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Sign upMutant wildlife expansions: Spiders and snakes #15085
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added some commits
Jan 30, 2016
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Neat! |
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Just a few minor mistakes to sort out first. :V |
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Swiggity swooty. Just minor forgotten things, this time I didn't make the source code self-destruct. o3o |
Coolthulhu
reviewed
Jan 30, 2016
| } | ||
| } | ||
| } | ||
| m->place_items("rare", 60, 0, 0, SEEX * 2 - 1, SEEY * 2 - 1, false, turn); |
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Coolthulhu
Jan 30, 2016
Contributor
Is that entire block a total copy+paste of the block above?
If so, you should just roll spider and egg type at start of the block (just after } else if( one_in( 150 ) ) {) and then use that.
Like this:
auto spider_type = mon_spider_widow_giant;
auto egg_type = f_egg_sackbw;
if( one_in(2) ) {
spider_type = mon_spider_cellar_giant;
egg_type = f_egg_sackcs;
}
Then later in the function, instead of m->add_spawn(mon_spider_cellar_giant, rng(1, 2), i, j); you'd use m->add_spawn(spider_type, rng(1, 2), i, j); and instead of m->furn_set(i, j, f_egg_sackcs); use m->furn_set(i, j, egg_type);
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Coolthulhu
reviewed
Jan 30, 2016
| if( one_in( 30 ) && m->passable( i, j ) ) { | ||
| m->furn_set(i, j, f_egg_sackcs); | ||
| m->add_spawn(mon_spider_cellar_giant, rng(3, 6), i, j); //enjoy a barrel full of nope | ||
| m->remove_field({i, j, m->get_abs_sub().z}, fd_web); |
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Does it work? I can't find the place where egg id is set in mapdata.cpp |
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Ah. Still need to set the path for the compiler on my laptop. I'll set up the changes you suggested, then compile-test spider basements. EDIT: Compiling, slowly but steadily. EDIT 2: It's past mapgen_functions.o, so this is good sign. EDIT 3: Compiled after 20 minutes, yaaay. |
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Could not find iexamine for the eggsack. Scheisse. |
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Try to find how it's done for the other eggsack. |
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Push the changes, I can't see what you did there. |
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Ack. Need to re-do it as I'd discarded the changes. Will do so along with fixing eggsacks. |
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There we go. I might've placed them lower in the function originally, so it SHOULD work in this instance. Will have to head out soon, but when I'm next on I'll compile again to see if it got fixed. |
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...did I seriously derp and link to the wrong PR? >_< |
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Wow, cool! |
Rivet-the-Zombie
reviewed
Jan 30, 2016
| @@ -35,6 +35,7 @@ const mtype_id mon_dark_wyrm( "mon_dark_wyrm" ); | |||
| const mtype_id mon_fungal_blossom( "mon_fungal_blossom" ); | |||
| const mtype_id mon_spider_web_s( "mon_spider_web_s" ); | |||
| const mtype_id mon_spider_widow_giant_s( "mon_spider_widow_giant_s" ); | |||
| const mtype_id mon_spider_cellar_giant_s( "mon_spider_widow_giant_s" ); | |||
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Rivet-the-Zombie
reviewed
Jan 30, 2016
| "hp":48, | ||
| "death_function":"NORMAL", | ||
| "special_attacks":[ | ||
| ["RATTLE", 6], |
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Rivet-the-Zombie
Jan 30, 2016
Member
I think the big snake could be louder when it rattles. What do you think, @chaosvolt?
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Rivet-the-Zombie
Jan 30, 2016
Member
Use the PARROT function instead of the RATTLE one and give it an appropriate entry in the speech.json file - you can adjust the volume in that file at the same time.
I haven't tested this idea; it may not work as described.
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chaosvolt
Jan 30, 2016
Author
Contributor
Ah right. I'd assumed that the rattle only seems to occur when the player gets close enough though, suggesting it's used like a special attack. Whereas parroting might occur automatically, I think? Unless there's a way to make parrot only occur when close enough.
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Rivet-the-Zombie
Jan 30, 2016
Member
Good point, so let's skip this!
This kind of discussion is the sort of silly little stuff that slows good PRs down. Don't sweat the volume; it's good just the way it is now.
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Rivet-the-Zombie
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Jan 30, 2016
Rivet-the-Zombie
merged commit 1b5eda4
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CleverRaven:master
Jan 30, 2016
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Meep. And thank you for the merge. |
chaosvolt
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chaosvolt:moar-mutants
branch
Jan 30, 2016
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Hmm. Giant rattlesnakes at least seem to steadily aggro if the player lingers. Giant cellar spiders seem to be hopelessly non-aggresive though. They should at least start off neutral but still be able to discourage sticking around, so giving them "PLAYER_CLOSE" as an anger trigger might work. |

chaosvolt commentedJan 30, 2016
As mentioned, two ideas I'd mentioned as minor ways to diversify a couple of areas other than the typical city horde that gets the most Fun.