Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Summary
SUMMARY: Features "Allow using acid items as ammo, loading water cannon with acid"
Purpose of change
Misc idea on my todo list, fairly easy JSON stuff unless the added code idea in alternatives section gets asked for. In a nutshell, adds an idea that gives water cannons a bit more use besides just doling out zero-damage stuns, offers the player access to an exotic damage type, makes use of an otherwise-uncommon drop_action, and makes it so we have support for dedicated player-usable acid-spraying weapons in the future if desired.
Describe the solution
ammo_data
to acid water, weak acid water, and concentrated acid, being comestibles. Sets ammotype of acid and same recovery rate as water, defined damage.Describe alternatives you've considered
NO_RELOAD
from water cannons so the player can use them handheld.Testing
Problem: I don't see any way to control exactly which tank a vehicle-mounted will prefer to draw from, so the player seems to have no way to choose whether they want to moisten enemies or melt them.
Additionally, vehicle turrets seem to like to have their shots just continue right through the enemy hit with them, so it only deposits any resulting acid fields at the edge of its range. Until, that is, the target dies mid-burst, then the remaining shots impact on that tile instead.
Additional context