Adds a new version of bokken, cleans up some unnecessary code, completely redoes several bokken related sprites
This commit is contained in:
@@ -76,8 +76,9 @@
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name = "Training Bokken"
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result = /obj/item/melee/bokken
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tools = list(TOOL_SCREWDRIVER)
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reqs = list(/obj/item/stack/sheet/mineral/wood = 10,
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/obj/item/stack/sheet/durathread = 2,
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reqs = list(/obj/item/bokken_blade = 1,
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/obj/item/bokken_hilt = 1,
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/obj/item/stack/sheet/cloth = 2,
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/obj/item/stack/sheet/leather = 1)
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time = 60
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category = CAT_WEAPONRY
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@@ -87,9 +88,9 @@
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name = "Training Wakizashi Bokken"
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result = /obj/item/melee/bokken/waki
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tools = list(TOOL_SCREWDRIVER)
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reqs = list(/obj/item/stack/sheet/mineral/wood = 5,
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/obj/item/stack/sheet/cloth = 1,
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/obj/item/stack/sheet/leather = 1)
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reqs = list(/obj/item/wakibokken_blade = 1,
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/obj/item/bokken_hilt = 1,
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/obj/item/stack/sheet/cloth = 1)
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time = 40
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category = CAT_WEAPONRY
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subcategory = CAT_MELEE
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@@ -456,3 +457,51 @@
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time = 20
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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// BOKKEN CRAFTING
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/datum/crafting_recipe/bokken_blade
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name = "Training Bokken Blade"
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result = /obj/item/bokken_blade
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tools = list(/obj/item/hatchet)
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reqs = list(/obj/item/stack/sheet/mineral/wood = 5)
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time = 20
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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/datum/crafting_recipe/wakibokken_blade
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name = "Training Wakizashi Bokken Blade"
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result = /obj/item/wakibokken_blade
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tools = list(/obj/item/hatchet)
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reqs = list(/obj/item/stack/sheet/mineral/wood = 2)
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time = 20
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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/datum/crafting_recipe/bokken_ironblade
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name = "Training Ironwood Bokken Blade"
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result = /obj/item/bokken_ironblade
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tools = list(/obj/item/hatchet, TOOL_WELDER)
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reqs = list(/obj/item/grown/log/steel = 2)
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time = 20
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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/datum/crafting_recipe/wakibokken_blade
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name = "Training Wakizashi Ironwood Bokken Blade"
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result = /obj/item/wakibokken_ironblade
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tools = list(/obj/item/hatchet, TOOL_WELDER)
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reqs = list(/obj/item/grown/log/steel = 1)
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time = 20
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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/datum/crafting_recipe/bokken_hilt
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name = "Training Bokken hilt"
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result = /obj/item/bokken_hilt
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tools = list(/obj/item/hatchet)
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reqs = list(/obj/item/stack/sheet/mineral/wood = 5,
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/obj/item/stack/sheet/cloth = 2)
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time = 20
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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@@ -296,7 +296,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
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w_class = WEIGHT_CLASS_BULKY
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force = 8 //how much harm mode damage we do
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force = 10 //how much harm mode damage we do
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var/stamina_damage_increment = 5 //how much extra damage do we do when in non-harm mode
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throwforce = 10
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damtype = STAMINA
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@@ -310,11 +310,13 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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var/quick_parry = FALSE // false = default parry, true = really small parry window
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item_flags = ITEM_CAN_PARRY
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block_parry_data = /datum/block_parry_data/bokken
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var/default_parry_data = /datum/block_parry_data/bokken
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var/quick_parry_data = /datum/block_parry_data/bokken/quick_parry
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bare_wound_bonus = 0
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wound_bonus = 0
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/datum/block_parry_data/bokken // fucked up parry data, emphasizing quicker, shorter parries
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parry_stamina_cost = 8 // be wise about when you parry, though, else you won't be able to fight enough to make it count
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parry_stamina_cost = 10 // be wise about when you parry, though, else you won't be able to fight enough to make it count
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parry_time_windup = 0
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parry_time_active = 10 // small parry window
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parry_time_spindown = 0
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@@ -330,11 +332,11 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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)
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parry_failed_stagger_duration = 3 SECONDS
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parry_data = list(
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PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 2.5, // 7*2.5 = 17.5, 8*2.5 = 20, 9*2.5 = 22.5, 10*2.5 = 25
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PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 2.5, // 10*2.5 = 25, 11*2.5 = 27.5, 12*2.5 = 30, 13*2.5 = 32.5
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)
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/datum/block_parry_data/bokken/quick_parry // emphasizing REALLY SHORT PARRIES
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parry_stamina_cost = 6 // still more costly than most parries, but less than a full bokken parry
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parry_stamina_cost = 8 // still more costly than most parries, but less than a full bokken parry
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parry_time_active = 5 // REALLY small parry window
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parry_time_perfect = 2.5 // however...
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parry_time_perfect_leeway = 2 // the entire time, the parry is perfect
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@@ -371,9 +373,9 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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. = ..()
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quick_parry = !quick_parry
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if(quick_parry)
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block_parry_data = /datum/block_parry_data/bokken/quick_parry
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block_parry_data = quick_parry_data
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else
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block_parry_data = /datum/block_parry_data/bokken
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block_parry_data = default_parry_data
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to_chat(user, "<span class='notice'>[src] is now [quick_parry ? "emphasizing shorter parries, forcing you to riposte or be staggered" : "emphasizing longer parries, with a shorter window to riposte but more forgiving parries"].</span>")
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/obj/item/melee/bokken/attackby(obj/item/I, mob/living/user, params)
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@@ -410,6 +412,14 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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if(burnt)
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. += " Burned into the \"blade\" is [burned_in]."
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/obj/item/melee/bokken/ironwood
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name = "ironwood bokken"
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desc = "A misnomer of sorts, this is effectively a blunt katana made from ironwood, a dense organic wood derived from ironcaps. Why ironwood? Druids can use it. Duh."
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icon_state = "bokken_iron"
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item_state = "bokken_iron"
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force = 12
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stamina_damage_increment = 3
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/obj/item/melee/bokken/waki
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name = "wakizashi bokken"
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desc = "A space-Japanese training sword made of wood and shaped like a wakizashi."
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@@ -417,26 +427,61 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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item_state = "wakibokken"
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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force = 7
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force = 6
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stamina_damage_increment = 4
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block_parry_data = /datum/block_parry_data/bokken/waki
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default_parry_data = /datum/block_parry_data/bokken/waki
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quick_parry_data = /datum/block_parry_data/bokken/waki/quick_parry
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/datum/block_parry_data/bokken/waki // weaker parries than the bigger variant, but cheaper and faster recovery, like quick parry
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parry_stamina_cost = 4
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parry_time_windup = 0
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parry_time_active = 6
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parry_time_spindown = 0
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parry_time_perfect = 1.5
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parry_time_perfect_leeway = 1
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parry_imperfect_falloff_percent = 7.5
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parry_efficiency_to_counterattack = 120
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parry_efficiency_considered_successful = 65
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parry_efficiency_perfect = 120
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parry_efficiency_perfect_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 30,
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)
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parry_failed_stagger_duration = 2 SECONDS
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parry_data = list(
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PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 1.5, // 6*1.5 = 9, 7*1.5 = 10.5, 8*1.5 = 12, 9*1.5 = 13.5
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)
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/datum/block_parry_data/bokken/waki/quick_parry //For the parry spammer in you
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parry_stamina_cost = 2 // Slam that parry button
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parry_time_active = 2.5
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parry_time_perfect = 1
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parry_time_perfect_leeway = 1
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parry_failed_stagger_duration = 1 SECONDS
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parry_failed_clickcd_duration = 1 SECONDS
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/datum/block_parry_data/bokken/waki/quick_parry/proj
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parry_efficiency_perfect_override = list()
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/obj/item/melee/bokken/waki/ironwood
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name = "wakizashi ironwood bokken"
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desc = "A misnomer of sorts, this is effectively a blunt wakizashi made from ironwood, a dense organic wood derived from ironcaps. Why ironwood? Druids can use it. Duh."
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icon_state = "wakibokken_iron"
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item_state = "wakibokken_iron"
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force = 8
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stamina_damage_increment = 2
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/obj/item/melee/bokken/debug
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name = "funny debug parrying stick"
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desc = "if you see this you've fucked up somewhere my good man"
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block_parry_data = /datum/block_parry_data/bokken/debug
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/obj/item/melee/bokken/debug/AltClick(mob/user)
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quick_parry = !quick_parry
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if(quick_parry)
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block_parry_data = /datum/block_parry_data/bokken/quick_parry/debug
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else
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block_parry_data = /datum/block_parry_data/bokken/debug
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to_chat(user, "<span class='notice'>[src] is now [quick_parry ? "emphasizing shorter parries, forcing you to riposte or be staggered" : "emphasizing longer parries, with a shorter window to riposte but more forgiving parries"].</span>")
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default_parry_data = /datum/block_parry_data/bokken/debug
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quick_parry_data = /datum/block_parry_data/bokken/quick_parry/debug
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/datum/block_parry_data/bokken/debug
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parry_efficiency_perfect_override = list()
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parry_data = list(
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PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 2.5, // 7*2.5 = 17.5, 8*2.5 = 20, 9*2.5 = 22.5, 10*2.5 = 25
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PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 2.5, // 10*2.5 = 25, 11*2.5 = 27.5, 12*2.5 = 30, 13*2.5 = 32.5
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PARRY_DISARM_ATTACKER = TRUE,
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PARRY_KNOCKDOWN_ATTACKER = 10,
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PARRY_STAGGER_ATTACKER = 10,
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@@ -446,13 +491,63 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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/datum/block_parry_data/bokken/quick_parry/debug
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parry_efficiency_perfect_override = list()
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parry_data = list(
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PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 2.5, // 7*2.5 = 17.5, 8*2.5 = 20, 9*2.5 = 22.5, 10*2.5 = 25
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PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 2.5, // 10*2.5 = 25, 11*2.5 = 27.5, 12*2.5 = 30, 13*2.5 = 32.5
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PARRY_DISARM_ATTACKER = TRUE,
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PARRY_KNOCKDOWN_ATTACKER = 10,
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PARRY_STAGGER_ATTACKER = 10,
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PARRY_DAZE_ATTACKER = 10,
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)
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/// BOKKEN CRAFTNG PIECES
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/obj/item/bokken_blade
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name = "training bokken wooden blade"
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desc = "The blade piece of a bokken katana."
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icon = 'icons/obj/smith.dmi'
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icon_state = "bokken"
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item_state = "bone_dagger"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/bokken_ironblade
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name = "training bokken ironwood blade"
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desc = "The blade piece of a ironwood bokken katana."
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icon = 'icons/obj/smith.dmi'
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icon_state = "bokken_iron"
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item_state = "switchblade_ext"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/wakibokken_blade
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name = "training bokken wooden wakizashi blade"
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desc = "The blade piece of a bokken wakizashi."
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icon = 'icons/obj/smith.dmi'
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icon_state = "wakibokken"
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item_state = "bone_dagger"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/wakibokken_ironblade
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name = "training bokken ironwood wakizashi blade"
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desc = "The blade piece of a ironwood bokken katana."
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icon = 'icons/obj/smith.dmi'
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icon_state = "wakibokken_iron"
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item_state = "switchblade_ext"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/bokken_hilt
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name = "training bokken hilt"
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desc = "The hilt piece of a bokken. This hilt is appropriate for any potential blade length or material."
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icon = 'icons/obj/smith.dmi'
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icon_state = "bokken_hilt"
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item_state = "bone_dagger"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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/obj/item/wirerod
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name = "wired rod"
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Block a user