17 Commits

Author SHA1 Message Date
Red
963bdc022f Rethinking equipment (#1711)
* delete all modular content

* clean up

* Update guard.yml

* spear first pass

* Add imperial two-handed sword and update spear

Introduces the imperial two-handed sword with new sprites, prototype, and animations. Refines spear configuration: adjusts damage, animation, and offsets, and updates its sprites and prototype to use a new resource path. Improves melee weapon animation logic for both thrust and slash attacks.

* neck displacement

* Update neck.png

* Update migration.yml

* dagger

* Add sword prototype and refactor melee weapon swing logic

Introduces a new sword entity and associated textures. Refactors melee weapon swing logic by renaming SwingLeft to CPSwingLeft and updating related code. Adjusts animation offsets and rotation values for daggers, spears, and two-handed swords. Moves and updates dagger texture assets to a new directory structure.

* hatchet

* sickle

* Add skimitar sword entity and sprites

Introduced a new 'skimitar' sword entity with description and associated sprite assets, including icon, in-hand, and equipped states. Also updated the imperial sword's name and description for clarity.

* Add rapier weapon and adjust melee weapon balance

Introduced the imperial rapier weapon with associated prototype and textures. Increased the default single-target melee damage modifier to 1.3 and removed per-weapon clickDamageModifier overrides from dagger, spear, sword, and two-handed sword. Also increased sword base damage to 10 for better balance.

* Add iron tool/weapon variants and update wall thresholds

Introduces iron variants for pickaxe, shovel, dagger, rapier, spear, sword, and two-handed sword, including new sprites and YAML prototypes. Adjusts wall and ore vein damage thresholds for destruction and sound triggers. Updates migration.yml to map modular iron weapons to new iron variants and spawns stone blocks on stonebrick wall breakage. Also refactors dagger textures to use an 'iron' directory.

* Refactor ice dagger and adjust blacksmith skills

Replaced CP14IceDagger with CP14WeaponDaggerIce, updating its parent, stats, and components for consistency. Adjusted base dagger damage types. Blacksmith job and related melting skills are now commented out or disabled, reflecting a change in skill progression and job setup.

* Update ice_dagger.yml

* Deprecate sword mastery skills and update melee swing logic

Commented out SwordMastery, RapierMastery, and SkimitarMastery skills and removed their assignment from guard and artisan job prototypes. Renamed CPSwingLeft to SwingLeft in melee weapon code for clarity and updated related logic.

* Remove requiredSkills from anvil and furnace recipes

Eliminated the 'requiredSkills' field from all recipes in Anvil/misc.yml and furnace.yml. This simplifies recipe definitions and removes skill prerequisites for crafting these items.

* Update guard_commander.yml

* Comment out freeLearnedSkills for T1 and T2 skeletons

Disabled the freeLearnedSkills entries, including SwordMastery and SkimitarMastery, in both T1 and T2 DemiplaneAntag skeleton YAML prototypes. This change may be for balancing or testing purposes.

* Update migration.yml

* Update migration.yml

* guidebook

* r

* spear passive + hammer passive

* tool hammer + skimitar refactor

* balance tweak

* kick nerf

* TOWER DEFENCE UPDATE

* default shield refactor

* buckler (only sprites)

* Update migration.yml

* buckler parry

* some fixes

* Update T2.yml

* Update T2.yml

* Update instruments.yml

* Update migration.yml

* M O P

* war axe

* Update migration.yml

* Keen Eye skill

* arrows + bow + loadouts

* Update tools.yml

* trading

* fix

* Update misc.yml

* Update migration.yml
2025-09-06 00:59:58 +03:00
Scribbles0
220aff21eb Melee Executions (#30104)
* melee executions

* fix damage bug

* cleanup

* address reviews hopefully

* resistance bypass mechanic

* component changes

* self executions (not finished yet)

* self execs part two

* ok i fixed things (still not finished)

* finish everything

* review stuff

* nuke if (kind = special)

* more review stuffs

* Make suicide system much less hardcoded and make much more use of events

* Fix a dumb bug I introduced

* self execution popups

* Integration tests

* Why did they even take 0.5 blunt damage?

* More consistent integration tests

* Destructive equals true

* Allow it to dirty-dispose

* IS THIS WHAT YOU WANT?

* FRESH AND CLEAN

* modifier to multiplier

* don't jinx the integration tests

* no file-scoped namespace

* Move the rest of execution to shared, create SuicideGhostEvent

* handled

* Get rid of unused code and add a comment

* ghost before suicide

* stop cat suicides

* popup fix + small suicide change

* make it a bit better

---------

Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
2024-08-11 13:05:54 +10:00
DrSmugleaf
297baaca23 Add user to AttemptMeleeEvent, add ThrowItemAttemptEvent (#30193)
* Add user to AttemptMeleeEvent, add ThrowItemAttemptEvent

* Add xmldoc
2024-07-20 18:06:52 +10:00
Nemanja
9bd03824ac GORILLA Gauntlets (#23012)
* GORILLA gauntlets

* oh shit this too
2023-12-27 20:11:13 -07:00
I.K
df81532469 Change wide swing sprites to be that of the weapon used (#21050)
Co-authored-by: notquitehadouken <1isthisameme>
2023-10-18 12:12:00 +11:00
deltanedas
6db534ef86 uncloak ninja after attacking (#20892)
* raise MeleeAttackEvent on the user after swinging

* add disable bool to RevealNinja

* uncloak ninja after attacking

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-10-10 22:55:53 -04:00
metalgearsloth
5a0fc68be2 Content update for NetEntities (#18935) 2023-09-11 09:42:41 +10:00
metalgearsloth
aa8efc9a26 Melee rebalancing (#17520) 2023-08-06 12:55:38 +10:00
metalgearsloth
68480af109 Update content vectors to numerics (#17759) 2023-07-08 14:08:32 +10:00
Nemanja
37d3056809 Events all over melee (#16997) 2023-06-07 13:26:45 -07:00
Nemanja
dd044f4a91 Make melee damage not go through MeleeHitEvent.cs (#16881)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-05-28 17:03:25 +10:00
metalgearsloth
6417bb4fa0 Proto-kinetic crusher (#16277)
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2023-05-14 13:15:18 +10:00
metalgearsloth
f917440301 Lag compensation for wide attacks (#15877) 2023-05-01 15:07:17 -04:00
Chief-Engineer
8704707dbd Fix incorrect source weapon in stamina damage logs (#15778)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-04-27 11:56:51 -07:00
Vordenburg
4183b5f449 Fire MeleeHitEvent on misses. (#12867)
* Fire MeleeHitEvent when there are no targets.

* Prevent certain weapons from activating if they had no hit entities on hit.

* Prevent miss events from firing when target is yourself or was deleted.

* Use .Value as Target is already known not to be null.

* uid changes

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-02-13 12:55:39 +00:00
metalgearsloth
fb3f6fa80f Predicted stamina (#12413)
* Predicted stamina

Needed to do some semblence of predicted melee.

* Okay now done.

* Pause support

* Comment
2022-11-08 14:34:07 -06:00
metalgearsloth
f51248ecaa Melee refactor (#10897)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2022-09-29 15:51:59 +10:00