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Standardize holster drawcost, add wrist variants #3173

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merged 2 commits into from
Sep 21, 2023

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Summary

SUMMARY: Balance "Standardize draw costs of holsters and sheathes, make sheaths not faster than blink of an eye to draw, add wrist holster and sheath for fast handling of small items"

Purpose of change

A while back, I wanted to add wrist sheathes to the game to add even more delicious options for storing items, but Cooltulhu pointed out that sheaths have absurdly small draw costs that render the idea of "small sheath with low draw cost" halfway pointless. so looking at it, and having confirmed that the effect of skill on draw cost already caps out at 50% draw cost like I intended it to be (someone had previously claimed it caps out at 10%) I can work on making the costs consistent between holsters and sheathes.

Describe the solution

  1. Set the draw cost of hiking backpacks, golf bags, ankle sheaths, western boots, back scabbards, spear straps, and power armor back scabbards to 150. This matches what ankle holsters and back holsters are already set to, making it so that back and extremity holsters are all set to be 50% more clunky to work with than the default inventory handling volume, but still become faster as your skill goes up.
  2. Set survivor hiking backback's draw cost to 120, idea being it's still awkward to work with due to being on the back but customized to allow easier access.
  3. Set draw cost of sheath and power armor sheath to 80, to make them comparable to how the fast draw holster is a bit faster to draw from compared to the normal holster.
  4. Removed draw cost of firefighter belt, leather belt, survivor belt, survivor utility belt, tool belt, webbing belt, axe ring holster, and baldric. Idea is this makes them use the default of 100, which becomes 50 at max weapon skill. This is what normal holsters and the survivor harness already use, so this is effectively standardized as a reasonable "medium" level of access speed for most stuff holstered/sheathed on the torso or upper legs. This also fixes the baldric having a tenth the draw cost of the regular scabbard, lel.
  5. Added wrist sheath and wrist holster. Idea is gambler's holster type items, flavoring them as strapped to the forearm could work if saying "wrist" sounds too awkward. Though the same logic applies to wrist bandoliers so. Both have 50 move cost so they start off hella easy access. Also rigged so that the wrist sheath can hold a scalpel.
  6. Added recipes for above, based off ankle sheaths/holsters but slightly less material cost.
  7. Added new items to relevant itemgroups.
  8. Went over holsters in mods as well.

Describe alternatives you've considered

  1. Not adding delicious wrist holsters/sheaths and just standardizing draw costs for now.
  2. Making the wrist holster able to hold 500 ml like ankle holsters.
  3. Alternatively, if there are any guns that oughta have a tweak to their volume so they'll fit in the wrist holster, lemme know. Most immediate standout I noticed is someone set the Tokarev to have exactly 1 ml too many for shits and giggles.

Testing

  1. Checked affected files for syntax and lint errors.
  2. Load-tested in compiled test build to make sure that omitting draw cost and using the default wasn't somehow only compatible with regular holsters, the survivor harness, and bow slings.

With no skills:
image

With maxed skills:
image

Additional context

@github-actions github-actions bot added JSON related to game datas in JSON format. mods PR changes related to mods. labels Sep 18, 2023
@chaosvolt chaosvolt merged commit 134c3b5 into cataclysmbnteam:upload Sep 21, 2023
@chaosvolt chaosvolt deleted the sheath-and-holster-unity branch September 21, 2023 06:41
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