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Sign upFixing ranged bio weapons. #6076
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If the damage and difficulty increase is to much or unwanted, I could remove that, and just push the bugfixes. |
Soyweiser
reviewed
Feb 12, 2014
| weapon = tmp_item; | ||
| if(weapon.charges == 1) { // not fired | ||
| power_level += bionics[bio.id]->power_cost; | ||
| } | ||
| } |
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Soyweiser
Feb 12, 2014
Author
Contributor
Moved the bioweapons next to each other. Easier to code on.
Soyweiser
reviewed
Feb 12, 2014
| moves -= time_to_fire(*this, firing); | ||
| } | ||
| moves -= time_to_fire(*this, firing); | ||
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Soyweiser
Feb 12, 2014
Author
Contributor
No clue why that code was there. But it supressed the firing time of the lightning generator. I tested it and it seems that you do not use up time for each bounce. But not 100% sure.
Soyweiser
added some commits
Feb 12, 2014
KA101
reviewed
Feb 13, 2014
data/json/items/bionics.json
Outdated
| @@ -218,7 +218,7 @@ | |||
| "bashing": 8, | |||
| "cutting": 0, | |||
| "to_hit": 0, | |||
| "difficulty": 3 | |||
| "difficulty": 5 | |||
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KA101
Feb 13, 2014
Contributor
I'm thinking 4, chiefly because you aren't taking off your hand and probably a good chunk of forearm in the process. FBA does kinda self-complicate its install.
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Soyweiser
Feb 13, 2014
Author
Contributor
Forgot about the taking hand off part. Will update it to be a bit lower later.
Edit: done that.
Soyweiser
added some commits
Feb 13, 2014
KA101
self-assigned this
Feb 13, 2014
KA101
merged commit c7f9f67
into
CleverRaven:master
Feb 14, 2014
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Soyweiser
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Soyweiser:CBM_Lightning_Upgrade
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Feb 16, 2014
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Soyweiser commentedFeb 12, 2014
Well that was fun.
Fixed the ranged bio weapons. They had a few bugs.
The fusion blaster didn't use ammo.
The lightning generator didn't use moves.
The laser and lightning generator never refunded biopower on a cancel.
And the lightning generator did not do a lot of damage anymore after the bouncing got nerfed (you cannot bounce back to an already hit target, was possible before).
Fixed the above. Upped the lightning generator damage from 6 to 16. Increased the install difficulty from 3 to 5. (Same as fusion blaster). Fusion blaster is a lot better vs single targets, lightning works on larger groups to soften them up.
Cleaned up some code in bionics.cpp (duplicated code).
Created the BIO_WEAPON tag. Use it next to NO_AMMO implanted weapons. So the game can create the virtual ammo, and then reduce it by one if the gun fired a shot. Burst fire bio weapons are NOT supported.