Since the game's release, the sword fighting function has been criticized, but suffering from art resources and inspiration has not been able to find a good way to change. But just one night, I was a little tired and uncomfortable at night. At that time, around 10:30, I suddenly remembered something and came to inspiration. Various functional logics flashed in my mind, and different functions were linked. In this way, I couldn't sleep, I couldn't sleep, I didn't fall asleep until four o'clock in the morning, I was thinking about the feasibility of the sword fighting function repeatedly, and finally formed.
This month will always be in the reconstruction of the sword fighting function. Due to the problem of art resources, there are still no new art pictures appearing in the new functions, hey~tragedy~
The new sword fighting will include 25 active equipment skills and 5 passive skills that do not require equipment. The character data includes strength, agility, physique, physical strength, action cycle, BUFF and DEBUFF corrections, plus the synchronization data of the equipment system that has been done before, creating a new sword fighting function.
At the same time, sword fighting will also be accompanied by sword fighting competitions, including domestic, religious, and duel-triggered duels, as well as full-map competitions, etc., and the traits of the master swordsman will also change the way it is obtained.
The current functional skills have been completed, and the logical behavior development of the duel is about to be completed. The latter is mainly the synchronization of UI data. Unfortunately, the art performance of attack, block, dodge, and crit is still a headache.

The current test is mainly based on the text narrative to express the action process. The purpose is to test whether the sword fighting process is normal and whether the effect of some skills release is normal. It is roughly the following way, and will be updated with the new sword fighting screen when updated.
- Macomb exhibited a poised attack on William (this attack was a blow)
- Macomb consumed 14 stamina for this attack
- William dodges Markham's offense and consumes stamina: 7
- William triggered a dodge counterattack and caused damage to Macomb: 2, his own energy consumption 3
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- William Shi exhibited a thunderbolt attacking Markham (this attack was a blow)
- William's attack cost 14 stamina
- Markham evaded William's offense, draining stamina: 5
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- Macomb exhibited the general attack William (this attack is a blow)
- Macomb consumed 6 stamina for this attack
- This attack caused 1 damage to William and cost him 3 stamina
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- William Shi exhibited a thunderbolt attacking Markham (this attack was a blow)
- William's attack cost 14 stamina
- This attack caused Macomb 11 damage and expended 10 physical energy
- William has control skills to give the opponent a debuff, -4HP per move, lasts 3 moves
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- Macomb exhibited a poised attack on William (this attack was a blow)
- Macomb consumed 14 stamina for this attack
- This attack caused 13 damage to William and cost him 7 physical energy. Due to lack of physical energy, additional consumption of HP7
In the new sword fighting, you can block, dodge, and counterattack, and use DEBUFF to attack the opponent, and BUFF by yourself.
The above test looks like the action is one by one, but in fact, it is based on the action cycle time caused by the weight. It is also possible that one person will attack twice, the other party will attack once, or one attack will interrupt the other party. The DEBUFF caused the opponent's cycle of action to return to zero, so I can continue to attack again next time.
The specific game introduction meeting and other game updates will produce a feature introduction at station B
Introduction of some game functions of station BFrom Google Translate