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G2 Electroshock Grenade "Sonic Electric Ball Breakers (SEBB)" [No Shitcode Edition] #5697

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@PhantomEpicness PhantomEpicness commented Feb 11, 2024

About the pull request

Adds the G2 electroshock grenade, "Sonic Electric ball breaker" as mentioned in the movies or SEBB for short. It's purpose is to be a tactical option for the marines, as it deals slowdown instead of stun/damage. (unless you stand on top of it)

Only meaningful damage is to marines and especially synths, since a 1.2 Gigavolt charge is probably not healthy for bioelectrics.

Can be used as a mine as well.

Made a PR so maintainers can take a look at it. Still WIP

Explain why it's good for the game

More marine utility weapons and content, we can probably lower the amount of HEDPs slightly to balance it out aswell.

  • lore accurate af, as mentioned in the movie and the tech manual

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

2023-11-20.21-13-12.-.Trim.-.Trim.mp4

image

Changelog

🆑 TotalEpicness5, Triiodine, monkeyfist
add: Adds the G2 electroshock grenade. This grenade does not stun nor deal serious damage to xenos, but it stuns via electric shock. It can create EMP-like effects when faced with electronic devices like sentries, synths, Area Power Controllers, etc. It's damage is reduced by energy armor.
fix: take_overall_armoured_damage now can actually deal burn damage
balance: Marine armor has a small bit of energy armor added back. Heavy armor has slightly more protection than medium/light.
fix: Mines now check for explosive antigrief checks
/:cl:

@github-actions github-actions bot added Sprites Remove the soul from the game. Sound Blast 5 minutes of bass boosted music to our players Feature Feature coder badge labels Feb 11, 2024
@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Feb 11, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@PhantomEpicness
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need advice on balancing

@FrogZeke
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Please correct the name in the PR: Sonic Electronic Ball Breaker
https://avp.fandom.com/wiki/G2_Electroshock_Grenade

@Diegoflores31
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need advice on balancing

Sprite & sound : the explosion effect looks a little goofy , the sound should be less noisy and preferably have less sounds to be in line with a normal grenade . just prime noise and them the boom.

balance :
add FF ( a stun similar of touching a shocked door for marines in range)
reduce the range of EMP effect.
make sure its Hand throwable only ( make it be the size of a M15 if possible so people dont confuse it with a M40).
reduce the
for xenos , make it do a knockup effect on T1s and T2s only.
personally i dont like it taking the spot of Claymores . but i like it as a alternative grenade.

all of this are suggestions i am not a maintaner

@PhantomEpicness
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need advice on balancing

Sprite & sound : the explosion effect looks a little goofy , the sound should be less noisy and preferably have less sounds to be in line with a normal grenade . just prime noise and them the boom.

balance : add FF ( a stun similar of touching a shocked door for marines in range) reduce the range of EMP effect. make sure its Hand throwable only ( make it be the size of a M15 if possible so people dont confuse it with a M40). reduce the for xenos , make it do a knockup effect on T1s and T2s only. personally i dont like it taking the spot of Claymores . but i like it as a alternative grenade.

all of this are suggestions i am not a maintaner

I forgot to mention this in the description but the damage it deals is very substantial for marines (but miniscule for xenos less they are ontop of it for some reason). Most damage also goes straight through armor as it deals energy damage. I'll post a video later when I make the thread on discord

In addition synths get stunned + 2x damage (1.2 GV ain't good for electrical anything) and "resets" the fire control systems of sentries by setting its range to 0 for a few seconds.

I will add some more negative effects for marines though, perhaps a flicker stun "every muscle in your body seizes up momentarily" and might adjust the sentry disable time too

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Interesting bug with req vendors

ow.mp4

@PhantomEpicness
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Interesting bug with req vendors

ow.mp4

real

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Feb 15, 2024
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Conflicts have been resolved. A maintainer will review the pull request shortly.

@PhantomEpicness
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PhantomEpicness commented Feb 15, 2024

messed up the rebase so hard that I gotta manually fix it.

ignore changes until it's resolved.

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Feb 15, 2024
@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Feb 16, 2024
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Conflicts have been resolved. A maintainer will review the pull request shortly.

@PhantomEpicness
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ok cleared

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sprites good

@sleepynecrons sleepynecrons added the Sprites Approved confirmed no stray pixels label Feb 17, 2024
@PhantomEpicness
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changes:
uses stamina damage for humans
mild damage buff since you would get like 10 damage from 3 tiles away before
code readability improvements and variable updates.
removed stupid sparks

damage equation:

damage applied = damage - (distance to nade falloff factor)*
falloff factor is 12
damage is 120
so if a marine is 3 tiles away
3 * 12 = 36
120 damage - 36 falloff = 84
which then faces ARMOR_ENERGY reduction and spread across all limbs

todo: damage testing

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failing tests, undraft once you've fixed them

@harryob harryob marked this pull request as draft February 22, 2024 16:17
@PhantomEpicness PhantomEpicness marked this pull request as ready for review February 28, 2024 23:16
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A few things, looking good though!

code/game/machinery/vending/vendor_types/requisitions.dm Outdated Show resolved Hide resolved
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@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Mar 1, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Apr 1, 2024
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Be sure to install the tools/hooks to resolve the DMI conflict as well (before merging upstream master into your branch locally).

Comment on lines +549 to +551
playsound(src.loc, 'sound/effects/sebb_explode.ogg', 90, 0, 10)
else
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src.loc, 'sound/effects/sebb_beep.ogg', 60, 0, 10), soundtime)
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Suggested change
playsound(src.loc, 'sound/effects/sebb_explode.ogg', 90, 0, 10)
else
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src.loc, 'sound/effects/sebb_beep.ogg', 60, 0, 10), soundtime)
playsound(loc, 'sound/effects/sebb_explode.ogg', 90, 0, 10)
else
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), loc, 'sound/effects/sebb_beep.ogg', 60, 0, 10), soundtime)

@Drulikar Drulikar added the Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. label Apr 3, 2024
@Drulikar Drulikar marked this pull request as draft April 3, 2024 02:47
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale beg a maintainer to review your PR label Apr 11, 2024
@github-actions github-actions bot closed this Apr 19, 2024
github-merge-queue bot pushed a commit that referenced this pull request Jul 18, 2024
…d Edition] (#6667)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->

# About the pull request

For all means and purposes, this is a repr of
#5697, approval to repr was
given by pr author, all code belongs to the author as well, i only did
minor edits.

Adds the G2 electroshock grenade, "Sonic Electric ball breaker" as
mentioned in the movies or SEBB for short. It's purpose is to be a
tactical option for the marines, as it deals slowdown instead of
stun/damage. (unless you stand on top of it)

Only meaningful damage is to marines and especially synths, since a 1.2
Gigavolt charge is probably not healthy for bioelectrics.

Can be used as a mine as well.

# Explain why it's good for the game

More marine utility weapons and content, we can probably lower the
amount of HEDPs slightly to balance it out aswell.

- [lore accurate
af](https://avp.fandom.com/wiki/G2_Electroshock_Grenade), as mentioned
in the movie and the tech manual


# Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->

<!-- !! If you are modifying sprites, you **must** include one or more
in-game screenshots or videos of the new sprites. !! -->

<details>
<summary>Screenshots & Videos</summary>


https://github.com/cmss13-devs/cmss13/assets/100090741/eed7440f-e828-4545-b3e1-9c89e618985e



https://github.com/cmss13-devs/cmss13/assets/100090741/bbfcf1af-94f4-41ae-8f43-726fee7a37b7


![image](https://github.com/cmss13-devs/cmss13/assets/100090741/5b18710d-2812-447e-b0f9-ca9e222d5349)



</details>


# Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
label your changes in the changelog. Please note that maintainers freely
reserve the right to remove and add tags should they deem it
appropriate. You can attempt to finagle the system all you want, but
it's best to shoot for clear communication right off the bat. -->
<!-- If you add a name after the ':cl', that name will be used in the
changelog. You must add your CKEY after the CL if your GitHub name
doesn't match. Maintainers freely reserve the right to remove and add
tags should they deem it appropriate. -->

:cl: TotalEpicness5, Triiodine, monkeyfist, Blundir
add: Adds the G2 electroshock grenade. This grenade does not stun nor
deal serious damage to xenos, but it stuns via electric shock. It can
create EMP-like effects when faced with electronic devices like
sentries, synths, Area Power Controllers, etc. It's damage is reduced by
energy armor.
fix: take_overall_armoured_damage now can actually deal burn damage
balance: Marine armor has a small bit of energy armor added back. Heavy
armor has slightly more protection than medium/light.
fix: Mines now check for explosive antigrief checks
/:cl:
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