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* Improves jousting and gives it to more weapons (#76321) ## About The Pull Request I was reading over components and saw one called jousting, I vividly remember it being mentioned every so often but I've never seen it in-game. Turns out the SINGLE case for it is when you are using a spear on a borg. The code itself was also very over the place, making it a little confusing to figure out what it did. I tried cleaning the file up as much as I could, and since I wanted to see this in-game more often, I made some player-facing changes too: - You can now joust from any vehicle, not just borgs (Secway, ATV, scooter, Charger holoparasite) - Added jousting to the broom, pitchfork, captain's sabre, and energy sword while active (ONLY esword, NOT desword). - Added examine text to indicate this feature exists. Extra notes: Esword gains half the damage increase and half the knockdown chance than other ways of jousting Broom only gets 25% damage increase from jousting, since the broom is already pretty strong I thought it would be better off as something used mostly to knockdown. Spears have to travel a longer distance than other weapons to get their jousting benefits (since it's supposed to be a ghetto weapon) Jousting now takes the minimum distance needed into account when handling knockdown chance & damage dealt, so travelling 5 tiles will no longer be 100% chance of knockdown if you need a minimum distance of 3 tiles to joust (it will instead be 40%, since you've only traveled 2 tiles in 'jousting' mode). ## Why It's Good For The Game This is an underused component and I thought it would bring some pretty cool interactions, especially for Holoparasite & Janitors, as a new way to use vehicles to your advantage when it's otherwise seen as just a slowdown. ## Changelog 🆑 balance: Jousting now works on anything you're buckled to, not just Cyborgs. balance: Brooms, Pitchforks, the Captain's Sabre, and Energy swords can now be used for jousting. balance: Spears need to travel a longer distance to joust now. balance: Jousting's knockdown and damage now only gets stronger after you've traveled the minimum tiles needed to joust. /🆑 * Improves jousting and gives it to more weapons --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
38 lines
1.1 KiB
Plaintext
38 lines
1.1 KiB
Plaintext
/**
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* Pitchfork item
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*
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* Essentially spears with different stats and sprites.
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* Also fireproof for some reason.
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*/
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/obj/item/pitchfork
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icon = 'icons/obj/weapons/spear.dmi'
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icon_state = "pitchfork0"
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base_icon_state = "pitchfork"
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lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
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name = "pitchfork"
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desc = "A simple tool used for moving hay."
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force = 7
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throwforce = 15
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w_class = WEIGHT_CLASS_BULKY
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attack_verb_continuous = list("attacks", "impales", "pierces")
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attack_verb_simple = list("attack", "impale", "pierce")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = SHARP_EDGED
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max_integrity = 200
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armor_type = /datum/armor/item_pitchfork
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resistance_flags = FIRE_PROOF
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/datum/armor/item_pitchfork
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fire = 100
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acid = 30
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/obj/item/pitchfork/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/jousting)
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AddComponent(/datum/component/two_handed, force_unwielded=7, force_wielded=15, icon_wielded="[base_icon_state]1")
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/obj/item/pitchfork/update_icon_state()
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icon_state = "[base_icon_state]0"
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return ..()
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