chaosvolt / cdda-arcana-mod

Arcana and Magic Items mod for Cataclysm: Dark Days Ahead
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Honed claws buff fix #294

Closed Dan1ss1mo closed 1 year ago

Dan1ss1mo commented 1 year ago

In experimental unarmed weapons have been significantly reworked. Now it only include "worn" weapons like knuckles, plus some normal armor also provide unarmed damage bonus. Claws, on the other hand, does not considered to be unarmed weapon any more. I added second version of this buff that would work with claws specifically and also add ability to used unarmed variant with unarmed weapons like mentioned in json note.

While not directly relevant to this pr, i would like to hear feedback about specifying compiteble weapons based on categories rather then specific weapons\damage types. So for example Via Gladium et Malleo would require "MEDIEVAL_SWORDS" category rather then cut damage of 20 or more. That would increase compatibility with other mods and reduce need to manually update weapon list each time new relevant weapon is added

chaosvolt commented 1 year ago

So for example Via Gladium et Malleo would require "MEDIEVAL_SWORDS" category rather then cut damage of 20 or more.

The main issue with this is it needs to be able to correctly sort out whether a weapon should benefit from the sword-related buffs or the bludgeon-related buffs. If the damage requirements are stripped out completely without accounting for that, weapons with high enough

This is also why the big two-handed weapons generally aren't included and why it's flavored as being restricted to one-handed weapons, because a blanket inclusion of them would risk bringing in weapons heavy enough to potentially trigger both halves of the material arts' buffs at the same time.

Dan1ss1mo commented 1 year ago

So for example Via Gladium et Malleo would require "MEDIEVAL_SWORDS" category rather then cut damage of 20 or more.

The main issue with this is it needs to be able to correctly sort out whether a weapon should benefit from the sword-related buffs or the bludgeon-related buffs. If the damage requirements are stripped out completely without accounting for that, weapons with high enough

This is also why the big two-handed weapons generally aren't included and why it's flavored as being restricted to one-handed weapons, because a blanket inclusion of them would risk bringing in weapons heavy enough to potentially trigger both halves of the material arts' buffs at the same time.

i see, make sense, although even zweihander does not have enough bash for this(it only has 10), so i doubt that would be the case for any vanilla weapon

chaosvolt commented 1 year ago

True, just good to check it to make sure. I also could've sworn the zweihander used to have more bashing back in the day, but will have to mess with it I guess.

Dan1ss1mo commented 1 year ago

True, just good to check it to make sure. I also could've sworn the zweihander used to have more bashing back in the day, but will have to mess with it I guess.

good, if you approve this change i would gladly help with updating experimental version