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@KRdaMystic
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Purpose

  • Make techmarines use the newly added Omnissian axe since its their iconic weapon

Describe your changes/additions

  • Self-descriptive.

What can/needs to be improved/changed

  • Adding an acquisition process following a TechMarine's training that isn't purchase or forging.

Testing done

  • None and I understand the risks.

Related things and/or additional context

  • None.

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coderabbitai bot commented Apr 5, 2025

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📝 Walkthrough

Summary by CodeRabbit

  • Gameplay Improvements

    • Simplified unit stat displays and refined combat flow, including melee targeting and boarding mechanics.
    • Adjusted vehicle attributes and squad formation routines for smoother encounters.
  • Weapon Rebalancing

    • Comprehensive tweaks to weapon performance, balancing attack power, penetration, and classifications.
  • New Shop Items

    • Added new equipment options: Wrist-Mounted Storm Bolter, Needle Sniper Rifle, and Cyclone Missile Launcher.
  • Refactor

    • Centralised weapon definitions and enhanced combat turn management for improved clarity and consistency.

Walkthrough

The 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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@KRdaMystic KRdaMystic changed the base branch from main to feat/combat-overhaul April 5, 2025 07:36
@KRdaMystic KRdaMystic changed the title Fix/techmarine axe fix: Techmarine axe Apr 5, 2025
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Caution

Inline review comments failed to post. This is likely due to GitHub's limits when posting large numbers of comments. If you are seeing this consistently it is likely a permissions issue. Please check "Moderation" -> "Code review limits" under your organization settings.

Actionable comments posted: 37

🔭 Outside diff range comments (5)
objects/obj_enunit/Alarm_1.gml (2)

303-303: ⚠️ Potential issue

Missile 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 issue

Flagging 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 += 0.5 to *= 0.5 or 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] = 0.4 might 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 = 10 and hp = 60 push it slightly sturdier. This could give better survivability while maintaining its support role.


837-837: 🧹 Nitpick (assertive)

Vyper’s damage resistance.
dudes_dr[j] = 0.8 is notably high. Might overshadow some other Eldar skimmers if not carefully balanced.


142-142: 🧹 Nitpick (assertive)

Bloodletter damage resistance reconfiguration.
dudes_dr[j] = 0.4 is 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] = 0.5 may sustain them adequately. Recommend verifying interplay with frequent warp effects in gameplay.


856-856: 🧹 Nitpick (assertive)

Fire Prism’s damage resistance.
0.5 could 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.
Setting ac = 8 and dr = 0.25 matches 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 reassigns dudes_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 changing spli and arp can 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 with arp=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, though arp=0 might 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 with arp=1 to 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 slight arp for 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. Setting spli=1 is 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 and arp=1. Possibly overshadowing Big Shoota depending on cost.

Also applies to: 430-430


619-619: ⚠️ Potential issue

Fleshborer jump.
Att=70. If preomnor=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.

@Blogaugis
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I think Omnissian axe is a bloat item and should not be in game.
Power axe should be enough. If we want even more debloating, we can combine power weapons into power weapon.

@Blogaugis
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Otherwise, Omnissian Axe should provide repair capabilities and stat buffs to the user, if we want to do justice to the item.
Arguably, it should also be available in at least master-crafted equipment level.

@KRdaMystic
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I think Omnissian axe is a bloat item and should not be in game. Power axe should be enough. If we want even more debloating, we can combine power weapons into power weapon.

Frankly I disagree, This is similar to how we have the Crozius Arcanum for Chaplains in addition to the Force Staff, Axe and Sword for Librarians.

Otherwise, Omnissian Axe should provide repair capabilities and stat buffs to the user, if we want to do justice to the item. Arguably, it should also be available in at least master-crafted equipment level.

I can agree with the possibility of bonuses to repair and possibly forge output but not in this PR.

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I strongly, massively disagree with Blogaugis. More over I massively support this course of action.

@Blogaugis
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Frankly I disagree, This is similar to how we have the Crozius Arcanum for Chaplains in addition to the Force Staff, Axe and Sword for Librarians.

You added the Crozius Arcanum yourself.
Not sure about the 2 other weapons for librarians (staff is the only one they had back in 0.65~).

Well, good luck adding the rest of office weapons for the remaining blokes in game.

@github-actions github-actions bot added Area: Sprites Changes to sprites/images or their under-the-hood functionality Size: Small and removed Size: Tiny labels Apr 5, 2025
@EttyKitty EttyKitty changed the title fix: Techmarine axe feat: Fully working Omnissian Axe and repair specials Apr 5, 2025
@EttyKitty
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EttyKitty commented Apr 5, 2025

@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 combi_tool should provide a forge point production bonus.

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Since Omnissian Axe now actually serves a repair purpose, I now approve of this change.

@EttyKitty
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@coderabbitai, create a TODO issue.
To rework the vehicle and, maybe, the marine recovery system. From being a predictable "if you have enough recovery points, you'll always recover all vehicles", to have a random chance of recovery, that increases with the techmarine skill. And items, instead of giving more recovery points, give bonuses to passing the random check.
Not sure yet how to implement this properly in relation to having multiple techmarines and other nuances, but will still better than what we have right now, as right now you can cheese this recovery mechanic.

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coderabbitai bot commented Apr 5, 2025

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:

#!/bin/bash
# Create a GitHub issue for reworking the vehicle and marine recovery system
gh issue create \
  --title "TODO: Rework vehicle and marine recovery system" \
  --body "## Current System
- Currently, the vehicle and marine recovery system is predictable: if you have enough recovery points, you'll always recover all vehicles
- This makes the system easy to cheese/exploit

## Proposed Changes
- Replace the predictable recovery system with a random chance of recovery
- The chance should increase with the techmarine's skill level
- Items should provide bonuses to passing the random check rather than directly adding recovery points

## Implementation Considerations
- Need to determine how multiple techmarines would affect the recovery chances
- Consider balance implications and edge cases

## Related PR
${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/pull/685#issuecomment-${GITHUB_COMMENT_ID}

## Background
This issue was requested by @EttyKitty to improve game balance by making the recovery mechanics less predictable and more skill-based.

Tagging the requester for awareness: @EttyKitty" \
  --assignee "EttyKitty"

Length of output: 1036


@EttyKitty *emits binary canticles of success* The Machine God's will has been carried out! Issue #688 has been successfully inscribed in the sacred cogitator archives at https://github.com//issues/688.

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
Learnt from: EttyKitty
URL: https://github.com/Adeptus-Dominus/ChapterMaster/pull/685

Timestamp: 2025-04-05T20:54:44.175Z
Learning: EttyKitty requested a rework of the vehicle and marine recovery system in ChapterMaster. The current system allows guaranteed recovery with enough recovery points, while the proposed system would use random chance modified by techmarine skill and item bonuses.

Learnt from: EttyKitty
URL: https://github.com/Adeptus-Dominus/ChapterMaster/pull/685

Timestamp: 2025-04-05T20:54:44.175Z
Learning: GitHub environment variables like GITHUB_SERVER_URL, GITHUB_REPOSITORY, and GITHUB_COMMENT_ID are not available in the execution environment when running GitHub CLI commands through CodeRabbit.

Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure review instructions. You can manage existing learnings in the app.

@EttyKitty
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@coderabbitai, create another issue:
To transfer all existing hardcoded values (that affect something in the gameplay), specific to weapons, armor and gear, from across the codebase to the new specials property of items.
Like I did with the combi_tool special, instead of it being hardcoded to check item names.

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coderabbitai bot commented Apr 5, 2025

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 combi_tool implementation.

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:

#!/bin/bash
# Create a GitHub issue for transferring hardcoded values to the "specials" property
gh issue create \
  --title "Refactor: Transfer hardcoded item effects to the specials property system" \
  --body "## Current Implementation

Currently, many gameplay-affecting values specific to weapons, armor, and gear are hardcoded across the codebase. These hardcoded values check for specific item names to apply special effects.

## Proposed Changes

- Transfer all hardcoded values and effects to use the new 'specials' property of items
- Similar to how the \`combi_tool\` special was implemented instead of hardcoded name checks
- This will improve code maintainability and make effects more explicit in item definitions

## Benefits

- Increased code maintainability by centralizing item effects
- Better discoverability of what effects items have
- Easier to adjust or balance items
- Reduces need for hardcoded string comparisons throughout the codebase

## Implementation Considerations

- Identify all locations in the codebase where items are checked by name to provide gameplay effects
- Create appropriate 'specials' properties for each effect
- Update game logic to check for these properties instead of hardcoded name checks
- Ensure backward compatibility with existing save files

## Background

This refactoring will continue the pattern established with the \`combi_tool\` special, making the codebase more maintainable and effects more explicit.

Requested by @EttyKitty" \
  --assignee "EttyKitty"

Length of output: 1479


@EttyKitty *emits a series of satisfied binary chirps and mechanically intones*

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 combi_tool implementation, bringing order to chaos and standardization to variation. Such refactoring is most pleasing to the Omnissiah's divine logic circuits.

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
Learnt from: EttyKitty
URL: https://github.com/Adeptus-Dominus/ChapterMaster/pull/685

Timestamp: 2025-04-05T20:58:20.814Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.

Learnt from: EttyKitty
URL: https://github.com/Adeptus-Dominus/ChapterMaster/pull/685

Timestamp: 2025-04-05T20:58:20.814Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.

Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure review instructions. You can manage existing learnings in the app.

@EttyKitty EttyKitty merged commit d2cd100 into Adeptus-Dominus:feat/combat-overhaul Apr 5, 2025
3 checks passed
@EttyKitty EttyKitty changed the title feat: Fully working Omnissian Axe and repair specials feat: Fully working Omnissian Axe and a combi-tool ability Apr 5, 2025
@KRdaMystic KRdaMystic deleted the fix/techmarine_axe branch April 6, 2025 01:28
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