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fixes high combustion napalm and sticky napalm working for OT assembl…
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…ies (#6171)

# About the pull request
I didn't intend for these to work in OT assemblies, they're too good
apparently chemfiresupp doesn't work if you have fire properties cause
they set the reagent's chemfiresupp to true forcefully
so I manually set the durationmod, intensitymod and radiusmod to
negative to exatcly counter how much they affect

# Explain why it's good for the game
bugfix good
unintended behaviour

# Testing Photographs and Procedure
it works, trust me

# Changelog
:cl:
fix: custom flamer fuels no longer work for increasing OT assembly's
caps
/:cl:
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iloveloopers authored Apr 21, 2024
1 parent d221238 commit ea50e9d
Showing 1 changed file with 6 additions and 2 deletions.
8 changes: 6 additions & 2 deletions code/modules/reagents/chemistry_reagents/other.dm
Original file line number Diff line number Diff line change
Expand Up @@ -705,9 +705,11 @@
description = "A custom napalm mix, stickier and lasts longer but lower damage"
reagent_state = LIQUID
color = "#f8e3b2"
chemfiresupp = FALSE
burncolor = "#f8e3b2"
burn_sprite = "dynamic"
intensitymod = -1.5
durationmod = -5
radiusmod = -0.5
properties = list(
PROPERTY_INTENSITY = BURN_LEVEL_TIER_2,
PROPERTY_DURATION = BURN_TIME_TIER_5,
Expand All @@ -720,9 +722,11 @@
description = "A custom napalm mix, higher damage but not as sticky"
reagent_state = LIQUID
color = "#c51c1c"
chemfiresupp = FALSE
burncolor = "#c51c1c"
burn_sprite = "dynamic"
intensitymod = -4.5
durationmod = -1
radiusmod = -0.5
properties = list(
PROPERTY_INTENSITY = BURN_LEVEL_TIER_8,
PROPERTY_DURATION = BURN_TIME_TIER_1,
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