Equipment-driven combat: weapon influences damage, swing time & attack animation #26
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alpha:wave-0
alpha:wave-1
alpha:wave-2
alpha:wave-3
area:assets
area:combat
area:ecology
area:infra
area:render
area:scripting
area:ui
area:world
enhancement
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Reference
marco/IsoMmo#26
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Combat v1 uses fixed, per-attacker stats seeded from config, and the client always plays the bare-hand swing (UO people action 9 — a punch). The design intent has always been that the equipped weapon drives combat feel. This issue tracks wiring the equipped weapon into all three combat dimensions.
Depends on an equip/inventory layer existing first (no inventory yet — drop/pickup are stubs). Related: #10 (M8 melee combat umbrella), #18 (show equipped items on other players).
Scope
MobileMeleeDamage/SwingCooldownTicksalready seeded fromCombatOptions(the seams exist for exactly this).Out of scope
Definition of Done
World/CombatSystemunit test (unarmed vs armed produce differentAttackOutcome.Damagefor the same attacker).HumanArtLayout/animation-selection unit test where the logic is engine-independent.Gameplay half shipped in #27: the equipped weapon drives melee damage and swing time (
WeaponStats/ItemCatalog, sword = 10 dmg / 8-tick swing). The remaining visual piece — the weapon shown on the body / weapon-specific attack pose — is layered equipment, tracked in #18 (a 1H sword shares the unarmed body action, so the difference is the overlaid weapon sprite). Nothing unique left here. Closing.