OK, guys, here's some new blade stats. These are untested ... but you all can help me test them too.
I'll do the guns too, in a bit. But to go on with this, we need the code to limit hit points, and we need it yesterday.
Haven't messed with the really specialty items (poisoned blades, stuff like that) yet either. Anyway, this should make every blade unique and markedly different from other types of blades, while still giving some credibility to certain blades as being "better".
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> //--------------------------------------------------------------------------------------------------------------------------------
// AXES Models and textures from SLiB Mod. Jack Davidson
//--------------------------------------------------------------------------------------------------------------------------------
// AXES: ItemIndex picIndex Price Piercing Nation (-1 for general)
// |bladeID modelID | rare | minDamage |Blocking|
// | | | picTexture | | MinLevel | | ma
amage | | | Disarm // PB: Added to enable disarming
//---------------|--|----------|----------|---|--|------|-----|---|-----|------|---|----|--|--------------------------------------
n = InitStdBlade(n,"bladeaxe3","axe3", "JD", 8, 0.90, 1, 50, 10.0, 25.0, 20, 0, "", 1); // Hatchet
n = InitStdBlade(n,"bladeaxe1","axe1", "JD", 6, 0.37, 6, 100, 10.0, 30.0, 40, 0, "", 1); // Axe
n = InitStdBlade(n,"bladeaxe2","axe2", "JD", 7, 0.25, 9, 150, 15.0, 35.0, 50, 10, "", 1); // Boarding Axe
//
// START SLiB special weapons added by KevAtl 09-03-2007
n = InitStdBlade(n,"bladelead","bladelead","JD", 16, 0.25, 7, 50, 9.0, 20.0, 0, 0, "", 1); // Bronze Knuckles
n = InitStdBlade(n,"bladeclub","bladeclub","JD", 13, 0.20, 10, 50, 4.0, 20.0, 50, 5, "", 1); // Banger Club
// END SLiB special weapons added by KevAtl 09-03-2007
//--------------------------------------------------------------------------------------------------------------------------------
// scheffnow - weaponsmod -->
if (ENABLE_WEAPONSMOD != 1 )
{
//--------------------------------------------------------------------------------------------------------------------------------
// NON Weapons-Mod Blades
//--------------------------------------------------------------------------------------------------------------------------------
// BLADES: ItemIndex picIndex Price Piercing Nation (-1 for general)
// |bladeID modelID | rare | minDamage |Blocking|
// | | | picTexture | | MinLevel | | ma
amage | | | Disarm // PB: Added to enable disarming
//---------------|--|----------|----------|---|--|------|-----|---|-----|------|---|----|--|--------------------------------------
n = InitStdBlade(n, "blade5", "blade5", 6, 9, 0.90, 0, 50, 15.0, 25.0, 5, 0, "", 0); // Dagger
n = InitStdBlade(n, "blade1", "blade1", 6, 11, 0.90, 1, 200, 30.0, 35.0, 10, 30, "", 0); // Saber
n = InitStdBlade(n, "blade2", "blade2", 6, 10, 0.90, 1, 200, 5.0, 15.0, 80, 80, "", 0); // Rapier
n = InitStdBlade(n, "blade3", "blade3", 6, 8, 0.90, 2, 200, 30.0, 50.0, 40, 5, "", 1); // Badelaire
n = InitStdBlade(n, "blade4", "blade4", 6, 7, 0.90, 2, 200, 30.0, 60.0, 30, 5, "", 1); // Cutlass
n = InitStdBlade(n, "blade6", "blade6", 6, 12, 0.50, 3, 220, 20.0, 35.0, 20, 50, "", 1); // Schiavona (pirate?)
n = InitStdBlade(n, "blade7", "blade7", 6, 13, 0.50, 3, 220, 35.0, 45.0, 40, 5, "", 1); // Yataghan
n = InitStdBlade(n, "blade8", "blade8", 3, 1, 0.50, 4, 220, 20.0, 40.0, 30, 50, "", 1); // Maltese Knight
n = InitStdBlade(n, "blade10", "blade10", 3, 3, 0.37, 6, 230, 30.0, 36.0, 40, 10, "", 1); // Piranha
n = InitStdBlade(n, "blade11", "blade11", 3, 4, 0.37, 6, 230, 20.0, 35.0, 40, 45, "", 3); // Highlander
n = InitStdBlade(n, "blade12", "blade12", 3, 5, 0.37, 7, 230, 46.0, 60.0, 70, 5, "", 1); // Dragon's Tongue (spain?)
n = InitStdBlade(n, "blade13", "blade13", 3, 6, 0.37, 7, 230, 6.0, 12.0,100,100, "", 1); // Needle
n = InitStdBlade(n, "blade15", "blade15", 3, 8, 0.25, 8, 240, 20.0, 40.0, 30, 55, "", 1); // Brazo del Colon
n = InitStdBlade(n, "blade18", "blade18", 3, 11, 0.02, 8, 250, 30.0, 40.0, 25, 30, "", 2); // Saber of Nicholas Sharp
n = InitStdBlade(n, "blade16", "blade16", 3, 9, 0.25, 9, 250, 30.0, 40.0, 45, 20, "", 1); // Tizona
n = InitStdBlade(n, "blade21", "blade21", 3, 14, 0.25, 9, 250, 40.0, 60.0, 85, 5, "", 1); // Falchion
n = InitStdBlade(n, "blade17", "blade17", 3, 10, 0.15, 10, 260, 25.0, 45.0, 30, 50, "", 1); // Flamigera
n = InitStdBlade(n, "blade19", "blade19", 3, 12, 0.15, 10, 260, 10.0, 20.0, 95, 90, "", 1); // Vagrant
n = InitStdBlade(n, "blade20", "blade20", 3, 13, 0.15, 11, 260, 30.0, 50.0, 20, 40, "", 1); // Squall
n = InitStdBlade(n, "blade9", "blade9", 3, 2, 0.10, 11, 280, 10.0, 25.0, 95, 95, "", 5); // Silver Leaf
n = InitStdBlade(n, "blade14", "blade14", 3, 7, 0.05, 12, 280, 20.0, 40.0, 30, 60, "", 5); // Conquistador
n = InitStdBlade(n, "blade22", "blade22", 3, 15, 0.05, 12, 300, 25.0, 35.0, 40, 60, "", 2); // Corsair's Pride
n = InitStdBlade(n, "blade23", "blade23", 3, 16, 0.05, 13, 300, 25.0, 40.0, 40, 30, "", 2); // Windmill Slayer
n = InitStdBlade(n, "blade25", "blade25", 6, 15, 0.02, 14, 400, 20.0, 35.0, 35, 70, "", 5); // Cardinal's Guard
n = InitStdBlade(n, "blade26", "blade26", 9, 16, 0.01, 15, 400, 10.0, 28.0,100,100, "", 6); // Solingen Rapier
n = InitStdBlade(n, "blade24", "blade24", 6, 14, 0.02, 15, 400, 35.0, 50.0, 30, 50, "", 5); // Atwood's F100 Saber
n = InitStdBlade(n, "blade27", "blade27", 6, 16, 0.02, 15, 400, 45.0, 60.0, 40, 30, "", 5); // Bosun's Choice
//n = InitStdBlade(n, "blade28", "blade22", 3, 15, 0.00, 12, 300, 25.0, 35.0, 40, 70, "", 2); // Francis Drake's Sword // KevAtl renamed to bladeFD
// SLiB
n = InitStdBlade(n, "blade28", "blade28", 9, 15, 0.40, 5, 200, 30.0, 40.0, 10, 10, "", 1); // Shamshir (SLiB KevAtl) - replaces Drakes's sword (now bladeFD)
n = InitStdBlade(n, "blade29", "blade29", 9, 14, 0.20, 9, 220, 20.0, 40.0, 40, 40, "", 1); // Chieftan / Broadsword (SLiB KevAtl)
n = InitStdBlade(n, "blade30", "blade30", 9, 13, 0.20, 9, 220, 20.0, 25.0, 60, 55, "", 1); // Dueling Saber (SLiB KevAtl)
n = InitStdBlade(n, "blade31", "blade31", 9, 12, 0.15, 10, 240, 30.0, 40.0, 50, 10, "", 2); // Snake Head (SLiB KevAtl)
n = InitStdBlade(n, "blade32", "blade32", 9, 11, 0.05, 13, 300, 35.0, 50.0, 30, 15, "", 2); // Damascus Shamshir (SLiB KevAtl)
n = InitStdBlade(n, "blade33", "blade33", 9, 10, 0.05, 13, 300, 30.0, 50.0, 35, 20, "", 2); // Black Sea Yataghan (SLiB KevAtl)
n = InitStdBlade(n, "blade34", "blade34", 9, 9, 0.04, 14, 350, 30.0, 40.0, 50, 20, "", 5); // Dragon's Head (SLiB KevAtl)<!--c2--></div><!--ec2-->
Logic is as follows - higher block penetration if a weapon is faster, or if it is nose-heavy and can be used to beat an enemy block aside. Higher blocking if a weapon is fast ... blocks do you no good if they don't arrive in time. Damage is pretty self-explanatory - big, scary weapons are more damaging than barbecue skewers. Nicer weapons should have some advantages over the lesser weapons of their type, but usually not as much as you might think. Very different weapons, however, should require different tactics to use them effectively.
"These toys are fit for children, not for men, for straggling boys of the camp to murder poultry, not for men of honor to try the battle with their foes."
- George Silver, "Paradoxes of Defence", 1599 ... talking about Italian rapiers.