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Sign up[CR/Ready] Mutations: The Next Generation #6416
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Great! |
KA101
added some commits
Mar 5, 2014
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I'll be curious to hear what people think of the Slime stuff. Dialed some back a bit and had perhaps a bit too much !Fun! on that one mutation. |
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Omg the Slime stuff is so much !!FUN!! |
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I like the looks of all of this. The slime mutant being all amorphous and covered with extra eyeballs and stuff is awesome! |
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Slime looks awesome, nice job KA101. |
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I see a makefile change there. News to me. What'd I miss? |
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Amazing stuff already, I might give Slime another try before getting my purifier now. Great work KA101. |
KA101
added some commits
Mar 10, 2014
Lain-
reviewed
Mar 14, 2014
| capacity -= 40; | ||
| if ( (temp_hunger < capacity && temp_thirst <= (capacity + 10) ) || | ||
| (temp_thirst < capacity && temp_hunger <= (capacity + 10) ) ) { | ||
| g->add_msg(_("You feel as though you're going to split open! in a good way??")); |
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KA101
Mar 14, 2014
Author
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I meant that as a rapid-interjection, but yeah, can be capitalized.
Lain-
reviewed
Mar 14, 2014
| } | ||
| hunger += 40; | ||
| thirst += 40; | ||
| g->add_msg(_("hey, you look like me! let's work together!")); |
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KA101
Mar 14, 2014
Author
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slimespawns have small voices like this. they're "little" and frankly i don't yet know whether it's shared-brain telepathy or if they have an audible voice.
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Lain-
reviewed
Mar 14, 2014
| @@ -7306,6 +7432,9 @@ bool player::eat(item *eaten, it_comest *comest) | |||
| mealtime -= 100; | |||
| } if (has_trait("SABER_TEETH")) { | |||
| mealtime += 250; // They get In The Way | |||
| } if (has_trait("AMORPHOUS")) { | |||
| mealtime *= 1.1; // Minor speed penalty for having to flow around it | |||
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Constructions wasn't working properly so I changed line 439 in "constructions.cpp" from "} if" to "} else if". It may still be wrong though, hope I saved you some time. Keep up the good work! :) |
KA101
reviewed
Mar 14, 2014
| has_component = true; | ||
| con->components[j][k].available = 1; | ||
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| } if // If you've Rope Webs, you can spin up the webbing to replace any amount of |
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KA101
Mar 14, 2014
Author
Contributor
Not sure what was breaking with just the "if", but if "else if" works better, I can change it. (If for some reason you want to trust that cheap nylon crap over your own silk strands?! ;-) )
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Wishbringer
Mar 15, 2014
Contributor
Try to board up a window, it'll get boarded up but no materials will be taken.
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Wishbringer
Mar 15, 2014
Contributor
I changed my version, so normal materials uses the "else if" clause.
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Not directly related here, but what is the status of illi-kun's mutation window? If we can get that in game then there will be no need to fiddle with the construction menu, we can just use the mutation window to construct things with web. |
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dwarfkoala
commented
Mar 15, 2014
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Yeah, that died kinda quickly. I'd say the construction menu isn't a good place at all for |
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It was a clone of the bionic menu, that is a good way to start, I guess. |
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Dwarfkoala's right, WEB_ROPE needed to touch construction & crafting. Arguably I could have made separate jobs "Build Web-stabilized Wall/Roof/Whatever" but that'd need even more infrastructure and torque off folks who believe that a "spoiler" is some sort of informational thing. WEB_ROPE only checks whether you're Famished or worse. Arachnids aren't charged for webbing, at any time. Go forth and leave your silky strands everywhere! ;-) (Active mutations are for things like wings, noisemaking/echolocation, wall-walking maybe, actively spawning backup, and other such mode-shifting or active-use mutations.) |
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Illi-kun's menu is #5612, seems nothing has been done on it for months. |
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The most important part of #5612 is the discussion which is defines main categories of "mut-actions". Unfortunately, I'm busy IRL and don't have enough time for completing the tasks which I suppose to do (vehicle towing, mutation menu, smoke detectors, auto-activation of explosive stuff by fire using existing ACT_FIRE flag). Anyway, I'll try to complete named features when I'll have enough free time. If anyone wants to implement mut-action menu - feel free to do it. |
KA101
added some commits
Mar 16, 2014
KA101
changed the title
[WIP] Mutations: The Next Generation
[CR/Ready] Mutations: The Next Generation
Mar 18, 2014
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Just pulled the WIP tag. Great time to raise concerns should you have 'em. |
KA101 commentedMar 4, 2014
Freeze is gone. Time to do what I do.
Leading off with unifying the various mutagenic substances: now if you mutate via substances (as opposed to radiation) you take the hunger/thirst/fatigue/pain hit, and added "MUTAGEN_WEAK" for non-mutagen mutagenics like the legs, arms, tainted tornado, etc.
Got a nice selection up for the Slime folks post-Threshold, including a practically-Capstone mutation to let you spawn smaller Slimes (unique critter and special!). Insect & Spider some post-Threshold love, and then Bird next.
Was Unfun and moved HIBERNATE past the Ursine threshold. Sorry.
Finally got that knot out of my spinnerets there. More Web love for Spiders, though I did Threshold-lock Web Weaver. Hoping to get the legs working by this time tomorrow. (Preferably sooner.)
Legs operational; I tightened the requirements for AMORPHOUS' bar-slip to torso/head/feet not-encumbered. Will bring back PROBOSCIS for the Insects now that flowers are actually available in respectable quantities and then Birds need attention.
PROBOSCIS is Back and I threw in some butterfly wings to go with. Might do a BLOODSUCKER stiletto if there's interest (check the PROBOSCIS commit first! Post-Threshold has a fair amount of "be careful for what you wish") but tomorrow is set for Birds and hopefully getting this landed.
Birds are in. Could do more but this is getting to the point where I'd rather land it and see what's needed next. If anyone's got concerns, now's a great time to make 'em known.