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Sign up(Ready) Heatblade Remodel project #5145
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dwarfkoala
commented
Dec 20, 2013
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Will fireblades set your surroundings on fire yet? On Fri, Dec 20, 2013 at 11:00 AM, NaturesWitness
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Unfortunately not yet, that's going to take a little thought, probably something in the iuse similar to the chainsaws random chance to rumble and make noise, but will be a random chance to make a small fire field in an adjacent square. |
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I dont feel like this is needed, maybe have the negative hit to bonus, but other then that I wouldnt nerf them. Because of the fact you need the mats, skill, and now a book to craft these. |
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By 'heatblade' and 'fireblade' are you guys referring to the firebrand? If so, the description reads: "The blade is glowing with heat." When I read this, I picture a sword with a blade that is glowing white from being heated, much like the steel would look when making a normal sword. In which case although the blade would be hot enough to set things on fire if you were to put the sword against said thing for a long enough period of time ( Give it the ability to be (a)ctivated to start a fire? ), just walking with it in your hand, it would not be able to set anything on fire. ( Besides perhaps webs? ) If it wasn't the firebrand you guys were talking about then I'm lost because I searched for 'heatblade' and couldn't find it. EDIT::OFF-TOPIC::@NaturesWitness - Got the ammo check working ;) |
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The firebrand is one of a category of weapons I made called "Heatblades". The idea is in fact to have them be superheated, not "on fire" with flames spewing everywhere. Perhaps the real problem is I didn't write the descriptions well enough, and people think these are sword-shaped flamethrowers. You can in fact use these to start fires manually, it's one of the options when you "use" an active Heatblade. For reference, the full list of Heatblades is: |
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@NaturesWitness No your description on the firebrand is perfect. Like I said, "the description reads: "The blade is glowing with heat." When I read this, I picture a sword with a blade that is glowing white from being heated, much like the steel would look when making a normal sword." aka. superheated, not on fire :) |
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How about a description somewhere along the lines of ", when active, glows near-white, as if being superheated from the inside." |
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dwarfkoala
commented
Dec 20, 2013
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Also, while you're at fixing heatblades, why not make the louisville On Fri, Dec 20, 2013 at 11:52 AM, desrik notifications@github.com wrote:
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Or make the Louisville Slaughterer require a metal bat and a heating element, and take batteries as ammo. Then you could stay in the lines of a superheated weapon instead of implying that is emitting a flame due to the gas-soaked rags. |
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dwarfkoala
commented
Dec 20, 2013
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For that matter, you could make the heatblades have a heating-element based |
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The Louisville Slaughterer was actually going to be part of a set; There was going to be an aluminum-bat version of this that functioned more the way you described, I just never bothered making it :) The reason I didn't make the Louisville Slaughterer vanish when it was used up was that I based it off the torch, and the torch in Cata leaves behind a burned-out torch that can be used to make a new torch. I thought this was a little odd, but I figured nobody seemed to mind so I went with the same system; when the bat runs out you get the base item back, and you can rebuild it. I do like your suggestion that the Louisville Slaughterer do less damage due to the rags padding it, I'll get a commit with that in soon. I'm not sure if I want to move all the Heatblades to using batteries, I don't think batteries would provide enough raw energy to produce the desired result. These are meant to more resemble the burners out of a gas grill set on low than a torch, they don't spray fire every which way, the flame ports (and the flames) are pretty small, there's just a lot of them all along the blade. The flames are there, and they hurt if you're dumb enough to put your hand directly on them, or the metal of the burner itself, but other than that they're not going to jump three feet away, or even three inches, to set the kitchen table on fire. Now that I think about it though, I would like these to start fires If you're dumb enough to drop one when it's turned on (or if it gets stuck and pulled out of your hands). This would be a good feature to add to regular torches as well, does anyone have any ideas how it could be implemented? |
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dwarfkoala
commented
Dec 20, 2013
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If not batteries, then what about UPS? On Fri, Dec 20, 2013 at 1:05 PM, NaturesWitness notifications@github.comwrote:
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I suppose that could work, although I think if I make any electric Heatblades, they'll be in addition to the gas-powered ones, not replacements. |
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@NaturesWitness Well, with the addition of my rechargeable battery pack mod, it could be recharged in a vehicle trunk. See #5054 to see the merged PR. |
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I guess my real problem is I don't want to remove the gas-powered Heatblades entirely; I'm fine with making some electric-based alternates though. Does that sound like a good solution? The electric ones will probably have a few neat tricks of their own, and they will need different resources and skills to make. |
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dwarfkoala
commented
Dec 20, 2013
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Of course! On Fri, Dec 20, 2013 at 2:07 PM, NaturesWitness notifications@github.comwrote:
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I'm wondering, should I add a "burnt out Louisville Slaughterer" item, that can be rebuilt like the "burnt out torch" item can, just so it doesn't seem like the bat is magically brand new? |
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Hm... Is it possible to revert to a bat with the burnt tag? |
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Huh. My understanding of the heatblades was that they were flaming. So much for that. Maybe add a Nomex requirement for the Slaughterer which insulates the actual bat, so the bat itself doesn't burn? |
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They are flaming, just not a huge ball of fire. The flames stay close to the weapon, they don't fly all over the place. The Nomex idea is cool, I'll look into that. |
NaturesWitness
added some commits
Dec 20, 2013
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Decided to forget the "starts fires when dropped" thing for now, I may try to implement it in the future. With all the current Drama with realism going on now in the forums, I think I may hold off on making any new things for a while until things calm down. My stuff tends to be a little off-the-wall, so I'm just going to leave this with the Heatblade rebalances only. This should be ready to merge, if any other tweaks occur to me I'll do them in a new PR. |
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That's odd. I just tried to merge this yet it didn't actually merge. But the commits list for the main C:DDA repository lists that it was merged. Confusing. |
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@Rivet-the-Zombie Kevin merged one of mine not to long ago and the same thing happened. He said it was merged even though it didn't update. #4923 |
Rivet-the-Zombie
added a commit
to Rivet-the-Zombie/Cataclysm-DDA
that referenced
this pull request
Dec 22, 2013
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Closing. This has been merged, just a git hiccup. |
GlyphGryph
closed this
Dec 22, 2013
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As for lighting things on fire when it's dropped, it would need to check if |
NaturesWitness commentedDec 20, 2013
Doing a remodeling of the Heatblades:
Heatblades do same cutting/bashing damage as base weapons, -1 to hit less than base
Louisville Slaughterer does slightly less damage than baseball bat
A Louisville Slaughterer that runs out of fuel turns into a "burnt out Louisville Slaughterer"
Louisville Slaughterer now requires Nomex, for insulation from burning the bat
A "burnt out Louisville Slaughterer" can be rebuilt into a normal one with fuel and rags, no additional Nomex is needed
Was going to make some additional weapons, but I'm somewhat busy ATM and may not get to it for a while. So I decided to just finish this part up so it's ready to land.