Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Thrown Weapons / Sporting Goods Section  (Read 2748 times)

Iituem

  • Bay Watcher
    • View Profile
Thrown Weapons / Sporting Goods Section
« on: January 08, 2011, 06:02:37 pm »

Now Introducing the Sporting Goods Section!

Innocent Akbar's Pawn Shop has expanded to include a new section devoted to sporting goods!  Here you can buy various pieces of sporting equipment for your personal entertainment, including;

Boomerangs - An entertaining little toy, this boomerang comes complete with RadioReturn(tm) technology, ensuring that your boomerang always comes back to your hand!  Sure it doesn't pack much of a punch, but at least you don't have to buy spares!

Throwing Knives - Comes with a fashionable faux-leather bandolier!  These well-balanced blades come in packs of 20, perfect for tournaments or throwing knife boards!  Warning: Knives capable of lethal force.

Paint Guns - Available in both pistol and rifle forms, these trendy paint markers will allow you to practise at shooting without fear of ever actually killing a target!  Warning:  Theoretically possible, though unlikely, to harm with this product.

Bokkens - Perfect for practising your swordplay without any of the mess of severed limbs anywhere!



Last Edit:  De-registered boomerangs as 'thrown' weapons - else you can only throw one boomerang at a time.




Spoiler: Bladed Boomerang (click to show/hide)
« Last Edit: January 10, 2011, 03:38:22 pm by Iituem »
Logged
Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Neonivek

  • Bay Watcher
    • View Profile
Re: Thrown Weapons?
« Reply #1 on: January 09, 2011, 04:31:10 am »

Ok while I realise Boomerangs were weapons in real life... I am not sure these count.

Why are ordinary Boomerangs threatening?
Logged

Kay12

  • Bay Watcher
  • Fighting for Elite Liberal values since 2009!
    • View Profile
Re: Thrown Weapons?
« Reply #2 on: January 09, 2011, 05:17:00 am »

They're made out of sharpness.
Logged
Try Liberal Crime Squad, an excellent Liberal Crime adventure game by Toady One and the open source community!
LCS in SourceForge - LCS Wiki - Forum thread for 4.04

Iituem

  • Bay Watcher
    • View Profile
Re: Thrown Weapons?
« Reply #3 on: January 09, 2011, 04:41:37 pm »

Why are spraycans threatening?  Well, mouths full of aerosols I guess.  I've de-threatened boomerangs, but not bladekind.

I've expanded the 'Sporting Goods' section to include a slightly wider variety and to allow three new kinds of 'training' weapon, plus ammo for two of them; Bokkens, Paint Guns and Paint Rifles.  All three weapons do meagre damage, though the bokken does damage comparable to a nightstick.  There are no paint shotguns or paint SMGs available, though.  I initially did BB guns, then redid them to a more 'fun' alternative.  The bonus is that you can also graffiti with these - possibly by just shooting the world 'LCS' into the wall.

Just paste the below into the appropriate xml files.


For weapons.xml:

Code: [Select]
    <weapontype idname="WEAPON_BOOMERANG">
        <name>Boomerang</name>
        <name_future>Zoomerang</name_future>
        <can_take_hostages>true</can_take_hostages>
        <fencevalue>10</fencevalue>
        <size>5</size>
        <attack>
            <priority>1</priority>
            <attack_description>hurls a boomerang at</attack_description>
            <strength_min>1</strength_min>
            <strength_max>4</strength_max>
            <skill>THROWING</skill>
            <random_damage>61</random_damage>
            <fixed_damage>10</fixed_damage>
            <bruises>true</bruises>
        </attack>
    </weapontype>

    <weapontype idname="WEAPON_BOOMERANG_BLADED">
        <name>Bladed Boomerang</name>
        <name_future>Death Frisbee</name_future>
        <can_take_hostages>true</can_take_hostages>
        <threatening>true</threatening>
        <fencevalue>10</fencevalue>
        <size>5</size>
        <attack>
            <priority>1</priority>
            <attack_description>hurls a boomerang at</attack_description>
            <strength_min>1</strength_min>
            <strength_max>4</strength_max>
            <skill>THROWING</skill>
            <random_damage>61</random_damage>
            <fixed_damage>10</fixed_damage>
            <cuts>true</cuts>
            <bleeding>true</bleeding>
            <damages_armor>true</damages_armor>
            <armorpiercing>2</armorpiercing>
        </attack>
    </weapontype>

<weapontype idname="WEAPON_BOKKEN">
        <name>Bokken</name>
        <name_future>Low-Power Light Sword</name_future>
        <shortname>Bokken</shortname>
        <shortname_future>Lowlight Sword</shortname_future>
        <threatening>true</threatening>
        <fencevalue>20</fencevalue>
        <bashstrengthmod>125</bashstrengthmod>
        <suspicious>false</suspicious>
        <size>15</size>
        <attack>
            <priority>1</priority>
            <attack_description>swings at</attack_description>
            <strength_min>4</strength_min>
            <strength_max>8</strength_max>
            <skill>SWORD</skill>
            <random_damage>21</random_damage>
            <fixed_damage>5</fixed_damage>
            <bruises>true</bruises>
        </attack>
    </weapontype>

    <weapontype idname="WEAPON_PAINT_GUN">
        <name>.43 Paintball Gun</name>
        <name_future>T11 Ray Gun</name_future>
        <shortname>Paint Gun</shortname>
        <shortname_future>Ray Gun</shortname_future>
        <can_take_hostages>true</can_take_hostages>
        <threatening>true</threatening>
        <graffiti>true</graffiti>
        <legality>1</legality>
        <fencevalue>50</fencevalue>
        <size>5</size>
        <attack>
            <priority>1</priority>
            <ranged>true</ranged>
            <attack_description>splatters paint at</attack_description>
            <skill>PISTOL</skill>
            <ammotype>CLIP_PAINT</ammotype>
            <random_damage>10</random_damage>
            <fixed_damage>1</fixed_damage>
            <shoots>true</shoots>
            <bleeding>true</bleeding>
        </attack>
        <attack>
            <priority>2</priority>
            <strength_min>2</strength_min>
            <strength_max>6</strength_max>
            <attack_description>swings at</attack_description>
            <skill>CLUB</skill>
            <random_damage>6</random_damage>
            <fixed_damage>5</fixed_damage>
            <bruises>true</bruises>
        </attack>
    </weapontype>

    <weapontype idname="WEAPON_PAINT_RIFLE">
        <name>X7 Paintball Rif.</name>
        <name_future>T3 Ray Rifle</name_future>
        <shortname>Paint Rifle</shortname>
        <shortname_future>Ray Rifle</shortname_future>
        <can_take_hostages>true</can_take_hostages>
        <threatening>true</threatening>
        <graffiti>true</graffiti>
        <legality>0</legality>
        <fencevalue>250</fencevalue>
        <bashstrengthmod>125</bashstrengthmod>
        <size>15</size>
        <attack>
            <priority>1</priority>
            <ranged>true</ranged>
            <attack_description>splatters paint at</attack_description>
            <skill>RIFLE</skill>
            <ammotype>CLIP_PAINT</ammotype>
            <random_damage>30</random_damage>
            <fixed_damage>5</fixed_damage>
            <shoots>true</shoots>
            <bleeding>true</bleeding>
            <severtype>NONE</severtype>
        </attack>
        <attack>
            <priority>2</priority>
            <attack_description>swings at</attack_description>
            <skill>CLUB</skill>
            <strength_min>6</strength_min>
            <strength_max>12</strength_max>
            <random_damage>21</random_damage>
            <fixed_damage>5</fixed_damage>
            <bruises>true</bruises>
        </attack>
    </weapontype>

For clips.xml:

Code: [Select]
    <cliptype idname="CLIP_PAINT">
        <name>.43 Paintball Mag</name>
        <name_future>Ray Gun NRG Pack</name_future>
        <ammo>10</ammo>
        <fencevalue>2</fencevalue>
    </cliptype>
   
   

And for pawnshop.xml:

Code: [Select]
   
    <department>
        <entry>Buy Sporting Goods</entry>
        <letter>r</letter>
        <fullscreen>false</fullscreen>
        <exit>Leave</exit>
        <item>
            <class>WEAPON</class>
            <description>Buy a Boomerang</description>
            <type>WEAPON_BOOMERANG</type>
            <letter>b</letter>
            <price>20</price>
        </item>
        <item>
            <class>WEAPON</class>
            <description>Buy a Bladed Boomerang</description>
            <type>WEAPON_BOOMERANG_BLADED</type>
            <letter>l</letter>
            <price>30</price>
        </item>
        <item>
            <class>WEAPON</class>
            <description>Buy a Baseball Bat</description>
            <type>WEAPON_BASEBALLBAT</type>
            <letter>a</letter>
            <price>30</price>
        </item>
        <item>
            <class>WEAPON</class>
            <description>Buy a Bokken</description>
            <type>WEAPON_BOKKEN</type>
            <letter>k</letter>
            <price>70</price>
        </item>
        <item>
            <class>WEAPON</class>
            <description>Buy a .43 Paintball Gun</description>
            <type>WEAPON_PAINT_GUN</type>
            <letter>g</letter>
            <price>150</price>
        </item>
        <item>
            <class>WEAPON</class>
            <description>Buy an X7 Paintball Rifle</description>
            <type>WEAPON_PAINT_RIFLE</type>
            <letter>r</letter>
            <price>300</price>
        </item>
        <item>
            <class>CLIP</class>
            <description>Buy a .43 Paintball Mag</description>
            <type>CLIP_PAINT</type>
            <letter>p</letter>
            <price>15</price>
        </item>
    </department>
« Last Edit: January 09, 2011, 04:44:36 pm by Iituem »
Logged
Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Innominate

  • Bay Watcher
    • View Profile
Re: Thrown Weapons / Sporting Goods Section
« Reply #4 on: January 10, 2011, 05:17:16 am »

Boomerangs were pretty much only used to kill small game, and even then not often the returning kind (as changing direction requires a loss of momentum, which makes the eventual impact unimpressive) - those would have worked well as noise-makers to drive out prey, however. If you threw one at a kangaroo all you'd get is a pissed off 40kg hunk of lean muscle. Australian Aborigines in general hunted large creatures with a woomera and spear. It should be pretty obvious that a boomerang wouldn't return if it actually hit something, much less do any damage at the same time.

Still, in the interests of Liberal Affirmative Action, we need more weapons of indigenous cultures. And Liberal physics will find a way to fight the Conservative menace without losing boomerangs.
Logged

Kay12

  • Bay Watcher
  • Fighting for Elite Liberal values since 2009!
    • View Profile
Re: Thrown Weapons / Sporting Goods Section
« Reply #5 on: January 10, 2011, 07:28:46 am »

Well, this is LCS where animals do become people, so I'm not saying that there couldn't be any lapses from realism. I'm not a big fan of boomerangs myself, but hey, some people are, and LCS lacks much in the throwing weapons department, so keep up the good work.
Logged
Try Liberal Crime Squad, an excellent Liberal Crime adventure game by Toady One and the open source community!
LCS in SourceForge - LCS Wiki - Forum thread for 4.04

Iituem

  • Bay Watcher
    • View Profile
Re: Thrown Weapons / Sporting Goods Section
« Reply #6 on: January 10, 2011, 10:15:24 am »

Yeah, these are clearly magical boomerangs.  I could stat up some ammo-using throwing knives, though.  Something along the lines of this?

Weapon:
Code: [Select]
   
    <weapontype idname="WEAPON_THROWINGKNIFE">
        <name>Throwing Knife</name>
        <name_future>Glowing Knife</name_future>
        <shortname>Throw Knife</shortname>
        <shortname_future>Glow Knife</shortname_future>
        <can_take_hostages>true</can_take_hostages>
        <threatening>true</threatening>
        <legality>1</legality>
        <fencevalue>5</fencevalue>
        <size>5</size>
        <attack>
            <priority>1</priority>
<ranged>true</ranged>
            <attack_description>hurls a knife at</attack_description>
            <strength_min>1</strength_min>
            <strength_max>6</strength_max>
            <skill>THROWING</skill>
            <ammotype>CLIP_THROWINGKNIFE</ammotype>
            <random_damage>61</random_damage>
            <fixed_damage>10</fixed_damage>
            <cuts>true</cuts>
            <bleeding>true</bleeding>
            <damages_armor>true</damages_armor>
            <armorpiercing>4</armorpiercing>
        </attack>
        <attack>
            <priority>2</priority>
            <attack_description>slashes at</attack_description>
            <strength_min>1</strength_min>
            <strength_max>4</strength_max>
            <skill>KNIFE</skill>
            <random_damage>31</random_damage>
            <fixed_damage>10</fixed_damage>
            <cuts>true</cuts>
            <bleeding>true</bleeding>
            <damages_armor>true</damages_armor>
            <armorpiercing>1</armorpiercing>
        </attack>
    </weapontype>

Clip:
Code: [Select]
    <cliptype idname="CLIP_THROWINGKNIFE">
        <name>Throwing Knife Pack</name>
        <name_future>Glowing Knife Pack</name_future>
        <ammo>20</ammo>
        <fencevalue>10</fencevalue>
    </cliptype>
   

Pawn Shop:
Code: [Select]
        <item>
            <class>WEAPON</class>
            <description>Buy a Thrwg Knf Bandolier </description>
            <type>WEAPON_THROWINGKNIFE</type>
            <letter>n</letter>
            <price>10</price>
        </item>
        <item>
            <class>CLIP</class>
            <description>Buy 20 Throwing Knives</description>
            <type>CLIP_THROWINGKNIFE</type>
            <letter>i</letter>
            <price>80</price>
        </item>

The design here is that throwing knives act like guns in that they have ammo and are ranged, but do cutting and bleeding damage, str-dependent like a knife.  Buying the bandolier to put them in is dirt cheap ($10) but the knives themselves cost rather more than bullets ($4/knife).  You should average out to the cost of a 9mm pistol and 120 rounds of ammo after 120 knives, at which point it would have been more cost-efficient to buy a gun. 

If we use these, I'll nerf the 'returning' boomerangs and get rid of the bladed one. 


Edit:  Changed the secondary attack of the bandolier to that of a shank strike.  Throwing knives are balanced for throwing, not stabbing, so it's less effective than an ordinary knife.


NB:  Edited OP to include present Sporting Goods Section.
« Last Edit: January 10, 2011, 10:25:15 am by Iituem »
Logged
Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Kay12

  • Bay Watcher
  • Fighting for Elite Liberal values since 2009!
    • View Profile
Re: Thrown Weapons / Sporting Goods Section
« Reply #7 on: January 10, 2011, 10:28:34 am »

In any case, this is exactly why I think XML was, is and always will be (until someone makes an even better system for modding) a good idea.
Logged
Try Liberal Crime Squad, an excellent Liberal Crime adventure game by Toady One and the open source community!
LCS in SourceForge - LCS Wiki - Forum thread for 4.04

Iituem

  • Bay Watcher
    • View Profile
Re: Thrown Weapons / Sporting Goods Section
« Reply #8 on: January 10, 2011, 11:11:42 am »

On the subject of thrown weapon, paste the following into armsdealer.xml, weapons.xml and clips.xml respectively for a bit of added flavour.  Possibly overpowered, definitely ludicrous.

For weapons.xml:
Code: [Select]
<weapontype idname="WEAPON_SHURIKEN">
        <name>Shuriken</name>
        <name_future>Death Stars</name_future>
        <shortname>Shuriken</shortname>
        <shortname_future>Death Stars</shortname_future>
        <can_take_hostages>true</can_take_hostages>
        <suspicious>false</suspicious>
        <legality>-2</legality>
        <fencevalue>5</fencevalue>
        <size>5</size>
        <attack>
            <priority>1</priority>
<ranged>true</ranged>
            <thrown>true</thrown>
            <attack_description>throws shuriken at</attack_description>
            <strength_min>1</strength_min>
            <strength_max>6</strength_max>
            <skill>THROWING</skill>
            <ammotype>CLIP_SHURIKEN</ammotype>
            <random_damage>10</random_damage>
            <fixed_damage>1</fixed_damage>
            <hit_punctuation>!</hit_punctuation>
            <cuts>true</cuts>
            <bleeding>true</bleeding>
            <damages_armor>true</damages_armor>
            <armorpiercing>4</armorpiercing>
            <accuracy_bonus>4</accuracy_bonus>
            <number_attacks>8</number_attacks>
            <successive_attacks_difficulty>2</successive_attacks_difficulty>
        </attack>
        <attack>
            <priority>2</priority>
            <attack_description>pricks</attack_description>
            <strength_min>1</strength_min>
            <strength_max>2</strength_max>
            <skill>KNIFE</skill>
            <random_damage>4</random_damage>
            <fixed_damage>1</fixed_damage>
            <cuts>true</cuts>
            <armorpiercing>4</armorpiercing>
        </attack>
</weapontype>

For clips.xml:

Code: [Select]
<cliptype idname="CLIP_SHURIKEN">
        <name>Shuriken Pack</name>
        <name_future>Death Star Pack</name_future>
        <ammo>240</ammo>
        <fencevalue>30</fencevalue>
    </cliptype>

And last but not least, for armsdealer.xml:

Code: [Select]
<department>
        <entry>Buy Illegal Oriental Weaponry</entry>
        <letter>o</letter>
        <fullscreen>true</fullscreen>
        <exit>needs no weapon.</exit>
        <item>
            <class>WEAPON</class>
            <type>WEAPON_DAISHO</type>
            <letter>d</letter>
            <price>400</price>
        </item>
        <item>
            <class>WEAPON</class>
            <type>WEAPON_SHURIKEN</type>
            <description>Buy Throwing Star Belt</description>
            <letter>s</letter>
            <price>10</price>
        </item>
        <item>
            <class>CLIP</class>
            <description>Buy some Throwing Stars</description>
            <type>CLIP_SHURIKEN</type>
            <letter>t</letter>
            <price>240</price>
        </item>
    </department>

Those shifty gang members can now sell you suspect oriental weaponry!  Perhaps they're triads...?
Logged
Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Kay12

  • Bay Watcher
  • Fighting for Elite Liberal values since 2009!
    • View Profile
Re: Thrown Weapons / Sporting Goods Section
« Reply #9 on: January 10, 2011, 11:49:48 am »

LCS hasn't got a very good way of dealing with thrown weapons right now, because I think the code requires ammo and the weapon to be separate, while most throwing weapons function in a fashion of being ejected from one's hand, in other words, thrown. Maybe that'll be fixed too someday.
Logged
Try Liberal Crime Squad, an excellent Liberal Crime adventure game by Toady One and the open source community!
LCS in SourceForge - LCS Wiki - Forum thread for 4.04

Iituem

  • Bay Watcher
    • View Profile
Re: Thrown Weapons / Sporting Goods Section
« Reply #10 on: January 10, 2011, 01:14:12 pm »

Molotovs can be thrown separately without the need for ammo.  I used ammo-requiring throwing knives and shuriken because every time you throw a new molotov you have to waste a turn re-equipping one.  This method allows for fast-draw throwing.

Also, I'm reasonably certain it isn't practical to throw as many shuriken as this accounts for but what the hell.  Since they individually do slightly more damage than a syringe...
Logged
Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Thrown Weapons / Sporting Goods Section
« Reply #11 on: January 10, 2011, 03:29:54 pm »

This is really a great idea, as the only thrown weapon in the standard game, Molotov Cocktails, requires the squad to immediately flee the square or be burned to a crisp.

Needless to say, Molotov Cocktails are nearly useless in training throwing, making throwing probably the hardest skill to train in the game.  Until this mod.

I'd suggest that the throwing knives, at the very least, be incorporated into the main game.

Kay12

  • Bay Watcher
  • Fighting for Elite Liberal values since 2009!
    • View Profile
Re: Thrown Weapons / Sporting Goods Section
« Reply #12 on: January 11, 2011, 04:58:40 am »

Actually, I remember trying a Molotov squad in an older version. I gave a single Molotov to each of my Liberals, and they wouldn't consume them upon throwing. A single Molotov at least used to function like it wasn't a Molotov at all.

Also, like many other skills, throwing isn't that hard to train anymore, just study it at the University.
Logged
Try Liberal Crime Squad, an excellent Liberal Crime adventure game by Toady One and the open source community!
LCS in SourceForge - LCS Wiki - Forum thread for 4.04

RedWarrior0

  • Bay Watcher
  • she/her
    • View Profile
Re: Thrown Weapons / Sporting Goods Section
« Reply #13 on: January 11, 2011, 01:21:59 pm »

In the illegal stuff, you need grenades.
Logged