished from a normal swing: http://www.youtube.com/watch?v=kASIN-SdOPI

Step 1: Look for an appropriate situation to use an attack feint. While usage of this technique is more personal preference than anything, the best times to use this technique is starting at a distance in order to avoid getting hit in the process.

Step 2: While pressing and holding attack and alternate attack, use the directional keys to change direction of the swing. By default, the attack fakes will usually change directions at a 90 degree angle unless you press in a different direction. The blur of your saber's core will be longer then normal if you successfully do the attack fake (see Figure 5).
Note: There are versions of sabers that use MB2’s saber trail code floating around the OJP community. If you use one of these sabers, use will not be able to see the longer trail.

(Figure 6. Attack feint saber blur)

Step 3: Hit your opponent with the attack feint at any part of their body where their saber isn't in front of or in a place where you don't believe it will be parried. As with any swing, you have to be careful about where you hit. Watch you opponent's movements because if you hit high and they are moving backwards for example, you will get parried. It is also good to transition into another swing if you can in order to do more damage. You will know if you have successfully hit your opponent without getting parried if you see both of you go into a quick saberlock animation in which you win automatically (this is more for visual effect than anything). If you suspect that your opponent is in the DP red zone (if not, you'll get slowbounced if you try it), hold the attack button until the end of the saber lock and you will deliver a fatal or near fatal hit (this is the Superbreak which will be discribed later).

Start Fakes (Occasionally referred to as wind up fakes or basic fakes):
These are a lot more straight-forward than attack fakes, but still useful in many ways. They cost no FP to use. Heres a vid of it: http://www.youtube.com/watch?v=rGdhVb5OloA

Step 1: Look for the right situation to use the windup fake. Attack fakes have many uses depending on your personal preference. You can use them to fake out an opponent, disguise a parry (which can be done during the fake), and even block a swing for no DP cost if you move your saber in front of the opponent's swing (this is a very hard technique to do). It also causes a little DP damage on your opponent at very close range.

Step 2: Tap the attack button and press the directional buttons in the direction you want do the basic fake or simply let go of the attack button during a windup or transition

Step 3: Watch your opponent's reaction to the fake and plan your next move based on that reaction.

Riposites/Attack Parries:
A new move in this version of Enhanced is the Attack Parry and uses the start fake as its aid. This will do exactly what all parries did in the previous version of Enhanced with is cause a slow bounce. This parry, however, does not rely on the mishap meter completely. It will cause a slowbounce at any low point on the balance/mishap meter or it will cause a heavy bounce at higher points on the mishap meter (usually 66% or higher)or at critical DP. Heres a vid: http://www.youtube.com/watch?v=DoLGwPLdndE

Step 1: Watch where and when your opponents saber is about to hit you.

Step 2: Hold the proper parry direction (explained before) and tap attack just as your opponents saber is about to hit you (sometimes taping it at the same time works to). You must be in a preblock animaiton or a start fake animation for it to work, but you cannot be holding attack at the time of hit.

Step 3: Check to see if your opponent has gone into a slowbounce or heavy bounce.

Kicking:
Kicking in OJP Enhanced is more structured than it was in base JA. It is available with all styles, but only works in certain situations in order to avoid over usage. Any other instances using the kick other than ones listed below will result the opponent absorbing the kick with a low level back flip (just like the movies!) Vid Example: http://www.youtube.com/watch?v=6uTt4EpQpLU The effects of kicking someone are measured by your opponent's balance/mishap bar. The higher their balance/mishap bar, the more dangerous the effect will be. Also bare in mind that getting hit in a kick is does more damage to you and you cant parry in it.

Step 1: Observe whether or not if your opponent is either in a slow bounce, heavy bounce, a stun, has his back to you, or you think he might be higher on his mishap bar or critical DP. These are the only situations where kicking will knock your opponent down or make them stumble.

Step 2: Execute the kick by pressing alternate attack and the directional button towards your opponent (See Figure 7). Vid Example: http://www.youtube.com/watch?v=H-Fw5gltTBk
(Figure 7. Kicking a normal slow bounce)

Step 3: Make contact with you opponent and see whether they fall over or stumble. This opens them up to being slashed at on the ground for a large DP loss. Using lunge or ground stab is especially useful and damaging in this situation (See Figure 8).
Note: If your opponent's mishap bar is less then about 1/3 of the way up, they will absorb the kick with a backflip
(Figure 8. Opponent falling over from kick)

Slow Bounce Conversions:
These are the hardest to perform, yet one of the coolest and most rewarding features in OJP Enhanced. It is a way to cause disarm mishaps before they could normally be caused (sadly, they may not always happen if your ping is really high). These also require your opponent to be in a heavy bounce. Vid Example:http://www.youtube.com/watch?v=JknhF_R9fUs

Step 1: Observe if your opponent is in a more dynamic slow bounce animation (See Figure 4) This happens when you riposit your opponent at critical DP or Higher mishap. You can spot it because his saber is sticking out further than normal and more perpendicular to his body.

Step 2: Hit your opponent's saber before the animation ends. This is very difficult to do in most cases. The best way to do this is to use a straight downward chop. Faster styles have a speed benefit at doing this as well as the ability to cause these slow bounces on opponents with slightly higher DP than the other styles are allowed.

Step 3: Observe your opponent to see if they have enter a mishap. This will tell you whether or not you conversion was successful. They will get disarmed if it is successful. This allows you to follow up with a very damaging attack of your preference.

Superbreaks:
This is essentially the OJP finishing move. It requires the use of a move that causes a saberlock whether it be an Attack Fake, Attack Parry (if we keep it the way it is), or just a random lock. It only works if you are the person who started that lock (since your opponent cant fight it) and if your opponent is in the red zone of his DP meter (or has little left). If both of these conditions are met, You will do the old saberlock break animation and it will chop your opponent in half!..usually. Vid Example: http://www.youtube.com/watch?v=Jbf5XGGg4TE

Step 1: Try to determine whether or not your opponent is low on DP. If you hear the grinding nose of him losing HP, thats a good indication.

Step 2: Find a way to do a winning saberlock on your opponent and hold the attack button to the end of the saberlock.

Step 3: Observe to see if you do the superbreak and your opponent is killed. [Important note: If you try and superbreak your opponent and he/she doesnt have low DP, you yourself will get slowbounced!)

Closing Comments and Support:

Ultimately, this saber system is all about movie realism and strives to achieve it. It is not a finished product and is still being added to, so feel free to post any questions or comments at the OJP forums: http://lucasforums.com/forumdisplay.php?f=542. New ideas are welcome as well. If you encounter any technical difficulties, post them at the forums as well and they will usually be responded to in 24 hours or less. Enjoy.

Alec{zacool}
01-10-2008, 02:48 AM
You're in a good mood today :S

JRHockney*
01-10-2008, 03:08 AM
Settle the heck down dude, I have a life outside of OJP too you know. So its the forum one you were talking about? I didnt catch that, thought it was the folder one since I'm usually better at keeping this one up to date. I'm glad you read this one too since reading through both manuals for changes gets annoying after a while. Anyways, thanks for the corrected version and I'll post it at the top.

I hate writing manuals. But since we needed one and I needed a manaul for my technical writing course last year, this just killed two birds with one stone :p

razorace
01-10-2008, 02:56 PM
The Unbeholden, if you want to help with the manuals, I can set you up with a SVN account so you can change the docutments yourself.

Maxstate
01-10-2008, 07:28 PM
What? Is there a fight here? Why wasn't I invited? Who do I get to debate?

The Unbeholden
01-11-2008, 01:52 AM
Settle the heck down dude, I have a life outside of OJP too you know. So its the forum one you were talking about? I didnt catch that, thought it was the folder one since I'm usually better at keeping this one up to date. I'm glad you read this one too since reading through both manuals for changes gets annoying after a while. Anyways, thanks for the corrected version and I'll post it at the top.

I hate writing manuals. But since we needed one and I needed a manaul for my technical writing course last year, this just killed two birds with one stone :p

I have a life as well, it took me under 15 minutes to do that. And guess what Ive just stopped about 1000 people from getting confused on how to play the game, really got to be a new kind of lazy to screw that up. Im surprised if we haven't oready lost about 100 people cause they got confused on how to play the game and raged and quited playing... we neeed as much people supporting this mod as we can. Especially cause where getting out of the "buggy" stages, the game is really taking shape now so The Saber Manual needs to be up to date. most people that quit playing the mod after 10 minutes say cause its to "hard" or to "confusing", of course the mods gonna be confusing if the freakin manual has 10% mis informative information :confused: :confused:

The Unbeholden, if you want to help with the manuals, I can set you up with a SVN account so you can change the docutments yourself.

I really can't fathom how incompetent these guys are, the only person with any real skill is razorace. you know if that would be possible i would be glad to help but Im gonna be going to college in about 3 weeks. So I wont be able to, not without my computer and some personal time and i'll be studying hard. Unforutunetly, yes i have a life to .. DAM !! Anyways I updated this oready so I guess you guys are set for about 1 year or so once another version comes out :lol:

JRHockney*
01-11-2008, 04:51 AM
I really can't fathom how incompetent these guys are, the only person with any real skill is razorace. you know if that would be possible i would be glad to help but Im gonna be going to college in about 3 weeks. So I wont be able to, not without my computer and some personal time and i'll be studying hard. Unforutunetly, yes i have a life to .. DAM !! Anyways I updated this oready so I guess you guys are set for about 1 year or so once another version comes out

I tried to be nice and I'm usually very patient but this crosses the line. All this over a minor saber manual update! What is wrong with you! For the record, me, darth die, jack, and maxstate have been the only ones doing anything to the mod over the last 6 months out side of promotion. Razorace is basically retired or at the very least, taking a very long well deserved break. He helps us out with some forum stuff and other basic things. Even UDM hasnt been available. I've been on the design team for two years and have been lead designer now for the past six months and I have better things to do bury my nose in the text documents looking for errors (heck just about everybody does here). I can only WISH I had the time and energy now that I had when I was your age, and I thought I was busy then. With all the work we've done just keeping this mod alive with hardly any help, we're not even getting paid for this!

You're basically callled me and everybody who made 0.1.1 (as well as huge portions of previous versions) , incompetent, right after you gave a praising review! Its comments like this that take the fun out of mod making and we're getting burned out as it is. If you don't grow up, I'm going to start deleting your posts, and thats a very rare consequence here.

Maxstate
01-11-2008, 05:00 AM
Ugh.

I hope you know, Unbeholden, I've kind of made a reputation for myself by ripping people new rear end holess, and I was just about to rip you a new one in a far, far gorier style than Hockney just did. Consider yourself saved by the guy that you were just trying to take down.

You do understand that this entire mod is hinging on the people you're offending, right? And you do understand that these people have mostly either fulltime jobs or are in school? And still, even with the bullpoopoo they get from all freaking sides they manage to go home, sit down and create the very thing you praised.

Again, ugh.

I'll restrain myself only because I was asked to.

The Unbeholden
01-11-2008, 05:17 AM
All this over a minor saber manual update! What is wrong with you! For the record, me, darth die and maxstate have been the only ones doing anything to the mod over the last 6 months out side of promotion. Razorace is basically retired or at the very least, taking a very long well deserved break. He helps us out with some forum stuff and other basic things. Even UDM hasnt been available. I've been on the design team for two years and have been lead designer now for the past six months and I have better things to do bury my nose in the text documents looking for errors (heck just about everybody does here). I can only WISH I had the time and energy now that I had when I was your age, and I thought I was busy then. With all the work we've done just keeping this mod alive with hardly any help, we're not even getting paid for this!

You're basically callled me and everybody who made 0.1.1 (as well as huge portions of previous versions) , incompetent, right after you gave a praising review! Its comments like this that take the fun out of mod making and we're getting burned out as it is. If you don't grow up, I'm going to start deleting your posts, and thats a very rare consequence here.

I praised the mod indeed, it is a huge improvement over the original. Your threats bounce off me as if you never did them, so don't bother threatening me. I was under the impression that Razorace was the only coder the mod had? Well I guess a apology is in order, you have yourself done the improvements? with darthdie and maxstate?? well why didnt you say so. You have done great work my friend, but i wish you spent a bit more time on the saber manual as its importance is equal to the coding, yes coding is important but we must know how the coding works inorder to play the game. Once again my utmost sincere apologies. Merely misinformed on the mod personnel i guess. No hard feelings i hope :(

DarthDie
01-11-2008, 09:26 AM
Yes Razorace isnt the only coder(like hockney said he doesnt code OJP anymore), I am lead coder, then there's hockney.

JRHockney*
01-11-2008, 09:49 AM
Apology accepted. I'd say more but I have to get to work. I consider this matter closed. Still feel free to post any errors opr upates if you want and I'll get to them as soon as I can.

The Unbeholden
01-11-2008, 11:14 AM
Apology accepted. I'd say more but I have to get to work. I consider this matter closed. Still feel free to post any errors opr upates if you want and I'll get to them as soon as I can.

If i had known you 5 where behind the creation of the mod i would not have said such a thing, your names should be plastered all over this mod! once again good work on the mod Hockney, this mod is the only thing i play, any other star wars game pales in comparison to this mod. I heard Razorace was the Coder, and with most mod projects theres only one person behind it so I assumed it was only he, but this mod has a team AND what a great team it is. All of the credit for the mod goes to Razorace, Hockney, Darthdie, Maxstate and UDM. now that i know I wish you all the best of luck in future, this mod will be great! i know it, its oready starting to shine. Ive put my faith into this mod cause ive been disspointed in the past with other mods. Praise always goes unnoticed, but I hope ever star wars fan will hear my words and learn about this mod, for as its a dream come true. A mod so great it deserves to be called a game and sold for money.

Good luck my friends, till then I have College to do :) once I return i hope ill be pleasantly surprised :xp:

razorace
01-11-2008, 02:58 PM
Unfortunately, it's not easy to keep documentation up to date. There's often interconnected references that are hard to catch, especially when we make so many changes per release like OJP does.

Anyway, I'm not the only one around here who's done a lot of good work on this project. I didn't contribute anything to the latest release. Hocky and Darth Die have especially stepped up recently to cover my retirement from the mod.

JRHockney*
01-11-2008, 08:21 PM
I forgot to mention that Jack and Witchking also made some animations for us in this version and did some tweaking. Thanks to you guys too. :)

The Unbeholden
01-12-2008, 12:50 AM
em hockney the saber manual on the start of this thread,, why is there 2 quick start guides?? you forgot to delete the first quick start guide which is the old one.

UDM
01-12-2008, 05:14 AM
I was actually ready to make an in-game wiki for the game while doing the main menu, but Razor gave the red light :p. If anyone's still interested, I could still work on that, as I'm still more interested in that idea than doing a HUD (atm still no motivation on the new HUD ever since I lost all my HUD files one year ago)

And again, I'm sorry for going AWOL on the team so many times. It's just that time constraints and stress really make it hard to do anything except come home, watch 1 hour of television and sleep, for every weekday :(

Anyway, at least you did give credit where due, to darthdie, hocks and maxstate. I think they did a great deal on OJP, esp the coders

TheDestroyer99
01-17-2008, 09:12 PM
So, should I update the old ingame manual I made with this new manual, or does someone else want to do it? (I got bored so I came to these forums, I was looking through favorites and thought, "Hey, didn't I make a script for that mod a while ago?").

JRHockney*
01-17-2008, 10:03 PM
(sign) I got to stop making changes in the middle of the night. :dozey: Manual fixed.

So, should I update the old ingame manual I made with this new manual, or does someone else want to do it? (I got bored so I came to these forums, I was looking through favorites and thought, "Hey, didn't I make a script for that mod a while ago?").

Sure if you want. Heck we might even want to put that script (updated of course) in the next build. :)

TheDestroyer99
01-18-2008, 07:42 PM
Okay, I'll start refining the script itself.

Causticus
01-19-2008, 08:31 PM
Heh. Frankly, the saber combat guide is still a mess, so I'm working up a revision for it. Should have it posted later tonight. ;)

Causticus
01-20-2008, 08:03 AM
...or maybe tomorrow. Had a LAN party today, plus it turned out there were a lot more edits that needed to be be made than I had originally thought. Suffice it to say, I'll have it done soon-ish.

The Unbeholden
01-20-2008, 08:11 AM
...or maybe tomorrow. Had a LAN party today, plus it turned out there were a lot more edits that needed to be be made than I had originally thought. Suffice it to say, I'll have it done soon-ish.

........ :axe1:

JRHockney*
01-20-2008, 03:48 PM
Heh. Frankly, the saber combat guide is still a mess, so I'm working up a revision for it. Should have it posted later tonight. ;)

Please do :p I'm sick people saying its too long or to hard to read or what ever. Though some people say its fine and learned everything from it, I'm sure it could be alot better.

Causticus
01-21-2008, 05:28 AM
Alright, I've run out of weekend, but I have a lot of the grunt work done. It still needs a number of thumbnail screen shots to go with the video links and maybe a few other convenient screen shots, but here's a link to what I have so far. Once I am completely through, I'll package it up and put it somewhere more appropriate. :)

http://www.valembrosa.net/OJP_SaberSystemManual.html

I noted a lot of excess terminology which I tried to cut down on some, however there are still at least two names for almost every technique, sometimes more. This seems excessive and confusing and, with permission, I'd like to pare it down to just one name to describe each technique.

A little bit of in-line CSS would also make the insets look nicer, too. All in good time. ;)

crail227
01-21-2008, 06:25 AM
i think its good that you're putting visual aids, but i think the videos/screenshots should be from the most latest version of ojp.

otherwise, its looking pretty good.

The Unbeholden
01-21-2008, 08:59 AM
and good work on Crediting me for the revision Causticus :D


(sign) I got to stop making changes in the middle of the night. :dozey: Manual fixed.


...Finally. I feel like kissing you :lol:

razorace
01-21-2008, 02:28 PM
http://www.valembrosa.net/OJP_SaberSystemManual.html
Looks good, but I'm not seeing the youtube links properly. :|

Causticus
01-21-2008, 09:51 PM
Looks good, but I'm not seeing the youtube links properly. :|

The links have stubbed still images that don't currently exist. Doing a full link to the YouTube content is next, I just used the existing links initially. Also, as one responder noted, the videos are from the old HUD, so it would be nice to update them with something fresher (and better quality/higher res).

Causticus
01-22-2008, 04:05 AM
and good work on Crediting me for the revision Causticus :D

Yeah, well, I have no idea how much you put into it, but I didn't want to snub you unnecessarily. ;)


All, I have updated with proper embedding of the YouTube content. Next task is a second thorough pass on grammar, terminology, etc. Another night. :drink3: XP

razorace
01-22-2008, 01:51 PM
You want SVN access so you can commit your changes directly to the OJP documentation? That could make it easier for everyone. If so, PM me a username and password and a contact email and I'll get you setup.

Vesnik
01-23-2008, 12:37 AM
http://www.valembrosa.net/OJP_SaberSystemManual.html


Nice guide, however to go a little off topic how come your hud looks so different?

http://www.valembrosa.net/newmeter.png

Mine does not look like this, the meters are not tick based, they are solid colors. Also, the dodge is green not purple on mine, why is this?

However when I open the enhancedstuff.pk3 I can see the tick based images in the hud files but it is not using these, how come?

I'm running what I believe to be the latest 0.1.1 and the enhancedstuff.pk3 in the sticky "Get OJP here!"

JRHockney*
01-23-2008, 01:19 AM
Nice guide, however to go a little off topic how come your hud looks so different?

http://www.valembrosa.net/newmeter.png

Mine does not look like this, the meters are not tick based, they are solid colors. Also, the dodge is green not purple on mine, why is this?

However when I open the enhancedstuff.pk3 I can see the tick based images in the hud files but it is not using these, how come?

I'm running what I believe to be the latest 0.1.1 and the enhancedstuff.pk3 in the sticky "Get OJP here!"

Those videos and pictures or whatever are pretty old most likely. but their still up to date as far as how each move looks and works. We may eventually shoot some new videos but we have other things to do right now.

Great job updating the Manual guys. When your through I'll post it here.

Causticus
01-23-2008, 03:06 AM
Nice guide, however to go a little off topic how come your hud looks so different?

http://www.valembrosa.net/newmeter.png

Mine does not look like this, the meters are not tick based, they are solid colors. Also, the dodge is green not purple on mine, why is this?

However when I open the enhancedstuff.pk3 I can see the tick based images in the hud files but it is not using these, how come?

I'm running what I believe to be the latest 0.1.1 and the enhancedstuff.pk3 in the sticky "Get OJP here!"

That is the newest HUD from Enhanced 0.1.1 (I think), though it took a little work to get it installed correctly. Honestly, I don't know how it is supposed to work, but through trial and error, my final result was a combination of extracting the 0.0.9 version to get my GameData\ojpenhanced folder, then removing all the version suffixes (_005 and _009), and lastly replacing the 0.0.9 ojp_enhancedstuff.pk3 with the new 0.1.1 version. This seemed to give me all the latest updates in an essentially functioning mod. Good luck. ;)

(to echo JRHockney, the vid's are all the older HUD, but I think you were asking about the new one)

Vesnik
01-23-2008, 03:29 AM
Yes I was talking about the newmeter image not referring to the videos. It was referring DP to purple and looking at it the meter is tick based or at least has block/square images. I'll have to play with it, if it doesn't work not a big deal will just wait for the next version to come out, good luck to you guys.

Maxstate
01-23-2008, 05:02 AM
That's actually an old HUD, and installation of 0.1.1 should be as simple as installing it to the right location and deleting all of your old files. All you need is the new enhancedstuff and enhanceddll pk3's.

razorace
01-23-2008, 01:49 PM
Great job updating the Manual guys. When your through I'll post it here.
I recommend that you commit the changes to the repository and then just have this thread point to the file on the repository. That way the document only has to be updated in one place.

Vesnik
01-23-2008, 02:13 PM
That's actually an old HUD, and installation of 0.1.1 should be as simple as installing it to the right location and deleting all of your old files. All you need is the new enhancedstuff and enhanceddll pk3's.

Okay then that answers my question, my hud is how it should be then. I was just thinking my hud is the older one and that tick based one with purple DP was the new one.

Thanks, just wanted to make sure everything was how it should be.

madcatmach2
01-23-2008, 09:35 PM
speaking of the HUD, when are we going to see this one?

TrueView w/ Clone Rifle (http://img.photobucket.com/albums/v493/tanqexe/OJP/HUD2a-CRtv.jpg) | HUD explanation (http://img.photobucket.com/albums/v493/tanqexe/OJP/HUD2a-CRtvEXP.jpg)
Third Person view w/ lightsaber (http://img.photobucket.com/albums/v493/tanqexe/OJP/HUD2a-LS.jpg) | HUD explanation (http://img.photobucket.com/albums/v493/tanqexe/OJP/HUD2a-LSEXP.jpg)
its still my favorite one yet

razorace
01-24-2008, 02:05 PM
I think those much have been mockups or simply lost.

Tanqexe
01-24-2008, 02:39 PM
I still have the graphics files for those (it was constructed via Photoshop layers with the intention of having individual pieces used for a new GUI). It's just that I don't have the time anymore to learn how to code everything into a cohesive GUI. Between work, grant-writing, classes, research, and a research thesis, there hasn't really been much time to pick up something new.

If someone is interested in working with me on it, I can provide the individual icons and whatnot to be used; making new gadget/force power/weapons icons is a piece of cake for me, but coding is not my language, and I don't really see myself capable of spending the time to rig something together.

And yeah those videos are outdated. If one of you guys would be kind enough to let me borrow rcon on a server that can afford me some good ping, I can make new demos in what little spare time I have. Hell, the whole manual can just be a series of embedded videos with a brief description underneath.

Kaldar
01-24-2008, 04:41 PM
speaking of the HUD, when are we going to see this one?
Quote:Originally Posted by Tanqexe
TrueView w/ Clone Rifle | HUD explanation
Third Person view w/ lightsaber | HUD explanation

its still my favorite one yet

Wow can I download it somewhere? :P

Causticus
02-21-2008, 02:51 AM
FYI - finally checked in that updated doc to the repository. Things... got busy. ;) Hopefully I'll be able to get back to spending some time on finishing up the remaining pending changes, another proofing, etc.

Oh, and I hope someone does pick up that alternate UI and run with it - AWESOME clean look to it!

razorace
02-22-2008, 02:44 PM
Wow can I download it somewhere? :P
It's just a mockup at this point.

The Unbeholden
05-29-2008, 12:14 PM
I'm back, went over the manual again. :D
Fixed spelling mistakes and punctuation (to many to list). Changed "Running and hitting someone will do double DP damage to them" to "Running and hitting someone will do 1.5 times more DP damage to them" and another part which states "Hitting an opponent with a running swing will do one more DP damage" to "Hitting an opponent with a running swing will do 1.5 times more DP damage" both are important so their aren't any contradictions.
>>>>



Heres the new sabersystem manual for Enhanced so far. This covers all the changes that have been made up to this point at the code server sabersystem wise. This is for reference and up for proof reading by anyone who wants to do it. Obviously, the figures don't have any pictures but in the future maybe we can do web links or something. There are underlined and bold sections of the actual manual that don't show up here btw:

Official Manual:

The OJP Enhanced Saber System Manual

Hello everyone!!!! Thank you so much for downloading this mod and choosing to read this manual because if you don’t know what your doing in this saber combat, you’ll think its all random, you’ll get frustrated, and die very quickly!! (which happens way too often and it shouldn’t) This manual was originally meant for a technical writing college class so it may seem a bit weird in is format at times. The purpose of this manual is to instruct players who are new to OJP Enhanced on how to use its very different and unique saber system. This manual assumes that you already have a moderate to advanced level of understanding on how the base Jedi Academy saber system works. Without such knowledge, you will have a more difficult time understanding the content of this manual. This manual covers all of the major changes to the saber system and gives step-by-step instructions on how to perform certain critical moves. It is important to note that the new saber system was designed to be more movie-like than the base Jedi Academy (JA) saber system.

Because of the length of this manual, I have created a quick start guide to help players just start playing without reading everything. This quick outline on how to play is very summarized and I would highly recommend still reading the rest of the manual so you understand the system in detail and to see the visual movie references to the moves (the hud is a little dated on the movies though). You will be less likely to defeat more knowledgeable players without knowing this system in the highest detail.

Quick Start guide:

Important notes:

1. Your blue meter is your Dodge/block (DP) meter is your lifeline. It will go down very fast if you don't parry block most of the hits on you. When your defenses are down from a stumble, knockdown are a saberless hit, you will "dodge" the hit matrix style and loss double DP.

2. The empty meter that files up as you hit your opponent is called your mishap/balance meter. If goes up faster if he parry blocks you alot. The higher your balance meter is, the more vulnerable you are to kicks and getting stumbled, knocked down, or disarmed.

3. You lose force points by swinging. At 10 FP or less, you swing and move really slowly and are completely vulnerable to lunge.

4. Walk 75% or more during a fight because you lose double DP for hits on you if you run and it fatal to get hit in a jump. Running and hitting someone will do 1.5 times more DP damage to them, but if you get hit while swinging or from behind, it will kill you instantly.

5. Comboing on your swings is often the key to winning a fight, but do it strategically because you can still be beaten or win with pure defensive playing.

6. Kicks are available in all styles and cash in on your where your opponents balance/mishap meter is or when they are at critical DP. It will cause a knockdown when your opponent is high on the balance/mishap meter or critical DP, a stumble a around ½ mishap, or get absorbed by a backflip when they are low. Holding alt attack when getting kicked will block or reduce your mishap effect at any mishap level

7. you will notice that you get paused in combat where you can move from time to time. This is usually due to your balance meter getting high and you got parry blocked or you just got riposited. You get slowbounced at 1/3+, heavybounced at 2/3+ or critical DP, and disarmed, stumbled, knockdown at 9/10 of your Balance/mishap meter. More info and visual references on these are in the official manual.

8. There are now a total of 7 styles to choose from at full saber attack points in single saber. You can also do lunge and yellow DFA in any single saber style and a red DFA in both purple and red styles (purple style looks different in its DFA though)

Moves:

Parry block (this is the most important technique): Hold the directional key to move into whatever side your getting hit on. A and D for side hits, S for high swings (up-down swings) and W for lunge and low hits. This move lessens hit damage on you greatly. If your opponents balance/mishap meter is very high, they my maxout their mishap meter and fall down or lose their saber.

Startfake: tap attack. This fakes people out and is important for riposites

Attack Feint (attack fake): hold attack and alt attack with a directional key (basically like doing a kata except you are doing a normal swing with it). This does more damage than a normal swing, puts your opponent into a saberlock in which you win automatically, and it cashes in on where ever your opponents mishap meter is. If you're in a saberlock, you can break it by holding back and alt attack unless you have low DP or high mishap.

Riposite (attack parry): hold attack while you parry block a swing. This only works if your already in a preblock for the incoming swing or you are in the startfake animation. This move causes a slowbounce on them unless they are high on the mishap meter (where they will do whatever their level makes them do)

Disarm (conversion): If you hit your opponents saber in a heavybounce, they will get disarmed.

Superbreaks: Hold attack at the end of a saberlock where you win. This will kill them instantly , but this only works if your opponent's DP is low. Otherwise, you will get slowbounced for trying it.

Official Manual:

Before getting in to the step-by-step instructions, it is important to cover several basic aspects to this new saber system. Without knowledge of the key changes here, you will be confused about what is happening to you in the combat, so it is very important to keep these in mind. The important changes include the following:

• Regular swings require holding down the attack button for at least half the swing, otherwise you will perform a basic/start fake.

• All swings of the saber drain your Force Points (FP) depending on the type of swing. When you have 10 FP or lower, your swings will slow down greatly. This
helps to prevent too much swinging.

• The Dodge Point (DP) meter, which is the second blue meter above you FP meter (see Figure 1), drains as you absorb hits in different amounts depending on the hit. Most of the time, it just acts as a like a block meter; however, if you get hit while you are stunned, disarmed, or knocked down, the dodge meter will act as a matrix style dodge, which will drain you DP more than a regular hit. When it flashed red, that means you have maybe one or tow more hits until your dead or unable to block. Attack fakes (which will be explained in the step-by step section) can be fatal to a person who is in the red zone of DP.
Note: You have have no DP when you jump, so getting hit during a jump is usually fatal as well.

(Figure 1. The DP meter)

• This newest version of Enhanced has added a “Mishap meter” or also referred to as a balance meter (See figure 2). This meter controls whether or not you go into a mishap from regular parries or attack fakes. It raises as you swing, and lowers as you parry. At 40% its height, parries and attack fakes on you will cause slowbounces and your meter will lower to zero. At 66% height, parries and attack fakes on you will cause heavybounces will also lower 25% or the next level down. When your meter is maxed out You will go into a mishap and your meter will reset (The slowbounces, heavybounces and mishaps will be explained in more detail later) Vid Example:http://www.youtube.com/watch?v=WupNyWU7UOQ (obiwan does it).

(Figure 2: the Mishap Meter [The arrow is pointing to it.])

• Running is penalized during saber combat by making you lose double DP when you get hit and cause a much higher mishap probability. Hitting an opponent with a running swing will do 1.5 times more DP damage; However, if you get hit during running and swinging or running and hit from behind, it will kill you instantly. Because of this factor, it is essential to walk when swinging at a saberist and getting hit by a saberist. This is to add to the movie realism of this sabersystem since there is little running in the movies during saber combat and to just keep it mostly toe to toe.

• Crouching is penalized by not being able to parry while in a crouch. This is to stop crouching spam that we discovered was possible in our beta testing.

• There is only a very slight difference in the speeds at which all the saber styles move and the swings are all indefinitely chainable (even red stance).

• Tavion's and Desann's saber styles are now accessible with single saber and are colored on the FP hud as aqua (Tavion's) and purple (Desann's).

• All the stances are a bit different in their DP damage scales, but not nearly as different as in base JA. The damages are ordered from weakest to strongest: duel and staff (which can often hit twice in one swing), aqua, blue, yellow, purple, and red. Red and purple stances have higher stun mishap thresholds then the other stances and aqua and blue styles cause the earlier possibilities of slow bounce conversions (which will be explained in the step-by-step section).

• The staff and dual saber styles have their own unique characteristics as well. Staff costs no extra DP to get hit in the back making it a great two-on-one weapon. Dual sabers have no attack fake costs for direction changes (which I will explain later).

• The blue style lunge and yellow style flip attack are now usable by all styles except staff and dual. Lunge do 1.25 times the damage of a normal swing and flip attack do twice the DP damage of a regular swing. Lunge is parried by holding forward and if you hit someone in a lunge, you cause them double DP damage (lunge is also a great option to break through someone’s defense if they are constantly parrying you). Flip attacks are also used for getting behind your opponent. The aqua, blue, and yellow styles use a stab flip attack while red and purple use the traditional slash. The difference between the two is visual only.

• Red and purple styles have jump attacks, normally called a “Death From Above” (DFA) that cause double the normal saber hit DP damage. The red style uses a jumping hack version while purple uses a spinning jump. They are also done the old JO way of first holding attack to start the swing and then pressing and holding jump.

• All styles can kick by using the alternate weapon attack. Saber throw has been turned into option in the force powers selection menu.

Parrying:
Parrying is THE most important techniques to master. It prevents you from losing too much DP and makes your opponents mishap meter go up. Parrying costs only 1/3 the normal amount of DP required to block a saber attack which means it is the “block” of this game more or less. You can usually parry even while swing except for maybe at the peak for your swing (this knowledge is essential to winning duels). Most parries do a knockaway animation (or onehanded block) when do them right like in this vid: http://www.youtube.com/watch?v=XzRUxN89D4M The normal blocks just do normal block animations. Your opponent will bounce more slowly once you parry him and stop him from comboing (this is not in the video because its fairly new) Also look at the DP meter in the vid to distinguish the DP damages.

Step 1: Watch the angle at which your opponent's swing. Watch whether it's a high swing, coming from the side, or a lunge. Also watch the angle at which it is about to hit you.

Step 2: Use your forward, back, and side keys (w, a, s, and d) to move into the swing. It is important to remember that the direction for high swings is inverted from what you might expect. You parry high swings by pressing the back key (s). Side swings are parried by moving into the swings with the side buttons (a and d).Lunges or low swings can be parried by pressing forward (w).
Note: The parry is determined based on where you get hit. For example: If your player gets hit lower on their body with a high diagonal swing, the proper parry direction would be to move to that side.

Step 3: Check if your opponent has been parried and/or if you do a knockaway animation or lost less DP. You will do a one handed block and your opponent will bounce slowly if you do it correctly. If you opponent was very high on mishap, he might max out and fall over or lose his saber.

Running Swings:

Exactly as they sound. Just run and swing, These swings are the true power hits of this mod aside from the DFAs because they do more than the normal amount of DP damage. These are VERY dangerous though because if you get hit while running and swinging or get hit from behind while running with a saber, it will kill you instantly. Sneaking These hits in can be very beneficial, but they are easy to counter since you can just wave your saber at a person and their running swing will most likely get them killed (this is personal experience talking ).

Block-to-swing or swing-to-swing transitions:
This technique allows you to bounce out of your block into a swing faster than you usually would and allows you to combo easier in different directions when your swing bounces off an opponent's saber. It is a very effective way of countering after you have blocked or hit. Heres a vid example: http://www.youtube.com/watch?v=bKVOx-qdZ5Y

Step 1: Watch for a saber block or a bounce hit off an opponent. If your opponent parries you, You'll bounce slowly and will not be able to do the transition.

Step 2: Hold the attack button and press a different movement direction than you blocked or swung in, or just keep holding it and what ever direction your were holding before and it will automatically switch.

Step 3: Watch and see if your transition was successful. If it was successful, you will usually get the first hit and force a block by your opponent. If used correctly, you can chain several of these swings and do a lot of DP damage on your opponent.

Attack Feints:
Attack feints are a very useful technique allows you to fake swing in one direction and hit in another. The Attack fake also causes one-third more damage than the regular swing. There is also a cost of 1 FP for each change of direction you do in the faking. This technique has been upgraded especially in 0.1.0. Now if you hit your opponent without getting parried with this move, you both will be forced into a very fast saberlock animation in which you automatically win. If you get hit while trying an attack fake, the attack fake you do will be canceled. The Attack fake also does 1.25 times the damage of a normal swing and it cashes in on where ever your opponent’s mishap meter is (see the above info on the mishap meter to find out what that is exactly). Heres a attackfake: http://www.youtube.com/watch?v=Qxt8G4C4xVU as distinguished from a normal swing: http://www.youtube.com/watch?v=kASIN-SdOPI

Step 1: Look for an appropriate situation to use an attack feint. While usage of this technique is more personal preference than anything, the best times to use this technique is starting at a distance in order to avoid getting hit in the process.

Step 2: While pressing and holding attack and alternate attack, use the directional keys to change direction of the swing. By default, the attack fakes will usually change directions at a 90 degree angle unless you press in a different direction. The blur of your saber's core will be longer then normal if you successfully do the attack fake (see Figure 5).
Note: There are versions of sabers that use MB2’s saber trail code floating around the OJP community. If you use one of these sabers, use will not be able to see the longer trail.

(Figure 6. Attack feint saber blur)

Step 3: Hit your opponent with the attack feint at any part of their body where their saber isn't in front of or in a place where you don't believe it will be parried. As with any swing, you have to be careful about where you hit. Watch you opponent's movements because if you hit high and they are moving backwards for example, you will get parried. It is also good to transition into another swing if you can in order to do more damage. You will know if you have successfully hit your opponent without getting parried if you see both of you go into a quick saberlock animation in which you win automatically (this is more for visual effect than anything). If you suspect that your opponent is in the DP red zone (if not, you'll get slowbounced if you try it), hold the attack button until the end of the saber lock and you will deliver a fatal or near fatal hit (this is the Superbreak which will be described later).

Start Fakes (Occasionally referred to as wind up fakes or basic fakes):
These are a lot more straight-forward than attack fakes, but still useful in many ways. They cost no FP to use. Heres a vid of it: http://www.youtube.com/watch?v=rGdhVb5OloA

Step 1: Look for the right situation to use the windup fake. Attack fakes have many uses depending on your personal preference. You can use them to fake out an opponent, disguise a parry (which can be done during the fake), and even block a swing for no DP cost if you move your saber in front of the opponent's swing (this is a very hard technique to do). It also causes a little DP damage on your opponent at very close range.

Step 2: Tap the attack button and press the directional buttons in the direction you want do the basic fake or simply let go of the attack button during a windup or transition

Step 3: Watch your opponent's reaction to the fake and plan your next move based on that reaction.

Riposites/Attack Parries:
A new move in this version of Enhanced is the Attack Parry and uses the start fake as its aid. This will do exactly what all parries did in the previous version of Enhanced with is cause a slow bounce. This parry, however, does not rely on the mishap meter completely. It will cause a slowbounce at any low point on the balance/mishap meter or it will cause a heavy bounce at higher points on the mishap meter (usually 66% or higher)or at critical DP. Heres a vid: http://www.youtube.com/watch?v=DoLGwPLdndE

Step 1: Watch where and when your opponents saber is about to hit you.

Step 2: Hold the proper parry direction (explained before) and tap attack just as your opponents saber is about to hit you (sometimes taping it at the same time works to). You must be in a preblock animation or a start fake animation for it to work, but you cannot be holding attack at the time of hit.

Step 3: Check to see if your opponent has gone into a slowbounce or heavy bounce.

Kicking:
Kicking in OJP Enhanced is more structured than it was in base JA. It is available with all styles, but only works in certain situations in order to avoid over usage. Any other instances using the kick other than ones listed below will result the opponent absorbing the kick with a low level back flip (just like the movies!) Vid Example: http://www.youtube.com/watch?v=6uTt4EpQpLU The effects of kicking someone are measured by your opponent's balance/mishap bar. The higher their balance/mishap bar, the more dangerous the effect will be. Also bare in mind that getting hit in a kick is does more damage to you and you cant parry in it.

Step 1: Observe whether or not if your opponent is either in a slow bounce, heavy bounce, a stun, has his back to you, or you think he might be higher on his mishap bar or critical DP. These are the only situations where kicking will knock your opponent down or make them stumble.

Step 2: Execute the kick by pressing alternate attack and the directional button towards your opponent (See Figure 7). Vid Example: http://www.youtube.com/watch?v=H-Fw5gltTBk
(Figure 7. Kicking a normal slow bounce)

Step 3: Make contact with you opponent and see whether they fall over or stumble. This opens them up to being slashed at on the ground for a large DP loss. Using lunge or ground stab is especially useful and damaging in this situation (See Figure 8).
Note: If your opponent's mishap bar is less then about 1/3 of the way up, they will absorb the kick with a backflip
(Figure 8. Opponent falling over from kick)

Slow Bounce Conversions:
These are the hardest to perform, yet one of the coolest and most rewarding features in OJP Enhanced. It is a way to cause disarm mishaps before they could normally be caused (sadly, they may not always happen if your ping is really high). These also require your opponent to be in a heavy bounce. Vid Example:http://www.youtube.com/watch?v=JknhF_R9fUs

Step 1: Observe if your opponent is in a more dynamic slow bounce animation (See Figure 4) This happens when you riposite your opponent at critical DP or Higher mishap. You can spot it because his saber is sticking out further than normal and more perpendicular to his body.

Step 2: Hit your opponent's saber before the animation ends. This is very difficult to do in most cases. The best way to do this is to use a straight downward chop. Faster styles have a speed benefit at doing this as well as the ability to cause these slow bounces on opponents with slightly higher DP than the other styles are allowed.

Step 3: Observe your opponent to see if they have enter a mishap. This will tell you whether or not you conversion was successful. They will get disarmed if it is successful. This allows you to follow up with a very damaging attack of your preference.

Superbreaks:
This is essentially the OJP finishing move. It requires the use of a move that causes a saberlock whether it be an Attack Fake, Attack Parry (if we keep it the way it is), or just a random lock. It only works if you are the person who started that lock (since your opponent cant fight it) and if your opponent is in the red zone of his DP meter (or has little left). If both of these conditions are met, You will do the old saberlock break animation and it will chop your opponent in half!..usually. Vid Example: http://www.youtube.com/watch?v=Jbf5XGGg4TE

Step 1: Try to determine whether or not your opponent is low on DP. If you hear the grinding nose of him losing HP, thats a good indication.

Step 2: Find a way to do a winning saberlock on your opponent and hold the attack button to the end of the saberlock.

Step 3: Observe to see if you do the superbreak and your opponent is killed. [Important note: If you try and superbreak your opponent and he/she doesn't have low DP, you yourself will get slowbounced!)

Closing Comments and Support:

Ultimately, this saber system is all about movie realism and strives to achieve it. It is not a finished product and is still being added to, so feel free to post any questions or comments at the OJP forums: http://lucasforums.com/forumdisplay.php?f=542. New ideas are welcome as well. If you encounter any technical difficulties, post them at the forums as well and they will usually be responded to in 24 hours or less. Enjoy.

JRHockney*
06-01-2008, 06:25 PM
Ok, updated