feat: acid trail for acid cannons #3339
Merged
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Summary
SUMMARY: Balance "Give acid fired out of a water cannon acid trail effects instead of using emit_actor hackery"
Purpose of change
Some belated fixes for weird behavior with acid used in water cannons. In particular, for whatever reason it likes to only spawn acid at the very edge of its range or in front of any walls it hits, even if it has to shoot acid clean through an enemy it is clearly hitting to do so. I tested this with both the fiddly
emit_actor
method and with an aoe-type ammo effect and yeah, it doesn't work good either way.Describe the solution
RECOVER_10
from all acid items.ACID_TRAIL
andACID_TRAIL_WEAK
for all acid items that have an acid emit as theirdrop_action
. Idea here is, instead of always just dumping a glob of maximum intensity at the end point of firing, they'll have trails of less intense acid spawn instead.ACID_TRAIL
ammo effect, creating a trail of acid between 1 and 3 intensity 66% of the time. Compare withemit_acid_drop
always being max intensity at a 100% rate. Used by concentrated acid.ACID_TRAIL_WEAK
ammo effect for the other acids that spawn fields to use. Trail spawns intensity of 1 or 2, 33% of the time. Contrast withemit_acid_drop
being max intensity but only 50% of the time.Describe alternatives you've considered
Removing acid cannons because I'm basic instead.
Testing
A thing I noticed: acid emission from dumping a jug of acid on the ground spreads the field out with overflow to make a big mess, while with the water cannon it always stayed in one tile.
emit_actor
was being weird when abused via a gun dumping ammo on the ground evidently.Additional context
8 shots with best available acid:
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