This concept aims to make button inputs and item usage smooth & flexible, combine the best from Java & Bedrock combat, and hopefully work well across different platforms.
Attack Button (left-click): When pressing to attack or break a block, the character will use whatever hand holds the most effective item for the task, falling back on the main hand if no held item is preferred.
Use Button (right-click): When pressing to place a block, use item or object interaction, the character will use the hand holding the most effective item for the task, falling back on the off-hand if no held item is preferred.
Attacking: Holding down the Attack Button makes melee weapons attack repeatedly (with a short cooldown between attacks), and charge-up or reload ranged weapons (fires on release or second button press). The first melee attack after not attacking for a short moment deals increased damage.
Symmetrical Dual-wield: When holding two items that function similarly, both attack on the same initial button press, with the off-hand weapon slightly delayed. Each weapon attacks according to its own cooldown, and both stop when the attack input ends (letting go/stop clicking).
Asymmetrical Dual-wield: When holding two items that function differently, block breaking and melee attacks are triggered by the Attack Button, while ranged attacks, shield block, consumables, and object interaction are triggered by the Use Button.
Bonus: Bows, crossbows, and throwables shoot on the Attack Button by default.
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