Slight stat buffs, adds parries and comments
Should be pretty close to 20tc worthy.
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@@ -8,7 +8,7 @@
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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fire_sound = 'sound/weapons/judgementhit.ogg'
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ammo_type = /obj/item/ammo_casing/magic/judgement_cut
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force = 20
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force = 20 //so it's worth that 20 tc
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armour_penetration = 50
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w_class = WEIGHT_CLASS_NORMAL
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slot_flags = ITEM_SLOT_BELT
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@@ -20,31 +20,37 @@
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max_charges = 3
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recharge_rate = 5
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var/datum/action/judgement_cut/judgementcut = new/datum/action/judgement_cut()
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block_parry_data = /datum/block_parry_data/motivation
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//to get this to toggle correctly
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/obj/item/gun/magic/staff/motivation/Initialize()
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. = ..()
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judgementcut = new(src)
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//lets the user know that their judgment cuts are recharging
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/obj/item/gun/magic/staff/motivation/shoot_with_empty_chamber(mob/living/user as mob|obj)
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to_chat(user, "<span class='warning'>Judgment Cut is recharging.</span>")
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//action button to toggle judgement cuts on/off
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/datum/action/judgement_cut
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name = "Judgement Cut - Allows Motivation to slash at a longer distance."
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icon_icon = 'icons/obj/projectiles.dmi'
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button_icon_state = "judgement_fire"
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var/judgement_toggled = TRUE
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//lets the user know that you toggled them on/off
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/datum/action/judgement_cut/Trigger()
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judgement_toggled = !judgement_toggled
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to_chat(owner, "<span class='notice'>You [judgement_toggled ? "enable" : "disable"] Judgement Cuts with Motivation.</span>")
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//Prevents "firing" the judgement cuts if toggled off and lets the user know
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/obj/item/gun/magic/staff/motivation/can_trigger_gun(mob/living/user)
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. = ..()
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if(!judgementcut.judgement_toggled)
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to_chat(user, "<span class='notice'> Judgment Cut is disabled.</span>")
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return FALSE
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//adds/removes judgement cut and judgement cut end upon pickup/drop
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/obj/item/gun/magic/staff/motivation/pickup(mob/living/user)
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. = ..()
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judgementcut.Grant(user, src)
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@@ -55,3 +61,31 @@
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. = ..()
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judgementcut.Remove(user)
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user.update_icons()
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//A parry tight enough to stagger, but not to counter attack
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/datum/block_parry_data/motivation
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parry_time_windup = 0.5
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parry_time_active = 5
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parry_time_spindown = 0
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parry_attack_types = ALL
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parry_time_active_visual_override = 3
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parry_time_spindown_visual_override = 2
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parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING
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parry_time_perfect = 0
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parry_time_perfect_leeway = 3
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parry_time_perfect_leeway_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 1
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)
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parry_imperfect_falloff_percent_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 50 // useless after 3rd decisecond
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)
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parry_imperfect_falloff_percent = 30
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parry_efficiency_to_counterattack = 100
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parry_efficiency_considered_successful = 1
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parry_efficiency_perfect = 100
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parry_data = list(
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PARRY_STAGGER_ATTACKER = 10
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)
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parry_failed_stagger_duration = 2 SECONDS
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parry_failed_clickcd_duration = CLICK_CD_RANGE
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parry_cooldown = 0
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@@ -9,9 +9,7 @@
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sharpness = SHARP_EDGED
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impact_effect_type = /obj/effect/temp_visual/impact_effect/judgement_cut
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/obj/item/projectile/judgement_cut/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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new /obj/effect/temp_visual/impact_effect/judgement_cut(src)
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