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In a way that could work, although the idea is to make it "strong but balanced" in that it could flatten small enemies in a single blow, but

be slow enough that it might not be the best DPS option against larger foes and bosses. Unless there's  a component for damage multipliers against very specific monsters (x 10 against spider/bats, 1-hit ko,  x 1 Against hounds/merms/whatever, x 0.75 against deerclops and various bosses would be a good way to go about it)

In a way that could work, although the idea is to make it "strong but balanced" in that it could flatten small enemies in a single blow, but

be slow enough that it might not be the best DPS option against larger foes and bosses. Unless there's  a component for damage multipliers against very specific monsters (x 10 against spider/bats, 1-hit ko,  x 1 Against hounds/merms/whatever, x 0.75 against deerclops and various bosses would be a good way to go about it)

 

You could easily do this with a varied function for the weapon's damage. 

Characters can have their minimum attack period modified, but is there any way at all

to change the attack period multiplier of a specific melee weapon?

 

local function onequip(inst, owner)

------

---------

    owner.components.combat.min_attack_period = (Whatever you want it to be. The higher the number, the slower the attack period.)

end

local function onunequip(inst,owner)

--------

-----------

    owner.components.combat.min_attack_period =  0.4

end

 

 

0.4 is the default attack speed, according to the combat component. Hope this helped.

 

local function onequip(inst, owner)

------

---------

    owner.components.combat.min_attack_period = (Whatever you want it to be. The higher the number, the slower the attack period.)

end

local function onunequip(inst,owner)

--------

-----------

    owner.components.combat.min_attack_period =  0.4

end

 

Oddly enough, this only seems to work for slowing weapons down.

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