-
-
Notifications
You must be signed in to change notification settings - Fork 681
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Tonfa updates #11200
Tonfa updates #11200
Conversation
Why the pushback to prevent chains? I thought the whole reason for the tonfa was comboing hitchains? |
There is nothing special about the tonfa for combing or hit-chaining, it is a standard melee weapon by all accounts. The push-back is to prevent the knock-down being an immediate win by giving the other person a short chance before the next attack, and to give them the advantage of being in the defending position. |
huh. fair enough. Is the knockdown longer then? Because it used to be just like a small stumble. Otherwise you're kinda hitting your enemy to give them an advantage. |
Knockdown ranges from 0 to 4 seconds between 22 and 72 damage. |
Would it be possible to include a short video showcasing the knockdown-push back of the Tonfa alongside the action of critting someone? The rest seems fair enough to have it on a table, I recall you've shown recordings for testing evidence in the past like in your slowdown PR's. You can't really give a good feedback or to confirm the testing evidence solely based on a screenshot that show some naked spacemen, i, and i'm sure others, would greatly appreciate a video for testing evidence. As for the rest it seems these are good balancing changes for the Tonfa That's all thank you. |
Ah yea, my laptop is on windows 11 so PRs on that always have video since it's built into snipping tool but anything on my PC is pictures. |
Would you consider making tonfa the same size as batons? This was one of the bigger upsides it had alongside emp immunity - they take up half the size of a baton. |
Okay |
It should also take up the same slot on the sec belt as the stun baton so you can't carry two baton type items on you at a time just saying. |
MERGE IT ALREADY!!!! |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I would still like to see the Tonfa as a large sized item, but not enough to block this.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Code looks alright, but I think Bacon should merge this himself when he thinks it's good to go.
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
It took me a long while to make this weapon. I don't know if the result of my work reflected my goals or intentions. It was meant to be a Roleplayers weapon. Hits to the legs would sometimes trip the target, but it wasnt anything useful, it was like half a second or so accompanied by a banana peel sound effect. I remember at that time, I had decided to make the weapon rather weak. But I was told otherwise. I was told to increase the damage, which was something I didn't really want to do to begin with. Its all well and good with cleaning up my awful code and all that, but I think this basically kills what I had envisioned for the weapon. It becomes another boring tool. Another Stun baton, which was what no one wanted it to become. I know you know better than me, and that I'm probably wrong and speaking on behalf of my idea. But please, please consider just cleaning the code, making the weapon bigger and nerfing the damage, but keeping the weapon and its unique skills as they are. This was meant to be a flavor weapon, for RP, for people who enjoy that 1v1 with the unruly bar patron armed with a stool. Please please consider my words, even if you decide to go against them. |
Whoever made this did not understand why I made the tonfa AT ALL. "Using the tonfa is a nightmare. I understand it is intended to be used as a backup currently, but it doesn't do enough stamina damage to knock someone out usually requiring upwards of 6-7 hits." No it was not. At all. As I've stated previously. That high amount of hits was ideal, and I wanted it to be like 10 at the time. I beg, revert these damage changes, see how the meta shifts for a week or so and make a final decision. |
@@ -299,6 +299,7 @@ | |||
if (H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) | |||
return | |||
if(check_martial_counter(H, user)) | |||
log_combat(user, target, "attampted to attack", src, "(blocked by martial arts)") |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
spelling
code/game/objects/items/shields.dm
Outdated
@@ -104,7 +104,7 @@ | |||
transparent = TRUE | |||
|
|||
/obj/item/shield/riot/attackby(obj/item/W, mob/user, params) | |||
if(istype(W, /obj/item/melee/baton)) | |||
if(istype(W, /obj/item/melee/baton) || istype(W, /obj/item/melee/tonfa)) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
should probably include /obj/item/melee/classic_baton subtypes too, no?
It should clunk if I hit it with a tonfa, stunbaton, Billy club, or det baton
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I'll let it work for any melee weapon that isn't sharp
All in all, I realise that making unique weapons without combat mode is near impossible, so this is the best that you get for now.
About The Pull Request
Changes several aspects about the tonfa, simplifies a lot of the behaviour (since it was unnecessarilly complex) and tries to keep some unique behaviours.
Unarmoured:
Security Armour:
Captain Armour:
Why It's Good For The Game
The previous tonfa used bodyzone targeting code incorrectly, had some very complicated logic for what should be simple behaviours and had some things that people didn't find fun. I'm not a fan of having more security weapons that need balancing, but at least there are some unique properties to justify its existence.
The tonfa is a stun baton with EMP immunity, so it should be slightly worse than it while still having at least some unique element to give it a reason to exist.
Testing Photographs and Procedure
See testing tables above for results.
Changelog
🆑
code: Significant code improvements on the tonfa.
balance: Tonfa no longer causes unconciousness or paralysis, instead using regular stamina damage.
balance: Tonfa's damage has been standardised to make it easier to balance.
balance: Tonfa leg attack causes knockdown and pushback if the target has enough stamina damage.
balance: Tonfa is now the same size as the baton
/:cl: