altclick for fucked up parries! also bugfixes
This commit is contained in:
@@ -251,45 +251,53 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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/obj/item/melee/bokken // parrying stick
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name = "bokken"
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desc = "A space-Japanese training sword made of wood and shaped like a katana. Probably not relevant in D20."
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desc = "A space-Japanese training sword made of wood and shaped like a katana."
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icon_state = "bokken"
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item_state = "bokken"
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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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slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
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w_class = WEIGHT_CLASS_BULKY
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force = 7
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force = 9
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throwforce = 10
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attack_verb = list("bashed", "smashed", "whacked")
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damtype = STAMINA
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attack_verb = list("whacked", "smacked", "struck")
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total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
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hitsound = 'sound/weapons/grenadelaunch.ogg' // no good wood thunk sounds
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var/harm = TRUE // TRUE = brute, FALSE = stam
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var/harm = FALSE // TRUE = brute, FALSE = stam
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var/reinforced = FALSE
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var/burnt = FALSE
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var/burned_in // text you burned in (with a welder)
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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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bare_wound_bonus = 15 // having your leg smacked by a wooden stick is probably not great for it if it's naked
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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 = 9 // 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 = 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_time_windup = 0
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parry_time_active = 10
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parry_time_active = 10 // small parry window
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parry_time_spindown = 0
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// we want to signal to players the most dangerous phase, the time when automatic counterattack is a thing.
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/* parry_time_windup_visual_override = 1
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parry_time_active_visual_override = 3
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parry_time_spindown_visual_override = 12 */
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// parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // bokken users can no longer strike while parrying
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parry_time_perfect = 1.5 // first ds isn't perfect
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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 = 100
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parry_efficiency_considered_successful = 65 // VERY generous
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parry_efficiency_perfect = 120
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parry_failed_stagger_duration = 3 SECONDS
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// parry_cooldown = 0.5 SECONDS // most of this items strength *is* in parrying...
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parry_data = list(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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/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_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 = 1.25 // the entire time, the parry is perfect
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parry_failed_stagger_duration = 1 SECOND
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parry_failed_clickcd_duration = 1 SECOND // more forgiving punishments for missed parries
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// still, don't fucking miss your parries or you're down stamina and staggered to shit
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/obj/item/melee/bokken/Initialize()
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. = ..()
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AddElement(/datum/element/sword_point)
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@@ -300,7 +308,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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force -= 2
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damtype = BRUTE
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attack_verb = list("bashed", "smashed", "attacked")
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bare_wound_bonus = 15
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bare_wound_bonus = 15 // having your leg smacked by a wooden stick is probably not great for it if it's naked
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wound_bonus = 0
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else
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force += 2
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@@ -310,17 +318,28 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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wound_bonus = 0
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to_chat(user, "<span class='notice'>[src] is now [harm ? "harmful" : "not quite as harmful"].</span>")
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/obj/item/melee/bokken/AltClick(mob/user)
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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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else
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block_parry_data = /datum/block_parry_data/bokken
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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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if(istype(I, /obj/item/pen))
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var/new_name = stripped_input(user, "What do you wish to name [src]?", "New Name", "bokken", 30)
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if(new_name)
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name = new_name
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if(I.tool_behaviour == TOOL_WELDER)
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var/burned_in = stripped_input(user, "What do you wish to burn into [src]?", "Burnt Inscription","", 140)
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if(burned_in)
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desc = initial(desc) + " Burned into the \"blade\" is [burned_in]."
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icon_state += "_burnt"
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item_state += "_burnt"
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var/new_burn = stripped_input(user, "What do you wish to burn into [src]?", "Burnt Inscription","", 140)
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if(new_burn)
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burned_in = new_burn
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if(!burnt)
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icon_state += "_burnt"
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item_state += "_burnt"
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burnt = TRUE
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update_icon()
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update_icon_state()
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if(istype(I, /obj/item/stack/rods))
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@@ -333,6 +352,15 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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else
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to_chat(user, "<span class='notice'>[src] already has a weight slid into the hilt.")
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/obj/item/melee/bokken/examine(mob/user)
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. = ..()
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if(quick_parry)
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. += " [src] is gripped in a way to emphasize quicker parries."
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if(reinforced)
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. += " There's a metal rod shoved into the base."
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if(burnt)
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. += " Burned into the \"blade\" is [burned_in]."
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/obj/item/wirerod
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name = "wired rod"
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desc = "A rod with some wire wrapped around the top. It'd be easy to attach something to the top bit."
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