Nebula
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Item damage calculation rework.
Description of changes
- Removes
throwforce
,force
, various related variables. - Blows away a lot of specific var overrides of the above to clean the slate.
- Removes /twohanded and repaths the existing twohanded weapons to other types.
- Twohanding now checks slot or hand dexterity against weapon attack dexterity.
- Revisits/simplifies weapon force calculation.
- Renames several multipliers to shorter names.
TODO
- [x] Coarse retype and unification.
- [x] Update pipe wrench to play nicely with base wrench code.
- [x] Convert axes to use the various /bladed material and icon handling.
- [x] Convert spears to above.
- [x] Update gun twohanding.
- [x] Verify baseball bats work as expected.
- [x] Wielded icons for broadsword
- [x] Wielded icons for longsword
- [x] Readd base attack force to atoms that previously relied on the material damage multiplier.
- [x] Reimplement material based damage calculation.
- [x] Revisit thrown, material and wielding multipliers. Do a spreadsheet to make sure weapons are sane with a variety of materials.
- [X] Verify force and damage flag updates are correct.
- [x] Add migration txt
Why and what will this PR improve
- Cleaner code.
- More predictable, saner and cleaner damage calculation.
- Makes twohanding generally available to all item types.
- Makes force calculation more intuitive/cleaner.
Authorship
Myself.
Changelog
TODO before merge.