Holy Hand Grenade

Feb 16, 4:34 pm
#1
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
Location: New Jersey
Posts: 991
How does its damage compare to a large mine?
Booooooooooo!
Feb 21, 3:11 am
#2
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 768
Holy handgrenade has a fixed explosive power of 300, while a mine's total explosive power depends on the volume of its load and the load's explosive power:

Quote
Volume * MaterialExplosivePower / 1 000 000

A big mine has a load volume of 12500, and is normally filled with gunpowder with ExplosivePower = 15000. Therefore, a big mine has an explosive power of 188, or about 2/3 of a holy handgrenade.

Normal mine has a load volume of 5000, thus an explosive power of 75.

If a big mine was filled with neutronium, which has the highest explosive power in the game (ExplosivePower = 120000) but doesn't appear unless scripted in dungeon files, it would have an explosive power of 1500, or five times as powerful as a holy handgrenade.
Feb 21, 12:18 pm
#3
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
Location: New Jersey
Posts: 991
Thanks! Question - are explosive materials able to be triggered when not inside of a mine? If for example I SPOILER ALERT. Click here to see text.
SOCM a helmet into gunpowder
and hit it with a want of firedballs would it explode?
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Feb 21, 4:03 pm
#4
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,303
Ooh nice, thanks for the explanation RK. Did not realize the grenade was that much more powerful
Feb 22, 2:30 am
#5
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,891
I felt the HHG was more powerful, but that was just from observation and I had nothing to back that up with.

However the second question I can answer. The answer is yes. After all, that's what makes the backpacks of gunpowder dangerous.
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Feb 22, 3:13 am
#6
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 768
Unfortunately, the answer is actually no.

Backpacks, mines and grenades share an Explode() method, but it's not a generic method for the item entity. I even have it on my TODO list to make the Explode() method generic and let everything go boom. I sadly didn't have much time for development in... the last two years? Goddammit.

But right now, if you SOCM a big chest into gunpowder and zap it, it will only burn but not explode. That's how I noticed that only certain items can explode, by trying to be clever and blow Petrus up with gunpowder chests.
Feb 22, 6:38 pm
#7
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,303
Honestly that seems kind of exploit-y anyway.

Maybe we could just limit the maximum power so that nothing is more powerful than the holy hand grenade, but then you could still have fun turning random objects into bombs.
Feb 22, 8:47 pm
#8
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,891
Hmm? I seem to recall making equipment made of gunpowder explode at some point though... Perhaps it was just an idea.
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Feb 29, 6:19 am
#9
Joined: Dec 14, 2017
Occupation: Student
Location: Finland
Posts: 224
Having more interactions like that would be very cool. Alchemist playthrough!
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