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Sign upSave some Cyborgs #29206
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Fris0uman
added some commits
Mar 31, 2019
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I think it should still be present if it makes sense, even if it's unlikely to come up under normal circumstances. Maybe someone decides to make a mod which will make them spawn in a location in which it does matter. |
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Fair, but the CAN_OPEN_DOOR flag is not implemented yet. |
Fris0uman
added some commits
Apr 3, 2019
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I don't know the syntax in this case but the usual approach is to sum up the weights of all entries for the denominator and use each individual entry as its numerator. So [40, 60] should yield the same results as [2, 3]. The "chance" entries are actual probability percentages where failed rolls yield none of the items, that's a different random draw concept.
Optional idea due to the skeletal bracing CBM, if you add the blade/claw variant limit it to those (military prototype Wolverine wannabe)
"trap" rooms, maybe benefits similar to Parkour Expert or someone else might eventually add those later. Erk's aboveground facilities might provide more use-cases if you let them follow you upstairs. In case I am misunderstanding the flag the intent is to have them intelligently climb over chairs, tables and chainlink fences not to turn them into Spider-Man. The profession still is a lot better off than zombies, more importantly to me these poor fellas should have the cognitive ability to recognise an obstacle and devise a smarter solution than headbutting into it.
Definitely up for debate, my reasoning was that NPCs are just douchebags who willingly attack you while the cyborgs clearly are trapped in this state and forced to attack against their will.
That is the beauty of it. The cells are locked so they can't do anything to you. But if you fiddle with the console and mess things up they will chase you all over the lab Terminator-style, especially if you add the enhanced hearing and maybe better night vision. Basically the idea was to deliberately make them a fair bit stronger than "broken" cyborgs, greater risk for greater reward and all that, without just stat-creeping them in direct combat. While we're at it |
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Looking at monmove code it seems that CLIMBS allow to move past some furniture AND climb up z levels. |
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Open_doors is not merged until something in the game starts using it. It's [WIP] just because I still did not finish the mod, and thus no creature uses the flag yet. If you want the open_door PR to get merged, probably you should make a PR using the flag, and then write something like "depends on #xxxxx", just so your cyborgs would justify adding the flag. |
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I guess we can do it this way. But it might have been easier for you to add it to some monster like police bot for exemple within the PR itself. |
Fris0uman
added some commits
Apr 4, 2019
Fris0uman
and others
added some commits
Apr 7, 2019
kevingranade
merged commit 3316fa4
into
CleverRaven:master
Apr 14, 2019
Wokko1
referenced this pull request
Apr 15, 2019
Merged
New json flag "CAN_OPEN_DOORS" (fixed) #29597
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This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: |
Fris0uman commentedApr 1, 2019
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edited
Summary
SUMMARY: Features "Add the ability to turn prototype cyborg into NPC via Autodoc surgery"Purpose of change
Prototype Cyborgs are sad creatures that once were human but are now messed up robots.
Skilled survivor with enough heart should be able to remove the worse of the cbms messing them up to give them back some humanity.
Describe the solution
On (e)xamine Autodoc can now detect inactive broken cyborg or broken cyborg corpse waiting to revive.
Autodoc can't operate on broken cyborg, because they have too many machine parts.
Autodoc detect and can operate on inactive prototype cyborg
(If the corpse is too damaged Autodoc detect a dead patient)
It will then prompt the player with the usual choice of in/uninstall.
Intsallation is impossible cyborgs are saturated in cbms
Removal offers some options, but most are unreadable due to the poor states of the patient.
Personality Override can be selected for removal
Upon succes an NPC of the Cyborg Class is spawned in place of the body
It has all the CBM Broken Cyborg profession has and the same gear.
Damage of the corpse item are apllied to the NPC
NPC spawn laying down
It will be very thankful to the palyer and will offer to join them.
Chance of succes follow same logic as usual bionic removal
Damage on the cyborg body increases difficulty
On failure the body is damaged or destroyed
It's very strange but the Autodoc seems to systematically destroy the Personality Override cbm upon extraction...
Also this adds the ability to specify CBMs in classes.json
Prototype Cyborg is a new monster with :
- Can avoid traps
- Will prioritize targets
- Can open door : depending on #28734
Describe alternatives you've considered
There is no alternative, we can't let them suffer any longer ! Save the Cyborgs !
Additional context
This does not consume anesthetic kit, I could add it if it seems op without it. But I fear no one would use anesthetic kit on that.
I only wrote the bare minimum of background they could definitivly use more.
Personality Override CBM could have a better name, maybe a less obvious one.
I did not manage to set Cyborg gear up properly, so instead of subject suit and foot rags they only have subject suit.
I don't know if the faulty CBMs really affect the NPC in any way.
The ability to specify CBMs in classes.json works but might be a bit awkward.