[FEATURE/BALANCE] Parrying with Chairs and Fighting Lions! (#26039)

* Chair go engarde!

* White-space my beloathed.

* Reduces damage of the bar stool to 8- wielded to 10, Reduces chair to 6, wielded to 8.

* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm

Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>

* Applies suggestions from @Sirryan2002

---------

Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
This commit is contained in:
Spaghetti-bit
2024-07-30 13:47:57 +00:00
committed by GitHub
co-authored by CRUNCH
parent 521c43e2aa
commit 2411c62392
@@ -464,14 +464,33 @@
lefthand_file = 'icons/mob/inhands/chairs_lefthand.dmi'
righthand_file = 'icons/mob/inhands/chairs_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
force = 8
force = 6
throwforce = 10
throw_range = 3
hitsound = 'sound/items/trayhit1.ogg'
hit_reaction_chance = 50
materials = list(MAT_METAL = 2000)
var/break_chance = 5 //Likely hood of smashing the chair.
/// Likelihood of smashing the chair.
var/break_chance = 5
/// Used for when placing a chair back down.
var/obj/structure/chair/origin_type = /obj/structure/chair
// Twohanded Component Vars
/// force applied with one hand.
var/force_unwielded = 6
/// force applied with two hands.
var/force_wielded = 8
// Parry Component Vars when wielding
/// the flat amount of damage the shield user takes per non-perfect parry
var/stamina_constant = 2
/// stamina_coefficient * damage * time_since_time_parried = stamina damage taken per non perfect parry
var/stamina_coefficient = 1.5
/// the attack types that are considered for parrying
var/parryable_attack_types = NON_PROJECTILE_ATTACKS
/obj/item/chair/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded = force_unwielded, force_wielded = force_wielded)
AddComponent(/datum/component/parry, _stamina_constant = stamina_constant, _stamina_coefficient = stamina_coefficient, _parryable_attack_types = parryable_attack_types)
/obj/item/chair/light
icon_state = "chair_greyscale_toppled"
@@ -482,11 +501,13 @@
icon = 'icons/obj/chairs.dmi'
icon_state = "stool_toppled"
item_state = "stool"
force = 10
throwforce = 10
force = 8
throwforce = 8
w_class = WEIGHT_CLASS_HUGE
origin_type = /obj/structure/chair/stool
break_chance = 0 //It's too sturdy.
force_unwielded = 8
force_wielded = 10
/obj/item/chair/stool/bar
name = "bar stool"
@@ -501,8 +522,10 @@
item_state = "stool_bamboo"
origin_type = /obj/structure/chair/stool/bamboo
/obj/item/chair/attack_self(mob/user)
plant(user)
/obj/item/chair/AltClick(mob/user)
. = ..()
if(Adjacent(user))
plant(user)
/obj/item/chair/proc/plant(mob/user)
if(QDELETED(src))
@@ -560,6 +583,10 @@
return
..()
/obj/item/chair/examine(mob/user)
. = ..()
. += "<span class='info'>You can <b>Alt-Click</b> [src] to place it down.</span>"
/obj/item/chair/wood
name = "wooden chair"
icon_state = "wooden_chair_toppled"