lowered parry windows! attack verbs!

This commit is contained in:
Hatterhat
2020-07-25 13:03:15 -05:00
parent eb6cb1151c
commit f28c98590a
+14 -12
View File
@@ -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, "<span class='notice'>[src] is now [harm ? "harmful" : "not quite as harmful"].</span>")
/obj/item/melee/bokken/attackby(obj/item/I, mob/living/user, params)