-
Notifications
You must be signed in to change notification settings - Fork 4.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[CR] [WIP] Pokemon functions #13182
[CR] [WIP] Pokemon functions #13182
Conversation
This include the upgrade system based on experience, pikachu's evolutionary line.
…into pokemon_functions
…into pokemon_functions
…ctive way to kill pokemon.
…into pokemon_functions
…the flag, even if they don't hit.
…into pokemon_functions Fixed conflicts, and it does appear that my flag had been added previously by Coolthulu. Conflicts: src/ranged.cpp
…ant for pokemon Rewrote the capture function so that the monster ends up stored in the tags of the item in question, rather than as a pointer. Works this time, for realz.
…into pokemon_functions
…into pokemon_functions
Fixed identification of stackable types for items containing monsters(now like monsters stack with like). Added a capability to release the monster in a specific direction, and a flag for this sort of item which allows the item to be specified to not give that choice, just like the manhacks. :)
…into pokemon_functions Updated to latest master, necessary for merge later on.
…y with the monster contained. Took the table of weights from the items::weight method for calculating the weight of corpses.
And fixed multiple typos that prevented it from actually coming to exist
I oppose this mod with every fiber of my being. |
I think this would be better split into pet carrier part PR and the separate mod PR. Pet carriers would be quite useful and could be extended into animal capture traps, but are probably mechanically "heavy" and thus may take a while to mergetest. The pokemon themselves will require a totally separate discussion: less about mechanics and more about standards, copyrighted material etc. |
}else{ | ||
if(it->has_flag("PLACE_RANDOMLY")){ | ||
std::vector<tripoint> valid; | ||
for(int x=p->posx()-1;x<=p->posx()+1;x++){ |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Use for( const tripoint &pt : g->m.points_in_radius( p->pos, 1 ) ) {
instead of double loop. It's clearer and easier to adjust.
And finally: readability. Needs more spaces.
|
Having worked a little bit on a function that I see as necessary, the pet carriers, I agree that the pokemon mod should get removed. It has issues with IP and I don't want to work on that part any more. Also, I changed the name of the branch to remove the mod, so this pull request should be closed. |
@@ -1192,6 +1192,7 @@ void item::io( Archive& archive ) | |||
archive.io( "techniques", techniques, io::empty_default_tag() ); | |||
archive.io( "item_tags", item_tags, io::empty_default_tag() ); | |||
archive.io( "contents", contents, io::empty_default_tag() ); | |||
// archive.io("monster",contained_monster,io::empty_default_tag()); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This is not needed, all item vars are stored automatically.
I have added support for items containing instances of monsters, and removing them from the world. I've added the pet carrier to accomplish this for the base game, and the pokeball for the mod.
The pet carrier acquires weight based on the size of the monster contained, and the pokeball doesn't, as seems appropriate for that mod.
I am unsure of adding the potion_act in iuse to the game, as most of my work has taken place upon the evolution code, which works fairly well for the pokemon mod, and the creature capture functions, which has left the healing item as a mere afterthought in comparison.
Anyway, I hope that this isn't horrifyingly broken.