Melee weapon variety: Mace Fighting + Fencing weapons & skills #110

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opened 2026-07-20 18:37:36 +02:00 by marco · 0 comments
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Part of the Alpha epic (pillar 3). Today the only weapon is Sword (Swordsmanship). Add variety so PvP has meaningful weapon choices, using the existing extensible pattern (a BaseWeapon subclass + a SkillCatalog entry + an ItemCatalog entry) — no switch statements.

Adding a weapon must stay = one subclass + one catalog row (ModernUO-style), the pattern a real MMORPG needs for hundreds of items.

Scope

  • Add Fencing and Mace Fighting skills to SkillCatalog.
  • Add at least one Fencing weapon and one Mace weapon (BaseWeapon subclasses) with distinct damage/speed so the choice matters.
  • Register them in ItemCatalog; make them equippable and GM-spawnable for the arena.
  • Real UO weapon art with placeholder fallback (coordinate with the asset extractor).

Out of scope

  • Special moves / weapon abilities.
  • Ranged weapons (separate issue).

Definition of Done

Base DoD applies on top.

  • Swordsmanship, Fencing, and Mace Fighting each drive their weapon's hit chance/damage via the existing combat formulas.
  • Each weapon is equippable, uses its own skill, and has distinct damage/speed (unit-tested against World/CombatSystem).
  • A GM can spawn each weapon type for players in the arena.
Part of the Alpha epic (pillar 3). Today the only weapon is `Sword` (Swordsmanship). Add variety so PvP has meaningful weapon choices, using the existing extensible pattern (a `BaseWeapon` subclass + a `SkillCatalog` entry + an `ItemCatalog` entry) — no switch statements. > Adding a weapon must stay = one subclass + one catalog row (ModernUO-style), the pattern a real MMORPG needs for hundreds of items. ## Scope - Add `Fencing` and `Mace Fighting` skills to `SkillCatalog`. - Add at least one Fencing weapon and one Mace weapon (`BaseWeapon` subclasses) with distinct damage/speed so the choice matters. - Register them in `ItemCatalog`; make them equippable and GM-spawnable for the arena. - Real UO weapon art with placeholder fallback (coordinate with the asset extractor). ## Out of scope - Special moves / weapon abilities. - Ranged weapons (separate issue). ## Definition of Done _Base DoD applies on top._ - [ ] Swordsmanship, Fencing, and Mace Fighting each drive their weapon's hit chance/damage via the existing combat formulas. - [ ] Each weapon is equippable, uses its own skill, and has distinct damage/speed (unit-tested against `World`/`CombatSystem`). - [ ] A GM can spawn each weapon type for players in the arena.
marco added this to the Alpha milestone 2026-07-20 18:37:36 +02:00
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marco/IsoMmo#110
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