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Revamp Xenn ammo #1057

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sumghai opened this issue Feb 23, 2020 · 4 comments
Open

Revamp Xenn ammo #1057

sumghai opened this issue Feb 23, 2020 · 4 comments
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@sumghai
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sumghai commented Feb 23, 2020

The original Xenn Race mod included two ranged weapons

  • Xenn burn cannon, which only fires a plasma/napalm bolt (descriptions are inconsistent)
  • Xenn frost cannon, which only fires a cyrogenic "freeze" bolt

Both weapons are supposed to be loaded with their own respective ammo, and thus have separate ammosets. However, the current patches instead simply assign them the same universal ammoset, allowing the burn cannon to use the Xenn Cold Cell ammo, and vice versa.

Furthermore, the Cold Cell is incorrectly described as Thermobaric.

While a very low priority task, I'd like to set aside some time to properly revamp the Xenn cannon fuel cells, possibly using the power cell features being developed in #1044.

@N7Huntsman N7Huntsman added low priority XML Requires XML solution labels Feb 23, 2020
@Alicecomma
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How would you like them to function, specifically? It'd be helpful for developing #1044 to know some exact requirements.

Being a "bolt", I'd assume it fires the full mass of the cartridge. Does it fire multiple cartridges at once? Should each cartridge fire exactly one bolt?

@sumghai
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sumghai commented Feb 23, 2020

Based on the current implementation, I'd say:

  • Each Xenn Hot Cell or Xenn Cold Cell item should hold 20 shots
  • As it seems to be a fuel container and not a battery, the mass should decrease by 1/20 for every shot
Possible ammoset definition
<CombatExtended.AmmoSetDef>
    <defName>AmmoSet_XennFuel_BurnCannon</defName>
        <label>Xenn Fuel Cell</label>
            <ammoTypes>
                <Ammo_Xenn_Hot>Bullet_Xenn_Hot</Ammo_Xenn_Hot>
            </ammoTypes>
</CombatExtended.AmmoSetDef>

<CombatExtended.AmmoSetDef>
    <defName>AmmoSet_XennFuel_FrostCannon</defName>
        <label>Xenn Fuel Cell</label>
            <ammoTypes>
                <Ammo_Xenn_Cold>Bullet_Xenn_Cold</Ammo_Xenn_Cold>
            </ammoTypes>
</CombatExtended.AmmoSetDef>

Being a "bolt", I'd assume it fires the full mass of the cartridge.

In the context of the original mod, "bolt" refers to "energy bolt"

@Alicecomma
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In the system currently being developed, there wouldn't be such a thing as one resource holding multiple shots. The stack graphic could vary using the FT-implemented graphic method such that the item appears as less than a magazine up to stack count of 19.

To add the full mass decrease per shot, you'd add < conservedMassFactorWhenFired>0< /conservedMassFactorWhenFired> to < defName>Ammo_Xenn_Hot< /defName>.

@Alicecomma
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It might be possible to have one reload with Ammo_Xenn_Hot fill up the magazine completely and make it so unloading destroys remaining rounds or perhaps return a smaller ammo resource

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