From f28c98590aa7611bc1b6a2a7312bf79881edbd50 Mon Sep 17 00:00:00 2001 From: Hatterhat Date: Sat, 25 Jul 2020 13:03:15 -0500 Subject: [PATCH] lowered parry windows! attack verbs! --- code/game/objects/items/weaponry.dm | 26 ++++++++++++++------------ 1 file changed, 14 insertions(+), 12 deletions(-) diff --git a/code/game/objects/items/weaponry.dm b/code/game/objects/items/weaponry.dm index 0662854a6d..6c484b7045 100644 --- a/code/game/objects/items/weaponry.dm +++ b/code/game/objects/items/weaponry.dm @@ -260,7 +260,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 w_class = WEIGHT_CLASS_BULKY force = 7 throwforce = 10 - attack_verb = list("attacked", "smacked", "bashed", "smashed", "whacked") + attack_verb = list("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 @@ -268,23 +268,23 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 item_flags = ITEM_CAN_PARRY block_parry_data = /datum/block_parry_data/bokken -/datum/block_parry_data/bokken // iteration 1: esword parry data +/datum/block_parry_data/bokken // fucked up parry data, emphasizing quicker, shorter parries parry_time_windup = 0 - parry_time_active = 25 + parry_time_active = 10 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_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_time_spindown_visual_override = 12 */ + parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // bokken users can still strike while parrying + parry_time_perfect = 1.5 // first ds isn't perfect + parry_time_perfect_leeway = 1 parry_imperfect_falloff_percent = 5 - parry_efficiency_to_counterattack = 100 + parry_efficiency_to_counterattack = 90 parry_efficiency_considered_successful = 65 // VERY generous - parry_efficiency_perfect = 100 - parry_failed_stagger_duration = 4 SECONDS - parry_cooldown = 0.5 SECONDS + parry_efficiency_perfect = 120 + parry_failed_stagger_duration = 3 SECONDS + // parry_cooldown = 0.5 SECONDS // most of this items strength *is* in parrying... 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() @@ -296,9 +296,11 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 if(harm) force -= 2 damtype = BRUTE + attack_verb = list("bashed", "smashed", "attacked") else force += 2 damtype = STAMINA + attack_verb = list("whacked", "smacked", "struck") to_chat(user, "[src] is now [harm ? "harmful" : "not quite as harmful"].") /obj/item/melee/bokken/attackby(obj/item/I, mob/living/user, params)