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[WIP] Mut actions (clone of bionics menu) #5612

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@illi-kun
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commented Jan 19, 2014

This is a clone of bionics menu per KA101's request.

Actually, it's just weird to make interface before the content, and I think it's better to design the structure of "mut_action" first, and modify the window properly.

Since this is a functional alternative of bionics, we have to think about "cost" of usage the mutation features.

I've blocked by some errors related to new structures.

@Lain-

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commented Jan 19, 2014

This is awesome :D !
Just throwing out idea here: bionic cost power, maybe using mutation should cost food? (increase your hunger?)

@Waladil

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commented Jan 19, 2014

BTW, if you're planning on cloning the bionic menu, you might want to fix some of the bionic menu's bugs.
The main issue is hotkey assignment problems; it doesn't properly assign hotkeys after a certain point and bionics can be made inaccessible.

I suggest (as a partial workaround) making it two menus you can flip between (probably with tab). One strictly for active abilities the other strictly for passives.

@Zireael07

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commented Jan 19, 2014

Maybe mut actions would not cost anything at all, seeing as it's only very powerful and rare mutations which would allow them.

@NaturesWitness

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commented Jan 19, 2014

I think the cost of using an active mutation should vary depending on what the mutation is. Some ideas:

Free - simple things, like viewing scent map
on/off toggles - mutation that can be active or inactive, maybe crocodile eye shields?
draw on metabolism (food) - things requiring a great deal of energy, like temporary strength boosts
Cooldown - moves that need to replenish over time, like an acid spit projectile attack

@kevingranade

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commented Jan 19, 2014

Depending on the actual effect, it might be reasonable to increase fatigue,
hunger, or thirst. The cooldown makes sense too.

@KA101

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commented Jan 22, 2014

NaturesWitness pretty much nailed it on the cost structures, though the only way I know to do a cooldown ATM would be a disease.

Been offline until recently; thought I said I'd be out but apparently the message didn't get through. :-/ From what I can tell, the interface looks OK? Will grapple with it more later.

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commented Aug 9, 2014

Hoping I got the conflicts resolved--if so, later is now.

@KA101 KA101 self-assigned this Aug 9, 2014

@Rivet-the-Zombie

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commented Aug 10, 2014

I like the sound of this. Let's hope it still works!

@KA101

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commented Aug 10, 2014

It never did--the handoff code that works for bionics refuses to do the same for traits. Not sure why; I presume this is the problem illi-kun was having. Possible I resolved the conflicts Wrong--lots of 'em, may be easier to just rebuild from scratch--but we'll see.

@illi-kun

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commented Aug 11, 2014

I don't remember the exact details about issues here, but the most difficult part for me is creating new class. I don't think this PR is valuable itself, comments are more important. Feel free to close this and start doing mut-actions from scratch.

@KA101 KA101 removed their assignment Aug 11, 2014

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commented Aug 11, 2014

Well, I appreciate the effort, illi-kun. Sorry i wasn't around to get it working sooner. :-(

@KA101 KA101 closed this Aug 11, 2014

@illi-kun illi-kun deleted the illi-kun:mut_actions branch Aug 13, 2014

@illi-kun

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commented Aug 13, 2014

np, hope the discussion caused by this PR will be useful for you or for person who decide to do this feature in future.

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