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Use damage objects for gun/ammo damage #38882

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merged 1 commit into from
Apr 11, 2020

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anothersimulacrum
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@anothersimulacrum anothersimulacrum commented Mar 18, 2020

Summary

SUMMARY: None

Purpose of change

JSON changes following #37329
Work towards #36110

Describe the solution

Use damage objects for all main game data.

Describe alternatives you've considered

Doing mods too

Testing

This will fail until #37329 is merged
Other than that, game loads without errors, and comparison of weapons and ammo before and after this change shows the same thing.

@ZhilkinSerg ZhilkinSerg added [JSON] Changes (can be) made in JSON Items: Ammo / Guns Ammunition for all kinds of weapons and these weapons themselves labels Mar 18, 2020
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Just some casual eyeballing over the code. What about changing rocks and pebbles damage type to bashing? It may seem logical but idk if it wont break anything.
Also, before this change, was every type of ranged damage considered piercing? So armor was only 0.8 times effecitve right? and now armor will remain as effective as it was right? ; p

@@ -425,8 +424,7 @@
"volume": "250 ml",
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Not related to this PR, but shouldnt the descrieption be saying 66mm high-explosive anti tank round?

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Yeah, probably.

@anothersimulacrum anothersimulacrum force-pushed the dmg-objs branch 2 times, most recently from 8f17b30 to 79828b0 Compare March 19, 2020 18:00
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What about changing rocks and pebbles damage type to bashing?

It would probably make sense, but I don't think I'm going to make any actual changes in this PR, (everything will load into the game the same). I'll look at that in a future PR.

Also, before this change, was every type of ranged damage considered piercing? So armor was only 0.8 times effecitve right? and now armor will remain as effective as it was right? ; p

Yes, before everything was loaded as "stab" (piercing), and now it still is.

Damage objects provide a concise, consistent and clear way to specify
what already can be specified for guns and ammo, but with one member
instead of the multiple members that exist now.

As such, use these damage objects, and instead of different members for
damage, pierce, and prop_damage.
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4 participants