-
-
Notifications
You must be signed in to change notification settings - Fork 538
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Claymores & Mine Tweaks #2988
Claymores & Mine Tweaks #2988
Conversation
live mine was trying to draw tripwires in nullspace after being move()'d there
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
code seems fine!
this will have an effect on the trout population
this could use a testmerge now that they're accessible via cargo, I want to see how the balance shakes out |
?" can I get a : right now... : right now...
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
urge to kill mojave world icons grows |
I sidenote I hate mojave world icons (x3) (combo breaker!)
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
should prevent random error
this is good to merge now btw |
think you could add a red glow to armed mines so you can see them in the dark? |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Please don't put jokes in auto-doc! I would rather just not making it auto-doc if its not a proper explanation.
I would skim the auto-doc guide if you don't remember it.
thgvr and fallcon's requested changes
bumping to remind you I made changes |
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request TODO: - [x] Actually implement claymores (should we let players have them?)(Cargo?) - [x] Remove weird sprite shim I made when world icons are merged, add world icons to mines - [x] Sprites (this time we actually need them since the placeholder ones are tgmc & I didn't ask for permission) Adds Mines that explode when an object passes in front of them & fire an ammo casing in that direction. Adds claymores as an implemented example of this- short range, shreds people at point blank. Adds World Icons to normal Mines I had to do some tweaking behind the scenes to implement mobless casing firing- but I'm pleased to say that fire_casing() can now deal emotionally with being handed a null user. Also minorly tweaks explosion devastation, so heavy explosions can only strip tiles that have already been damaged You can still immediately strip tiles with devastating explosions <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game FRONT TOWARDS ENEMY <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Directional Mines, implemented as Claymores. add: Mines now have World Icons balance: explosions now only strip to space when a tile is already damaged fix: Prox mines explode from slightly further away & no longer activate through walls. fix: Multiple mines can no longer be stacked on a tile code: fire_casing() can now be called by non-mobs, allowing objects to shoot casings. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request TODO: - [x] Actually implement claymores (should we let players have them?)(Cargo?) - [x] Remove weird sprite shim I made when world icons are merged, add world icons to mines - [x] Sprites (this time we actually need them since the placeholder ones are tgmc & I didn't ask for permission) Adds Mines that explode when an object passes in front of them & fire an ammo casing in that direction. Adds claymores as an implemented example of this- short range, shreds people at point blank. Adds World Icons to normal Mines I had to do some tweaking behind the scenes to implement mobless casing firing- but I'm pleased to say that fire_casing() can now deal emotionally with being handed a null user. Also minorly tweaks explosion devastation, so heavy explosions can only strip tiles that have already been damaged You can still immediately strip tiles with devastating explosions <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game FRONT TOWARDS ENEMY <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Directional Mines, implemented as Claymores. add: Mines now have World Icons balance: explosions now only strip to space when a tile is already damaged fix: Prox mines explode from slightly further away & no longer activate through walls. fix: Multiple mines can no longer be stacked on a tile code: fire_casing() can now be called by non-mobs, allowing objects to shoot casings. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
About The Pull Request
TODO:
Actually implement claymores (should we let players have them?)(Cargo?)
Remove weird sprite shim I made when world icons are merged, add world icons to mines
Sprites (this time we actually need them since the placeholder ones are tgmc & I didn't ask for permission)
Adds Mines that explode when an object passes in front of them & fire an ammo casing in that direction.
Adds claymores as an implemented example of this- short range, shreds people at point blank.
Adds World Icons to normal Mines
I had to do some tweaking behind the scenes to implement mobless casing firing- but I'm pleased to say that fire_casing() can now deal emotionally with being handed a null user.
Also minorly tweaks explosion devastation, so heavy explosions can only strip tiles that have already been damaged
You can still immediately strip tiles with devastating explosions
Why It's Good For The Game
FRONT TOWARDS ENEMY
Changelog
🆑
add: Directional Mines, implemented as Claymores.
add: Mines now have World Icons
balance: explosions now only strip to space when a tile is already damaged
fix: Prox mines explode from slightly further away & no longer activate through walls.
fix: Multiple mines can no longer be stacked on a tile
code: fire_casing() can now be called by non-mobs, allowing objects to shoot casings.
/:cl: