funny parry sticks

This commit is contained in:
Hatterhat
2020-07-24 21:19:01 -05:00
parent a88fa29682
commit 14fba6a056
8 changed files with 74 additions and 1 deletions
@@ -247,6 +247,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
new/datum/stack_recipe("painting frame", /obj/item/wallframe/painting, 1, time = 10),\
new/datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40), \
new/datum/stack_recipe("baseball bat", /obj/item/melee/baseball_bat, 5, time = 15),\
new/datum/stack_recipe("training bokken", /obj/item/melee/bokken, 10, time = 15),\
null, \
new/datum/stack_recipe("wooden chair", /obj/structure/chair/wood/, 3, time = 10, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("winged wooden chair", /obj/structure/chair/wood/wings, 3, time = 10, one_per_turf = TRUE, on_floor = TRUE), \
+72
View File
@@ -249,6 +249,78 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
playsound(src, 'sound/weapons/bladeslice.ogg', 50, 1)
return(BRUTELOSS)
/obj/item/melee/bokken // parrying stick
name = "bokken"
desc = "A space-Japanese training sword made of wood and shaped like a katana. Probably not relevant in D20."
icon_state = "bokken"
item_state = "bokken"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_BULKY
force = 7
throwforce = 10
attack_verb = list("attacked", "smacked", "bashed", "smashed", "whacked")
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
hitsound = 'sound/weapons/grenadelaunch.ogg' // no good wood thunk sounds
var/harm = TRUE // TRUE = brute, FALSE = stam
var/reinforced = FALSE
block_parry_data = /datum/block_parry_data/bokken
/datum/block_parry_data/bokken // iteration 1: esword parry data
parry_time_windup = 0
parry_time_active = 25
parry_time_spindown = 0
// we want to signal to players the most dangerous phase, the time when automatic counterattack is a thing.
parry_time_windup_visual_override = 1
parry_time_active_visual_override = 3
parry_time_spindown_visual_override = 12
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // esword users can attack while
parry_time_perfect = 2.5 // first ds isn't perfect
parry_time_perfect_leeway = 1.5
parry_imperfect_falloff_percent = 5
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 65 // VERY generous
parry_efficiency_perfect = 100
parry_failed_stagger_duration = 4 SECONDS
parry_cooldown = 0.5 SECONDS
parry_data = list(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 2.5) // 7 * 2.5 = 17.5 or 8 * 2.5 = 20. hopefully balanced by needing a parry and all that.
/obj/item/melee/bokken/Initialize()
. = ..()
AddElement(/datum/element/sword_point)
/obj/item/melee/bokken/attack_self(mob/user)
harm = !harm
if(harm)
damtype = BRUTE
else
damtype = STAMINA
to_chat(user, "<span class='notice'>[src] is now [harm ? "harmful" : "not quite as harmful"].</span>")
/obj/item/melee/bokken/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/pen))
var/new_name = stripped_input(user, "What do you wish to name [src]?", "New Name", "bokken", 30)
if(new_name)
name = new_name
if(I.tool_behaviour == TOOL_WELDER)
var/burned_in = stripped_input(user, "What do you wish to burn into [src]?", "Burnt Inscription","", 140)
if(burned_in)
desc = initial(desc) + " Burned into the \"blade\" is [burned_in]."
icon_state += "_burnt"
item_state += "_burnt"
update_icon()
update_icon_state()
if(istype(I, /obj/item/stack/rods))
var/obj/item/stack/rods/R = I
if(!reinforced)
if(R.use(1))
force++
reinforced = TRUE
to_chat(user, "<span class='notice'>You slide a metal rod into [src]\'s hilt. It feels a little heftier in your hands.")
else
to_chat(user, "<span class='notice'>[src] already has a weight slid into the hilt.")
/obj/item/wirerod
name = "wired rod"
desc = "A rod with some wire wrapped around the top. It'd be easy to attach something to the top bit."
@@ -19,7 +19,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
singular_name = "marker beacon"
desc = "Prism-brand path illumination devices. Used by miners to mark paths and warn of danger."
icon = 'icons/obj/lighting.dmi'
icon_state = "markerbronze"
icon_state = "marker"
merge_type = /obj/item/stack/marker_beacon
max_amount = 100
novariants = TRUE
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