It's all codersprites?

Always has been.
This commit is contained in:
lolman360
2020-08-23 16:51:55 +10:00
parent 1146ed0d1f
commit 2a3ada511e
8 changed files with 180 additions and 69 deletions
+80 -33
View File
@@ -1,29 +1,3 @@
//TODO: OBTAILABILITY, ANVIL TYPES, HAMMER TYPES, INGOTS
/*
sords:
broadsword [x]
gladius [x]
dirk [x]
zweihander [x]
sabre
rapier
scimitar
katana [x]
polearms:
halberd [x]
glaive [x]
javelin [x]
pike
misc:
blacksmith's hammer [x]
scythe [x]
axe
coghead club
pickaxes [x]
*/
/obj/item/melee/smith
name = "base class obj/item/melee/smith" //tin. handles overlay and quality and shit.
@@ -32,6 +6,9 @@ pickaxes [x]
icon_state = "mace_greyscale"
item_state = "mace_greyscale"
material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON //yeah ok
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
force = 10
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
@@ -55,7 +32,7 @@ pickaxes [x]
/obj/item/melee/smith/twohand
item_flags = NEEDS_PERMIT //it's a bigass sword/spear. beepsky is going to give you shit for it.
wielded_mult = 1.75
w_class = WEIGHT_CLASS_BULKY
/obj/item/melee/smith/twohand/ComponentInitialize()
. = ..()
@@ -125,6 +102,7 @@ pickaxes [x]
name = "halberd"
icon_state = "halberd"
overlay_state = "spearhandle"
slot_flags = ITEM_SLOT_BACK
/obj/item/melee/smith/twohand/halberd/ComponentInitialize()
. = ..()
@@ -135,6 +113,7 @@ pickaxes [x]
icon_state = "javelin"
overlay_state = "longhandle"
wielded_mult = 1.5
slot_flags = ITEM_SLOT_BACK
/obj/item/melee/smith/twohand/javelin/ComponentInitialize()
@@ -145,17 +124,24 @@ pickaxes [x]
name = "glaive"
icon_state = "glaive"
overlay_state = "longhandle"
slot_flags = ITEM_SLOT_BACK
/obj/item/melee/smith/twohand/glaive/ComponentInitialize()
. = ..()
AddComponent(/datum/component/jousting)
/obj/item/melee/smith/twohand/pike
name = "pike"
icon_state = "pike"
overlay_state = "longhandle"
reach = 2 //yeah ok
slot_flags = ITEM_SLOT_BACK
//////////////////////////
// Other Melee //
///////////////////////////
/obj/item/melee/smith/axe
name = "axe"
item_flags = NEEDS_PERMIT
/obj/item/melee/smith/hammer//blacksmithing, not warhammer.
name = "hammer"
@@ -169,7 +155,9 @@ pickaxes [x]
/obj/item/melee/smith/cogheadclub
name = "coghead club"
icon_state = "coghead"
item_flags = NEEDS_PERMIT
overlay_state = "stick"
/obj/item/melee/smith/shortsword
name = "gladius"
@@ -177,11 +165,37 @@ pickaxes [x]
icon_state = "gladius"
overlay_state = "gladiushilt"
/obj/item/melee/smith/shortsword/scimitar
name = "scimitar"
icon_state = "scimitar"
overlay_state = "scimitarhilt"
/obj/item/melee/smith/wakizashi
name = "wakizashi"
item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
icon_state = "waki"
overlay_state = "wakihilt"
block_parry_data = /datum/block_parry_data/waki
/datum/block_parry_data/waki //like longbokken but worse reflect
parry_stamina_cost = 6
parry_time_windup = 0
parry_time_active = 15 //decent window
parry_time_spindown = 0
parry_time_perfect = 2
parry_time_perfect_leeway = 0.75
parry_imperfect_falloff_percent = 7.5
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 80
parry_efficiency_perfect = 120
parry_failed_stagger_duration = 3 SECONDS
parry_data = list(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 1.9)
/obj/item/melee/smith/twohand/broadsword
name = "broadsword"
icon_state = "broadsword"
overlay_state = "broadhilt"
force = 11
force = 9
wielded_mult = 1.8
/obj/item/melee/smith/twohand/zweihander
@@ -189,7 +203,7 @@ pickaxes [x]
icon_state = "zweihander"
overlay_state = "zweihilt"
force = 4
wielded_mult = 3
wielded_mult = 3 //affected more by quality. a -1 is 25% less damage, a +1 is 25% more. These bonuses are tripled when wielded.
/obj/item/melee/smith/twohand/katana
name = "katana"
@@ -198,7 +212,40 @@ pickaxes [x]
force = 7
wielded_mult = 2
item_flags = ITEM_CAN_PARRY | UNIQUE_RENAME //want to name your katana "DEMON BLADE" or some shit? go ahead, idiot.
block_parry_data = /datum/block_parry_data/captain_saber
block_parry_data = /datum/block_parry_data/captain_saber //todo
/obj/item/melee/smith/sabre
name = "sabre"
icon_state = "sabre"
overlay_state = "sabrehilt"
armour_penetration = 15
force = 9
hitsound = 'sound/weapons/rapierhit.ogg'
item_flags = NEEDS_PERMIT | ITEM_CAN_PARRY
block_parry_data = /datum/block_parry_data/captain_saber //yeah this is fine i guess
/obj/item/melee/smith/sabre/rapier
name = "rapier"
icon_state = "rapier"
overlay_state = "rapierhilt"
force = 6 //less force, stronger parry
armour_penetration = 30
block_parry_data = /datum/block_parry_data/smithrapier
/datum/block_parry_data/smithrapier //parry into riposte. i am pretty sure this is going to be nearly fucking impossible to land.
parry_stamina_cost = 12 //dont miss
parry_time_active = 4
parry_time_perfect = 2
parry_time_perfect_leeway = 2
parry_failed_stagger_duration = 3 SECONDS
parry_failed_clickcd_duration = 3 SECONDS
parry_time_windup = 0
parry_time_spindown = 0
parry_imperfect_falloff_percent = 0
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 120
parry_efficiency_perfect = 120
parry_data = list(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 4)
//unique hammers
/obj/item/melee/smith/hammer/toolbox