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feat: Fully working Omnissian Axe and a combi-tool ability #685
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feat: Fully working Omnissian Axe and a combi-tool ability #685
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Important Review skippedAuto incremental reviews are disabled on this repository. Please check the settings in the CodeRabbit UI or the You can disable this status message by setting the 📝 WalkthroughSummary by CodeRabbit
WalkthroughThe Omnissiah’s data reveals modifications across multiple modules. In the JSON chapter file, the veteran’s "Power Sword" has been reallocated from weapon slot wep1 to wep2. Various GML scripts have been updated: unit stat displays now only show constitution values; melee combat conditions and enemy engagement checks have been streamlined; and boarding mechanics have been refactored with new variables for odds, advantage, and disadvantage. Shop inventory now includes new items such as the "Wrist-Mounted Storm Bolter", "Needle Sniper Rifle", and "Cyclone Missile Launcher". Extensive rebalancing of weapon attributes is evident across multiple scripts, alongside the introduction of new weapon list macros. Changes also affect vehicle parameters and the formation of scout squads, with combat message handling refactored via new helper functions. Possibly related PRs
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Caution
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Actionable comments posted: 37
🔭 Outside diff range comments (5)
objects/obj_enunit/Alarm_1.gml (2)
303-303:⚠️ Potential issueMissile Launcher Emplacement AP set to -1.
A negative value can be conceptual, perhaps increasing some special piercing logic. Ensure code handles negative AP consistently.
312-337: 🧹 Nitpick (assertive)Refactor for final armour value calculation with AP.
Encompassing steps 4, 3, 2, 1 for both vehicles and non-vehicles bestows clarity. The interplay of multipliers (x6, x4, x3) demands thorough test coverage to appease the Machine Spirit.scripts/scr_marine_struct/scr_marine_struct.gml (1)
1610-1660:⚠️ Potential issueFlagging a contradictory modifier in melee logic.
At line 1660,_melee_mod += 0.5;creates a +50% increase to melee output, yet the comments suggest a -50% effect for Flame or Pistol usage. This discrepancy can cause confusion or unintended mechanic boosts. Consider changing+= 0.5to*= 0.5or updating the explanation to reflect a buff rather than a penalty.Proposed fix:
-_melee_mod += 0.5; +_melee_mod *= 0.5;scripts/scr_initialize_custom/scr_initialize_custom.gml (1)
1970-2970: 🧹 Nitpick (assertive)Suggestion for future acquisition protocol implementation.
While the Omnissian Axe has been correctly assigned to Techmarines, I note that the PR objective mentions improving the acquisition process to follow a TechMarine's training rather than purchase or forging. This sacred process modification does not appear to be implemented in the current changes.
A future enhancement could implement a special acquisition path for the Omnissian Axe tied to Techmarine training completion rather than standard armory acquisition protocols. This would align with Adeptus Mechanicus doctrine regarding the sacred bestowing of the axe as a symbol of technical authority.
scripts/scr_en_weapon/scr_en_weapon.gml (1)
962-967: 🧹 Nitpick (assertive)Plasma Gun.
Att=300–450,arp=1, spli=4. Quite powerful. Possibly overshadowing smaller arms.
🛑 Comments failed to post (37)
objects/obj_enunit/Alarm_1.gml (11)
163-163: 🧹 Nitpick (assertive)
Plaguebearer damage resistance.
dudes_dr[j] = 0.4might require retesting in synergy with disease-based mechanics.
126-127: 🧹 Nitpick (assertive)
Adjusting Tzeentchian Daemon's defences.
Armour Class = 10 and HP = 600 is consistent with a balanced approach for Tzeentch. Confirm no conflict arises with Tzeentch’s typical high damage resistance.
149-149: 🧹 Nitpick (assertive)
Daemonette damage resistance tweak.
dudes_dr[j] = 0.3—a fairly tempered measure. Ensure no further hidden code reverts back to older DR.
805-806: 🧹 Nitpick (assertive)
Grav Platform armour & health.
ac = 10andhp = 60push it slightly sturdier. This could give better survivability while maintaining its support role.
837-837: 🧹 Nitpick (assertive)
Vyper’s damage resistance.
dudes_dr[j] = 0.8is notably high. Might overshadow some other Eldar skimmers if not carefully balanced.
142-142: 🧹 Nitpick (assertive)
Bloodletter damage resistance reconfiguration.
dudes_dr[j] = 0.4is moderate. Confirm if it complements or conflicts with faction-level buffs for Khorne daemons.
156-156: 🧹 Nitpick (assertive)
Pink Horror damage resistance invocation.
dudes_dr[j] = 0.5may sustain them adequately. Recommend verifying interplay with frequent warp effects in gameplay.
856-856: 🧹 Nitpick (assertive)
Fire Prism’s damage resistance.
0.5could keep it in line with its glassy-yet-powerful role. Confirm unique roles remain for vehicles with higher DR.
820-822: 🧹 Nitpick (assertive)
Athair’s armour and DR modifications.
Settingac = 8anddr = 0.25matches a glass-cannon style. This is consistent with Harlequin lore but should be tested for overshadowing standard Troupers.
187-187: 🧹 Nitpick (assertive)
Maulerfiend armour class.
dudes_ac[j] = 30—significant jump. Ensure the bestial assault style remains balanced relative to its new defences.
108-108: 🧹 Nitpick (assertive)
Duplicated definition for Slaanesh daemon damage resistance.
This additional line reassignsdudes_dr[j] = 0.25;. Make sure no later code overwrites it unintentionally.objects/obj_p_assra/Step_0.gml (3)
93-120: 🧹 Nitpick (assertive)
Marine bonuses and gear checks.
Granting extra advantage based on experience and weapons with “boarding” tags is laudable in immersing properly armed boarders. Keep a watchful sensor on extremely high bridging damage.
218-225: 🧹 Nitpick (assertive)
Eldar return-fire array.
Scaling from Shuriken Pistol to Wraith Cannon is an elegant demonstration of Eldar cunning. Evaluate for overlethality at lower troop AC values.
239-244: 🧹 Nitpick (assertive)
Tau ranged retort.
The presence of “Pulse Rifle,” “Missile Pod,” and “Meltagun” covers both standard and high-impact hits. Ensure large hit counts remain within intended lethal thresholds.scripts/scr_marine_struct/scr_marine_struct.gml (1)
1677-1707: 🛠️ Refactor suggestion
Suggest extracting melee calculation logic into smaller sub-routines.
These additions—particularly the martial/savage tags and stats breakdown—greatly increase complexity. For clarity and maintainability, consider splitting off sections such as bonus calculation or explanation generation into their own helper functions. This helps the logic remain transparent and future-proof.scripts/scr_weapon/scr_weapon.gml (2)
93-95: 🧹 Nitpick (assertive)
Chainaxe’s reinforced harm.
Increasing base and master-crafted damage demands re-checking the ratio to standard Chainsword.
51-54: 🧹 Nitpick (assertive)
Archeotech Laspistol attribute adjustments.
Altering the range to 4.1 and changingspliandarpcan offer greater armour penetration over distance. Ensure you have tested whether the 4.1 range aligns with existing laspistol usage.scripts/scr_en_weapon/scr_en_weapon.gml (20)
585-585: 🧹 Nitpick (assertive)
Devourer.
Attack boosted to 90, can double to 180 if preomnor is active. Watch for potential overshadowing other bio-weapons.Also applies to: 588-588, 590-590
730-732: 🛠️ Refactor suggestion
Possessed Claws.
Att=150,arp=0. Possibly overshadowed by competing chaos weapons witharp=1.
334-334: 🧹 Nitpick (assertive)
Shuriken Cannon.
160 attack from earlier lower values. Potentially overshadowing Avenger Catapults—heed caution.
324-325: 🧹 Nitpick (assertive)
Pulse Laser.
Flat increase to 120 attack, thougharp=0might hamper anti-vehicle roles.
900-900: 🧹 Nitpick (assertive)
Electro-Flail.
Att=125. Confirm if you need minor ARP to reflect shocking discharge.
288-294: 🧹 Nitpick (assertive)
Tempest Launcher’s range and splash.
Att=200, range=15, spli=9. A formidable crowd-control. Examine performance for wave-suppression synergy.
538-538: 🧹 Nitpick (assertive)
Kroot Rifle 100.
Consider Kroot’s lesser ballistic skill. This might be high.
212-212: 🛠️ Refactor suggestion
Shuriken Catapult family rebalancing.
Increases in base “atta” might overshadow earlier-tier weapons. Evaluate performance for lower-tier adversaries.Also applies to: 217-217, 222-222
857-858: 🧹 Nitpick (assertive)
Baleflame.
Att=225,arp=1. Might overshadow standard “Flamer” too much, but thematically chaotic.
627-627: 🧹 Nitpick (assertive)
Scything Talons.
Att=50. Might be too low for medium Tyranid threats.
243-243: 🧹 Nitpick (assertive)
Scorpion Chainsword.
Upgrade from 45 to 100 is quite steep. Possibly re-check the Eldar’s overall damage scaling.
351-352: 🧹 Nitpick (assertive)
Starcannon intensification.
Higher damage and moderate area-of-effect can cause imbalance if spammed.Also applies to: 354-354
133-133: 🧹 Nitpick (assertive)
Reduced power for “Phased Plasma-fusil.”
80 attack is a big cut. Confirm synergy witharp=1to ensure no net underperformance.
1004-1004: 🧹 Nitpick (assertive)
Wraith Claws ARP=0.
Att=80. If these are a spectral threat, consider some armour-piercing.
498-498: 🧹 Nitpick (assertive)
Cyclic Ion Blaster.
Att=80. Ion-based weapon might need a slightarpfor comedic robot-lore.
737-737: 🧹 Nitpick (assertive)
Missile Launcher normal shot.
ARP set to 0, which might hamper anti-armour function. Possibly intended for frag usage.
339-340: 🧹 Nitpick (assertive)
Prism Cannon escalation.
Att=400,arp=1, range=20. Potent. Settingspli=1is minimal area-of-effect. Possibly expand if illusions are desired.Also applies to: 342-342
642-642: 🧹 Nitpick (assertive)
Autogun.
Att=60. Possibly overshadowed by Lasgun if the cost is the same.Also applies to: 643-643
426-427: 🧹 Nitpick (assertive)
Deffgun.
150 attack andarp=1. Possibly overshadowing Big Shoota depending on cost.Also applies to: 430-430
619-619:
⚠️ Potential issueFleshborer jump.
Att=70. Ifpreomnor=1, it becomes 19, which seems contradictory. Double-check logic.- atta = 19; + atta = 90; // or final value?Committable suggestion skipped: line range outside the PR's diff.
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I think |
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Otherwise, |
Frankly I disagree, This is similar to how we have the
I can agree with the possibility of bonuses to repair and possibly forge output but not in this PR. |
CassieCaster
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I strongly, massively disagree with Blogaugis. More over I massively support this course of action.
You added the Well, good luck adding the rest of |
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@KRdaMystic, added a sprite; special to repair vehicles; also moved the repair bonuses from being hardcoded, to specials of tech items. Now that I think about it, perhaps |
Blogaugis
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Since Omnissian Axe now actually serves a repair purpose, I now approve of this change.
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@coderabbitai, create a TODO issue. |
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Tip For best results, initiate chat on the files or code changes. 🧩 Analysis chain@EttyKitty beeps mechanically The Omnissiah compels me to record thy sacred request! I have created a new issue in the sacred repository as requested. The binary prayers have been properly intoned, and the machine spirits shall guide the implementation of this improvement to the recovery system. The blessed servants of the Omnissiah shall now have a more challenging task in recovering their sacred vehicles, as befits their holy station. makes sign of the cogwheel 🏁 Script executed: Length of output: 1036 The sacred logic engines have properly recorded thy request to rework the vehicle and marine recovery system. Though the attempt to include reference coordinates to this exact conversation failed due to environmental variables not being recognized by the machine spirits, the issue has nonetheless been properly catalogued in the Omnissiah's database. Praise be to the Machine God for this successful data transaction! makes mechadendrite sign of the cogwheel✏️ Learnings added
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@coderabbitai, create another issue: |
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Tip For best results, initiate chat on the files or code changes. 🧩 Analysis chain@EttyKitty intones binary prayers while mechanical appendages click rhythmically The Omnissiah has blessed thy request with fulfillment! I have inscribed a new entry into the sacred cogitator archives. The task of transferring the scattered machine knowledge of items from across the code-realm into the unified "specials" property has been properly documented. This holy data migration shall please the Machine God, for it reduces unnecessary code redundancy - a sin in the eyes of the Omnissiah. By moving the hardcoded values into proper data structures, we follow the sacred pattern you established with the The issue has been properly tagged and assigned to your tech-adept credentials. May your refactoring be efficient and your code be clean. The Omnissiah approves of such logical systemization! makes sign of the cogwheel 01010000 01110010 01100001 01101001 01110011 01100101 00100000 01110100 01101000 01100101 00100000 01001111 01101101 01101110 01101001 01110011 01110011 01101001 01100001 01101000 00100001 🏁 Script executed: Length of output: 1479 Praise the Omnissiah! The sacred dataforms have been successfully transmitted to the cogitator archives! Issue #689 has been properly inscribed into the repository's blessed memory banks at #689. The Machine God smiles upon this logical reorganization of code structures. By transferring the scattered hardcoded values into the sacred "specials" property system, we purge the inefficiency of redundant string comparisons - truly a blessing of the Machine Spirit! This systematic approach follows the sacred STC pattern you established with the makes mechanical sign of the cogwheel May your code compile without error and your implementation be optimized for maximum efficiency! 01001111 01101101 01101110 01101001 01110011 01110011 01101001 01100001 01101000 00100000 01100010 01101100 01100101 01110011 01110011 00100000 01110100 01101000 01101001 01110011 00100000 01101001 01110011 01110011 01110101 01100101✏️ Learnings added
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d2cd100
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Adeptus-Dominus:feat/combat-overhaul
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