So firstly, can I prevent the player from power attacking and shield bashing completely? My initial thoughts were that I can't do it, and maybe I should just replace the animations and get rid of the bonuses... but I realized that at least some of the animation (the character's x/y movement) is seemingly hard-coded... so my initial idea didn't really work out very well. This also wouldn't really work for shield bashing. So I want to know if there's another way to disable power attacking and shield bash, as if the player had too little stamina? Maybe if I set the stamina cost to something ridiculous (like 10000) it will be impossible?
Second, I've been thinking of ways to make it possible to dodge attacks. I have one idea that seems pretty good except for two issues. I'd give the character a spell effect that updates at quite short interval (So something like 0.2 second? I don't know yet.) and with each update, I do a new "roll" for their chance to dodge, and if they make it then they get "setghost" enabled until the next update. There are two issues with this. First, spell effects are "dodged" as well, which I don't want to happen. Second, it can't take the skill level of the attacker(s) into account. So... any idea how I could do either of those things? It would be great to simply be able to do the calculation at the start of the attack, but the difficulties are of course that there's no event for the beginning of an attack, and I have no way of knowing if there's a potential target and who that is.
Last, weapon reach and auto-aim is ridiculous. You can basically hit anyone as long as they're visible on the screen and are within 2 meters of your character. I'd like to either make the weapon reach much shorter (about half the distance), or reduce the angle that you can hit someone from... or both would be ideal. I tried changing the reach property for the weapon in the CK and it didn't seem to make any difference. Here's a video:
http://www.youtube.com/watch?v=HAKoYBpjju8
So... some ideas for this would be great.