some balance and mechanic adjustments

This commit is contained in:
Greenjoe12345
2022-04-04 02:37:16 +01:00
parent a19ddfce0e
commit 1cf1e48416
2 changed files with 17 additions and 11 deletions

View File

@@ -200,16 +200,18 @@
base_icon = "halberd"
name = "halberd"
desc = "A sharp axe mounted on the top of a long spear."
force = 10
force = 6
applies_material_colour = 0
unwielded_force_divisor = 0.4
force_divisor = 0.6
force_divisor = 0.5
sharp = 1
edge = 1
reach = 2
attack_verb = list("attacked", "poked", "jabbed","gored", "chopped", "cleaved", "torn", "cut", "stabbed")
slot_flags = SLOT_BACK
drop_sound = 'sound/items/drop/woodweapon.ogg'
pickup_sound = 'sound/items/pickup/woodweapon.ogg'
can_cleave = TRUE
/obj/item/weapon/material/twohanded/pike/pitchfork
@@ -235,11 +237,7 @@
edge = 1
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
default_material = "steel"
/obj/item/weapon/material/twohanded/zweihander/pre_attack(var/mob/living/target, var/mob/living/user)
if(!wielded && istype(target))
cleave(user, target)
..()
can_cleave = TRUE
/obj/item/weapon/material/twohanded/zweihander/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(unique_parry_check(user, attacker, damage_source) && prob(10))

View File

@@ -18,7 +18,7 @@
icon = 'icons/obj/weapons.dmi'
icon_state = "hardlight"
item_state = "bolt"
throwforce = 10
throwforce = 6
w_class = ITEMSIZE_NORMAL
sharp = 1
edge = 1
@@ -42,7 +42,7 @@
icon_state = "bow"
item_state = "bow"
fire_sound = 'sound/weapons/punchmiss.ogg' // TODO: Decent THWOK noise.
fire_sound_text = "a solid thunk"
fire_sound_text = "a light swoosh of air"
fire_delay = 25
slot_flags = SLOT_BACK
release_speed = 15
@@ -106,11 +106,14 @@
user.visible_message("<b>[user]</b> draws the string on [src] back fully!", "You draw the string on [src] back fully!")
update_icon()
/obj/item/weapon/gun/launcher/crossbow/bow/handle_click_empty(mob/user)
return
/obj/item/weapon/gun/launcher/crossbow/bow/attackby(obj/item/W as obj, mob/user)
if(!bolt && istype(W,/obj/item/weapon/arrow/wood))
user.drop_from_inventory(W, src)
bolt = W
user.visible_message("[user] slides [bolt] into [src].","You slide [bolt] into [src].")
user.visible_message("[user] nocks [bolt] in [src].","You nock [bolt] in [src].")
update_icon()
/obj/item/weapon/gun/launcher/crossbow/bow/update_icon()
@@ -121,13 +124,18 @@
else
icon_state = "[initial(icon_state)]"
/obj/item/weapon/gun/launcher/crossbow/bow/dropped(mob/user)
if(drawn)
to_chat(user, "<span class='warning'>\The [src]'s tension is relaxed as you let go of it!</span>")
drawn = FALSE
update_icon()
/obj/item/weapon/gun/launcher/crossbow/bow/hardlight
name = "hardlight bow"
icon_state = "bow_hardlight"
item_state = "bow_hardlight"
desc = "An energy bow, capable of producing arrows from an internal power supply."
desc = "A modern twist on an ancient weapon, generating arrows from energy!"
drop_sound = 'sound/items/drop/gun.ogg'
pickup_sound = 'sound/items/pickup/gun.ogg'