From e23d5810e3b993b8ea6d13e7c4a4568645200acb Mon Sep 17 00:00:00 2001 From: FalloutFalcon Date: Sun, 29 Sep 2024 14:10:40 -0500 Subject: [PATCH] sword change --- code/game/objects/items/melee/sword.dm | 22 +++------------------- 1 file changed, 3 insertions(+), 19 deletions(-) diff --git a/code/game/objects/items/melee/sword.dm b/code/game/objects/items/melee/sword.dm index 6cf0739e87cf..bf2c6134b7e9 100644 --- a/code/game/objects/items/melee/sword.dm +++ b/code/game/objects/items/melee/sword.dm @@ -13,30 +13,17 @@ sharpness = IS_SHARP armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) resistance_flags = FIRE_PROOF - var/self_stam_const = 10 - var/self_stam_coef = 1 - var/riposte = PARRY_RIPOST - /// Lock parrying to only work while transformed - var/parry_transformed = FALSE /obj/item/melee/sword/ComponentInitialize() . = ..() AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results. - AddComponent( \ - /datum/component/parry, \ - _stamina_constant = self_stam_const, \ - _stamina_coefficient = self_stam_coef, \ - _parryable_attack_types = NON_PROJECTILE_ATTACKS, \ - _riposte = riposte, \ - _requires_activation = parry_transformed, \ - ) //cruft /obj/item/melee/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) if(attack_type == PROJECTILE_ATTACK) final_block_chance = projectile_block_chance //Don't bring a sword to a gunfight return ..() - + /obj/item/melee/sword/claymore name = "claymore" desc = "What are you standing around staring at this for? Get to killing!" @@ -44,7 +31,7 @@ item_state = "claymore" force = 30 throwforce = 10 - block_chance = 20 + block_chance = 40 max_integrity = 200 /obj/item/melee/sword/claymore/Initialize() @@ -115,14 +102,11 @@ item_state = "sabre" force = 15 throwforce = 10 - block_chance = 0 + block_chance = 60 armour_penetration = 75 attack_verb = list("slashed", "cut") hitsound = 'sound/weapons/rapierhit.ogg' custom_materials = list(/datum/material/iron = 1000) - self_stam_const = 5 - self_stam_coef = 0.5 - riposte = 0.25 SECONDS /obj/item/melee/sword/sabre/on_enter_storage(datum/component/storage/concrete/S) var/obj/item/storage/belt/sabre/B = S.real_location()