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Rework of the Chemical Grenade Starter Kit, additional chemnade convenience #16346
Rework of the Chemical Grenade Starter Kit, additional chemnade convenience #16346
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This PR has been inactive for two weeks, and has been automatically marked as stale. This means it is at risk of being auto closed in another week. Please address any outstanding review items and ensure your PR is finished. If you are auto-staled anyway, ask developers if your PR will be merged. Once you have done any of the previous actions then you should request a developer remove the stale label on your PR, to reset the stale timer. If you feel no developer will respond in that time, you may wish to close this PR youself, while you seek developer comment, as you will then be able to reopen the PR yourself. |
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Hm. Kinda getting the feeling the custom grenade code should be moved to a child type e.g.: obj/item/chem_grenade/custom
, and have the parent type only handle arm/detonation/etc. code
…nto chemical_grenade_rebalance
I have employed the requested change to a new child-type. This enabled me to make the casings able to be mechscanned with a syndicate mechscanner (maybe someone is lucky enough to find the mechscanner and the chem grenade pouch in a surplus crate). Above that, since that change made me go through all chem grenades, i made the whole file use absolute paths. |
oh god, apparently VSC went through oldmap.dmm and replaced a bunch of needless tabs because i replaced the |
[game objects][rework][code quality][player actions]
About the PR
This PR replaces the chemical grenade starter kit with a chemical grenade pouch with increased grenade count and reworks how chemical grenades are assembled. It also adds a new feature to chemical grenades in general.
The chemical grenades come now in a chemical grenade pouch with 5 disassembled chemical grenades:
Instead of having the fuse seperate from the casing, fuse and casing now come in one item and can be assembled together by using the disassembled chemical grenades in hand.
The rest of the assembly steps are the same like pre-rework. Due to the use of the assembly component, you can hit the grenade with the beakers and vice-versa and it still works.
Now, you can disassemble chemical grenades by using a wrench on them, returning the used beakers and disconnecting the grenade from the fuse again. They are also now mechscanable via a syndicate mechscanner.
Chem grenades in general got a new change as well. You can use a screwdriver on them to change the detonation time in 3 second steps from 3 seconds to 15 seconds.
Last but not least, this PR makes the whole file (grenade.dm) use absolute pathing.
Why's this needed?
chemical grenades are considered a very underwhelming convenience buy because most of their effects can nowadays be achieved by beaker assemblies, save a few exceptions. To make them more appealing to buy and compareable to other grenade packs, a pouch was added and their number increased to 5.
The Chemical Grenade Starter Kit still exists in prefabs, but still only has 3 disassembled chemical grenades.
To enable the increase in number, the fuse and casing were combined. Also, the mess that is their assembly was brought in line via the newly added assembly component.
This enabled some additional convenience changes, like grenade disassembling or adjustment of the explosion time, which is already a thing for other grenades. The time of 15 seconds was used to enable delivery of grenades via mail chutes or delayed traps.
Changelog