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Medieval Polearm martial arts. #31601

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merged 55 commits into from Jul 13, 2019

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commented Jun 18, 2019

Summary

SUMMARY: Content "Adds polearm martial arts and one new weapon"

Purpose of change

now that #30834 got merged the medieval martial arts became medieval swordsmanship, I thought that pole weapons and axes could use some love, so I added a martial art that makes use of some of them.

Describe the solution

Added a new martial art called Fior Di Battaglia (so much better!, thank you everyone at the forum!) that is compatible with halberds, glaives, wood axes, lobotomizers, copper axes, stone axes, makeshift glaive, fire axes, pickaxes, battleaxes, Ji, and the new lucern hammer, the martial art focuses on standing one's ground and displacing one's opponents strikes creating openings for them to be "hooked" (with the hook part of the polearms and battleaxe, the prying bit of the fire axe and the other side of the pickaxe) and pulled to the ground (either through the shoulder, the leg or using the handle to push them down), I also included a quick strike technique that is only used after a "feint" (a martial miss) deals less damaged but is fast. a simple just slightly stronger attack and a buff.

Buffs:
Stand Your Ground: -1 dodge +2 blocks, halves dodge skill and decreases blocked damage by strength.

Setup: on miss activates (it's just so you can use high round thrust)

You moved: Nullifies Stand Your Ground.

Techniques:
Displace and Hook: counters on block, knocks the enemy down, deals half weapon damage.
High Round Strike: a normal attack that deals 20% more damage.
High Round Feint: a miss that uses only 80% of move points.
High Round Stab: can only be used if you have setup buff, it takes 50% less moves and deals 66% damage except for piercing which deals 77%
Grab Break; breaks grab

Describe alternatives you've considered

Not adding anything, or adding the martial art but not the lucern hammer.

Additional context

References:
Hans Talhoffer's manual the pole weapons section specifically

Paulus Hector Mair's treatise halberd section.

Paulus Hector Mair's treatise poleaxe section. note the axe length.

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DemAvalon and others added some commits Jun 18, 2019

Update data/json/techniques.json
Co-Authored-By: ZhilkinSerg <ZhilkinSerg@users.noreply.github.com>
Update data/json/recipes/recipe_weapon.json
Co-Authored-By: ZhilkinSerg <ZhilkinSerg@users.noreply.github.com>
Update data/json/items/book/martial.json
Co-Authored-By: ZhilkinSerg <ZhilkinSerg@users.noreply.github.com>
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Please do not forget to use web-linter to format json files properly.

Update data/json/martialarts.json
Co-Authored-By: ZhilkinSerg <ZhilkinSerg@users.noreply.github.com>
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commented Jun 18, 2019

I use the web linter I just delete the extra space out of habit, sorry!

DemAvalon added some commits Jun 18, 2019

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commented Jun 18, 2019

I use the web linter I just delete the extra space out of habit, sorry!

Git needs that empty line ;)

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DemAvalon and others added some commits Jun 18, 2019

Revert "Delete mutations.json"
This reverts commit a86a7e0.
Update data/json/mutations.json
Co-Authored-By: ZhilkinSerg <ZhilkinSerg@users.noreply.github.com>
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commented Jun 21, 2019

Really? dang, I just looked at Sōjutsu and saw their static buff and copied that, crap... looking at the doc, I guess there is no way to have this buff active just while you stand still... I guess it will have to stay just the way it is then... does it need a nerf in this case?

Best way to handle it is like Sōjutsu does, use an onMove debuff with a short duration to counteract your Static buff. When you move, the onMove debuff triggers for 1 turn.
Aside from that, you might want to consider changing the Armor to a Damage Block buff. Armor is tricky because it implies that style allows your character can stop damage regardless circumstances. Baseball bat to the back of the head, ceiling falling on you, etc. Damage Block only triggers when you actively block an attack.

that... is weird... but looking at stop thrust and it does not have the defensive flag... what is the defensive flag for then, just feints?

It only applies to techniques that are never directly used in combat: feints and grab breaks. It would be more accurate to call those techniques "support" instead of "defensive".

That is not what the document told me :"melee_allowed" : true, // Means that ANY melee weapon can be used, NOT just the martial art's weapons

Did I misunderstand that? I thought it was a flag in case you wanted a technique to be usable even with a weapon that is incompatible.

I looked and you are correct. All the weapon styles are missing the allow tags, so you can just remove both of them and be fine. That document is missing a martial art attribute called allow_melee which makes everything work with all weapons.

Anyway thanks, going to go fix that stuff, really appreciate you telling me about it!

No problem, keep at it!

DemAvalon added some commits Jun 21, 2019

Changed buff.
Now it works on block and added a debuff for moving.
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commented Jun 21, 2019

Ok changed the buff to reduce damage on blocks (I hope) and added a debuff for when you move that is the opposite of stand your ground, thanks again for the help!

DemAvalon added some commits Jun 22, 2019

Revert "again."
This reverts commit e70cc6a.
Revert "Revert "again.""
This reverts commit 0c81d4d.
fixed.
accidentally cut "type": "martial_art", from swordsmanship
hoe.
hoe. hoe.
adding learn difficulty.
medieval swordsmanship did not have learn difficulty either so I added it here.
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commented Jul 9, 2019

Um... Dev people is there anything that needs changing? this is done as far as I know.

@ZhilkinSerg ZhilkinSerg self-assigned this Jul 13, 2019

@ZhilkinSerg ZhilkinSerg merged commit dee4b58 into CleverRaven:master Jul 13, 2019

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@ZhilkinSerg ZhilkinSerg removed their assignment Jul 13, 2019

@DemAvalon DemAvalon deleted the DemAvalon:Pole_martialarts branch Jul 13, 2019

"description": "Nulifies Stand Your Ground, don't move, stand there and counter!",
"strictly_melee": true,
"flat_bonuses": [ [ "block", "str", -1.0 ] ],
"mult_bonuses": [ [ "dodge", 1.0 ] ],

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geophree Jul 13, 2019

Since this is a multiplicative bonus, does it have to be 2.0 to counter the 0.5 in Stand Your Ground?

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DemAvalon Jul 14, 2019

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from what I understood and comparing with others since stand your ground has no duration the you moved debuff would override it... did it not?

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geophree Jul 14, 2019

I haven't tested it, so I can't say. I imagine if they both apply, it would multiply them both (1.0 and 0.5) together and get [ [ "dodge", 0.5 ] ].

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DemAvalon Jul 15, 2019

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Nah I just tested it yesterday, when you stand still your dodge gets reduced but when you move, it goes back to normal, so it looks like I did something right, YAY!

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