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Claymores & Mine Tweaks #2988
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Claymores & Mine Tweaks #2988
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bot
added
Sprites
A bikeshed full of soulless bikes.
Code change
Watch something violently break.
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May 13, 2024
live mine was trying to draw tripwires in nullspace after being move()'d there
FalloutFalcon
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May 15, 2024
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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...
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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
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.
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
馃啈
add: Directional Mines
add: Claymores.
balance: explosions now only strip to space when a tile is already damaged
tweak: 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: