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Rebalance gang weaponry #18369

Merged
merged 10 commits into from Apr 4, 2024
Merged
6 changes: 3 additions & 3 deletions code/datums/gamemodes/gangwar.dm
Expand Up @@ -2194,7 +2194,7 @@ proc/broadcast_to_all_gangs(var/message)
desc = "A pair of nunchucks, trading some raw lethality for pain compliance."
class2 = "weapon"
price = 1200
item_path = /obj/item/nunchucks
item_path = /obj/item/nunchucks/gang
/datum/gang_item/street/switchblade
name = "Switchblade"
desc = "A stylish knife you can hide in your clothes. Special attacks are exceptional at causing heavy bleeding."
Expand Down Expand Up @@ -2274,10 +2274,10 @@ proc/broadcast_to_all_gangs(var/message)
/////////////////////////////////////////////////////////////////////
/datum/gang_item/space/discount_csaber
name = "Faux C-Saber"
desc = "It's not a c-saber, it's something from the discount rack. Some kinda kooky laser stick. It doesn't look very dangerous."
desc = "It's not a c-saber, it's something from the discount rack. Some kinda kooky laser stick. It looks pretty dangerous."
class2 = "weapon"
price = 9000
item_path = /obj/item/sword/discount
item_path = /obj/item/sword/discount/gang
/datum/gang_item/space/csaber
name = "C-Saber"
desc = "It's not a lightsaber."
Expand Down
1 change: 1 addition & 0 deletions code/modules/items/specials/ItemSpecials.dm
Expand Up @@ -1608,6 +1608,7 @@ ABSTRACT_TYPE(/datum/item_special/spark)

/datum/item_special/katana_dash/reverse
staminaCost = 10
stamina_damage = 40
reversed = 1

on_hit(var/mob/hit)
Expand Down
50 changes: 38 additions & 12 deletions code/obj/item/misc_weapons.dm
Expand Up @@ -486,6 +486,13 @@ TYPEINFO(/obj/item/sword/pink/angel)
active_stamina_dmg = 65
inactive_stamina_dmg = 30
hit_type = DAMAGE_BLUNT
var/royale_mode = TRUE
gang
active_force = 22 // a bit more lethal. as a treat.
inactive_force = 8
active_stamina_dmg = 25
inactive_stamina_dmg = 10
royale_mode = FALSE

can_reflect()
return FALSE
Expand All @@ -495,18 +502,22 @@ TYPEINFO(/obj/item/sword/pink/angel)
. += "It is set to [src.active ? "on" : "off"]."

/obj/item/sword/discount/attack(mob/target, mob/user, def_zone, is_special = FALSE, params = null)
//hhaaaaxxxxxxxx. overriding the disorient for my own effect
if (active)
hit_type = DAMAGE_BURN
else
hit_type = DAMAGE_BLUNT

if (royale_mode)
if (active)
hit_type = DAMAGE_BURN
else
hit_type = DAMAGE_BLUNT
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//returns TRUE if parried. So stop here
if (..())
return

if (active)
target.do_disorient(0, weakened = 0, stunned = 0, disorient = 30, remove_stamina_below_zero = 0)
if (royale_mode)
target.do_disorient(0, weakened = 0, stunned = 0, disorient = 30, remove_stamina_below_zero = 0)
else
target.do_disorient(0, weakened = 0, stunned = 0, disorient = 1, remove_stamina_below_zero = 0)

///////////////////////////////////////////////// Dagger /////////////////////////////////////////////////

Expand Down Expand Up @@ -583,7 +594,6 @@ TYPEINFO(/obj/item/sword/pink/angel)
throwforce = 20
stamina_cost = 5
c_flags = EQUIPPED_WHILE_HELD

setupProperties()
..()
setProperty("movespeed", -0.5)
Expand All @@ -595,16 +605,27 @@ TYPEINFO(/obj/item/sword/pink/angel)
inhand_image_icon = 'icons/mob/inhand/hand_weapons.dmi'
item_state = "ninjaknife"
force = 8
throwforce = 11
throwforce = 18
throw_range = 10
flags = FPRINT | TABLEPASS | USEDELAY //| NOSHIELD
desc = "Like many knives, these can be thrown. Unlike many knives, these are made to be thrown."
gang
name = "familiar fighting knife"
force = 21
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This is a lot of damage, more than double that of the switchblade which feels kind of wrong? Also no-one is ever going to throw something that does that much melee damage and that little disorient when thrown.

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yeah, you're right it's too high when you look at the other knives. i'll knock it down a peg. The main unique trait this brings to the table is definitely the movespeed, given it's in a swathe of other throwing options.

throwforce = 20
desc = "A light but robust combat knife that allows you to move faster in fights. It looks really familiar..."
icon_state = "combat_knife_gang"
inhand_image_icon = 'icons/mob/inhand/hand_food.dmi'
item_state = "knife"
setupProperties()
..()
setProperty("movespeed", -0.5)


throw_impact(atom/A, datum/thrown_thing/thr)
if(iscarbon(A))
var/mob/living/carbon/C = A
C.do_disorient(stamina_damage = 60, weakened = 0, stunned = 0, disorient = 40, remove_stamina_below_zero = 1)
C.do_disorient(stamina_damage = 40, weakened = 0, stunned = 0, disorient = 20, remove_stamina_below_zero = 1)
C.emote("twitch_v")
A:lastattacker = usr
A:lastattackertime = world.time
Expand Down Expand Up @@ -689,8 +710,8 @@ TYPEINFO(/obj/item/sword/pink/angel)
src.implanted(M)
src.visible_message(SPAN_ALERT("[src] gets embedded in [M]!"))
playsound(src.loc, 'sound/impact_sounds/Flesh_Cut_1.ogg', 100, 1)
H.changeStatus("weakened", 2 SECONDS)
random_brute_damage(M, 11)//embedding cares not for your armour
H.do_disorient(stamina_damage = 30, weakened = 0, stunned = 0, disorient = 20, remove_stamina_below_zero = 1)
random_brute_damage(M, 18)//embedding cares not for your armour
take_bleeding_damage(M, null, 3, DAMAGE_CUT)

/obj/item/nunchucks
Expand All @@ -711,6 +732,11 @@ TYPEINFO(/obj/item/sword/pink/angel)
stamina_cost = 20
stamina_crit_chance = 60
// pickup_sfx = 'sound/items/blade_pull.ogg'
gang
force = 12
throwforce = 6
stamina_damage = 40
stamina_crit_chance = 20
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New()
..()
Expand Down Expand Up @@ -1389,7 +1415,7 @@ TYPEINFO(/obj/item/swords/katana)
name = "reverse blade katana"
desc = "A sword whose blade is on the wrong side. Crafted by a master who grew to hate the death his weapons caused; which was weird since Oppenheimer has him beat by several orders of magnitude. Considered worthless by many, only a true virtuoso can unleash it's potential."
hit_type = DAMAGE_BLUNT
force = 18
force = 20
throw_range = 6
contraband = 5 //Fun fact: sheathing your katana makes you 100% less likely to be tazed by beepsky, probably
delimb_prob = 1
Expand Down
2 changes: 1 addition & 1 deletion code/obj/storage/gang_crate.dm
Expand Up @@ -826,7 +826,7 @@ ABSTRACT_TYPE(/obj/randomloot_spawner/medium)
dagger
tier = GANG_CRATE_GUN
spawn_loot(var/C,var/datum/loot_spawner_info/I)
spawn_item(C,I,/obj/item/dagger/syndicate/specialist,rot=45,scale_x=0.55,scale_y=0.55)
spawn_item(C,I,/obj/item/dagger/throwing_knife/gang,rot=45,scale_x=0.55,scale_y=0.55)

// GANG_CRATE_GEAR
pouch
Expand Down
Binary file modified icons/obj/items/weapons.dmi
Binary file not shown.