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G2 Electroshock Grenade "Sonic Electric Ball Breakers (SEBB)" [No Shitcode Edition] #5697
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
need advice on balancing |
Please correct the name in the PR: Sonic Electronic Ball Breaker |
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 : 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 |
Interesting bug with req vendors ow.mp4 |
real |
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Conflicts have been resolved. A maintainer will review the pull request shortly. |
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. |
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Conflicts have been resolved. A maintainer will review the pull request shortly. |
ok cleared |
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sprites good
changes: damage equation: damage applied = damage - (distance to nade falloff factor)* todo: damage testing |
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failing tests, undraft once you've fixed them
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A few things, looking good though!
code/game/machinery/vending/vendor_types/squad_prep/squad_specialist.dm
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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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).
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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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) |
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 |
…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:
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.
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
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: