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Magic mod [don't merge] #30041

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wants to merge 249 commits into from
Closed

Magic mod [don't merge] #30041

wants to merge 249 commits into from

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KorGgenT
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@KorGgenT KorGgenT commented Apr 29, 2019

Summary

SUMMARY: Mods "Added magic infrastructure: Spellcasting, Spell learning, Spell loading. (Magiclysm)"

Purpose of change

I like magic. I wanted to put it in the game. This was a fun project.

Describe the solution

  • Implemented generic_factory for a new "SPELL" type, along with spell and spell_type classes mimicking item and itype
  • implemented a new spellcasting action and activity that allows you to "cast" a spell with various effects.
    this involved making a new targeting function, since the range function prints a lot of stuff to the screen.
  • added a new iuse so items can act as spellbooks in order to learn spells
  • added "mana" (sidebar panel enabled by external option)
  • added documentation for modders to be able to add their own spells into the game
  • added Magiclsym - a mod that I will be maintaining that is largely the test bed of these new features.

My brain is tired. I've been working on this for weeks but this is all i can come up with to say about it right now. I will perhaps be able to add more text about it later.
As always, it's a work in progress. The UI may need some work, but the functionality is something I wanted reviewed before I got too much farther.

Additional context

Some screenshots of the menus:
image
image
image

image

@KorGgenT KorGgenT added [JSON] Changes (can be) made in JSON Mods Issues related to mods or modding [C++] Changes (can be) made in C++. Previously named `Code` labels Apr 29, 2019
@Vasyan2006
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Pony mutants will be able to study and cast friendship magic?
Finally!

@KorGgenT KorGgenT marked this pull request as ready for review April 30, 2019 01:25
@KorGgenT
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image
most recent version of the casting window

anothersimulacrum and others added 5 commits May 1, 2019 06:06
 - This flag disallows usage of non-full magazines as components.
 - The purpose of this addition is to make requiring fully charged batteries using the new
   battery system possible.
 - Add the flag to the go bag to cause batteries to spawn fully charged
GearheadLydia and others added 5 commits May 2, 2019 19:20
re-adds the battery_compartment and makes it obsolete so it won't spawn, but won't get stuck as a non-object inside tools' mod lists
A number of bows, especially at the lower-end, had almost no range at
all, shooting less far than a sling, and much less than a survivor could
throw a grenade. The shortbow had a range of 4, meaning that even with
carbon fibre arrows it could barely shoot the length of a car.

This change increases the range of many bows to make them more practical
weapons. I used the compound bow as my reference, which has a range of
14/18/22 based upon how it's strung.

Updates are:

- Self bow: 5 -> 8
- Short bow: 4 -> 10
- Composite bow: 5 -> 12
- Reflex bow: 6 -> 12
- Hybrid longbow: 10 -> 14
- Longbow: 10 -> 18
- Compound greatbow: 8 -> 18

I feel that some of these at the higher end could be made even higher,
especially since a [modern longbow can do 180m](https://history.stackexchange.com/questions/8022/how-far-could-an-english-war-bow-shoot),
with even longer historical ranges. However I'm not familiar with the
`STR_DRAW` flag, and I'm not sure if archery skill has an impact on
range, so my changes have been kept moderate for now.

This change doesn't alter anything other than the ranges. This change
does not claim the new values are balanced, but I believe them to be
more balanced than before.
replaces instances of battery_compartment with magazine_battery_heavy_mod
makes it possible to have a non-food item be spawned that will disappear (rot) in a few turns, rather than a minimum of 10 minutes
ZhilkinSerg and others added 28 commits May 8, 2019 12:18
…unt-of-ammo-in-gun-spawns

Randomize amount of ammo in gun spawns and other small fixes for zombie soldiers loot spawn
* Added a lab note

* Quotes

* Moved lab_notes.json content into snippets.json
Frost spray and chilling touch added to ice spell list
added an ice spellbook
is equal with pyro book in all groups.
also put ice spike in.
added glide on ice spell, changed values for some spells, casting time, cost, difficulty, etc to be a little more consistent.
hoary blast. no idea why it vanished
@KorGgenT
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yeesh. this PR is totally messed up with the files. the summary is still valid for reference, though. i am going to close the PR however, as it's going to be split up into many parts.

@KorGgenT KorGgenT closed this May 10, 2019
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