Implement GDScript sword weapon system extending CogitoWieldable #2
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This PR implements a complete GDScript sword weapon system that extends CogitoWieldable, addressing the requirements outlined in the issue. The implementation includes multiplayer networking support, stamina management, animation integration, and comprehensive damage handling.
Features Implemented
Key Bug Fixes
The original code had several issues that have been resolved:
Fixed empty animation string:
Fixed missing bracket in print statement:
Removed placeholder functions that were marked as "no longer needed"
Files Added
godot_scripts/weapons/sword_wieldable.gd- Main sword weapon script (170 lines)godot_scripts/weapons/sword_wieldable.tscn- Example scene setup with proper node hierarchygodot_scripts/README.md- Comprehensive documentation with usage examplesgodot_scripts/project.godot- Godot project configuration for standalone useExport Variables
The script exposes the following configurable properties:
weapon_type: WeaponType enum (default: BRASS_KNUCKLES)damage_type: DamageType enum (default: PROJECTILE)damage_area: Area3D node for collision detectionuses_stamina: Whether to consume stamina on attackstamina_cost: Amount of stamina consumed per attackuse_camera_collision: Toggle between camera collision vs physics raycastbase_damage: Base damage amountswing_sound: AudioStream for swing sound effectsound_delay: Delay in seconds before playing soundDependencies
Testing
The implementation has been validated for:
This sword weapon system is now ready for integration into Godot projects using the CogitoWieldable framework and can serve as a reference implementation for other weapon types.
💡 You can make Copilot smarter by setting up custom instructions, customizing its development environment and configuring Model Context Protocol (MCP) servers. Learn more Copilot coding agent tips in the docs.