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[Good to go] We are the Mycus #9211

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merged 17 commits into from Oct 3, 2014

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@KA101
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commented Sep 24, 2014

Should be one or two more nights, and our fungal folks can reap their just rewards. Let me know what you think!

KA101 added some commits Sep 23, 2014

MUTCAT_MYCUS
This is the easy part.  But now you know what I'm planning.
Plant marloss_seeds
Unfortunately no time for proper germination.
"prereqs2" : ["LEAVES"],
"cancels" : ["SMELLY", "SMELLY2"],
"threshreq" : ["THRESH_PLANT"],
"category" : ["MUTCAT_PLANT"]

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KA101 Sep 24, 2014

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Yeah, this is a duplicate. Lemme nuke it whilst I'm thinking of it. >_<

KA101 added some commits Sep 24, 2014

THRESH_MARLOSS->THRESH_MYCUS
Quite a lot of infrastructure, but now one should be able to get the
Mycus mutcat.  Still needs dreams, the actual mutation mechanics, and
all-important testing, but infrastructure is going up.  w00t.
pick_plant(p, m, examx, examy, "marloss_berry", t_shrub_fungal);
if (p->has_trait("THRESH_MYCUS")) {
pick_plant(p, m, examx, examy, "mycus_fruit", t_shrub_fungal);
} else if (p->has_trait("THRESH_MYCUS")) {

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KA101 Sep 24, 2014

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Gagh! don't let fatigue happen to you.

Fix C&P glitch
Gagh.
@Rivet-the-Zombie

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commented Sep 24, 2014

Hooray for more fungal mutations!

@Lain-

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commented Sep 24, 2014

Awesome!

@Barhandar

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commented Sep 24, 2014

So Fungus goes the hivemind/mindhive route? Cool.
Are Medical and Alpha thresholds goo too, or pure superhuman without symbiosis/parasitism with goo?

@jcd000

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commented Sep 24, 2014

liking it!

@kevingranade

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commented Sep 24, 2014

All mutations are goo driven. Alpha, medical, and chimera are just
'designer' mutagens instead of splicing in animal dna indiscriminately.

@Barhandar

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commented Sep 24, 2014

All mutations are goo driven. Alpha, medical, and chimera are just 'designer' mutagens instead of splicing in animal dna indiscriminately.

That's sad, but I guess I can't have my cake and eat it too. Do you, by fluff, become one with the blob at 100% slime?

src/iuse.h Outdated
int dogfood (player*, item*, bool);
int catfood (player*, item*, bool);

// TOOLS
int lighter (player *, item *, bool);
int primitive_fire (player *, item *, bool);
int ref_lit (player *, item *, bool);
int ref_lit (player *, item *, bool);

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KA101 Sep 25, 2014

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OK, there's gotta be tabs in that somewhere. Looked off in mine so I moved it over. -_-

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commented Sep 25, 2014

MUTCAT_MYCUS is most certainly NOT goo-driven! blows a cloud of spores at Kevin ;-)

THRESH_SLIME isn't precisely the same as XE037, but they're comparable. Omnicellular folks are very vulnerable in melee and if I had more time I'd give them further mutations to basically be a better-off brain blob. (Activate your Shared Neurology to send slimesprings to attack, call them back to defend/heal/be healed, etc.)

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commented Sep 26, 2014

There's been a mishap with the Find & Replace. N++ helpfully thought I meant to find all instances of "return" rather than "has_mutation".

I'm putting the repo back together again. Fortunately it's only this PR, rather than master. But I may be a while. >_< My apologies, all.

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commented Sep 26, 2014

Mishap appears sorted on my end. Ugh. Lost over an hour there. >_<

KA101 added some commits Sep 26, 2014

Mycus skin/spawners
And the cleanup of a rather nasty F&R glitch.  Hoping I cured the merge
conflict here too.
Fix melee mal-fix
Hoping that was the only spot I mis-fixed.  Ugh.  Full branch corruption
like that isn't a joke.
@Jaso11111

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commented Sep 26, 2014

I want this. I want this so much. LET THE FUNGUS SPREAD!

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commented Sep 27, 2014

Do chitin mutations count as mycoid? I've read that RL shrooms are basically plants built with materials from animals - chitin instead of cellulose for cell walls, et cetera.

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commented Sep 27, 2014

No, though that's an interesting thought. Thanks.

KA101 added some commits Sep 28, 2014

WIP
OK, got nice-looking code that doesn't trigger.  Needs moved to
game::moninfo around 6033, committing to shift gears and go after a
showstopper reported in IRC.
Fixes and extra attack
OK, M_DEFENDER's adrenaline trigger seems to be working well enough, and
I've reinstated the Tower's tendril attack.  Gonna add more tendrils and
then this should be ready for checkover.

@KA101 KA101 changed the title [WIP] We are the Mycus [CR] We are the Mycus Sep 29, 2014

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commented Sep 29, 2014

There's more I could do with this (Mycus Ambassador, Mycus Cultivator, and Mycus Gardener are planned, and a tendril attack would be worth considering) but at this point I think it should get some commentary and exposure.

Yours if you want it, folks.

@KA101 KA101 added ready and removed in progress labels Sep 29, 2014

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commented Sep 29, 2014

Casts tendrils, has a hedgerow blocking not-fast-enough ranged attacks and nearly all melee attacks, immune to fire due to being made of stone, and now has higher dodge and HARDTOSHOOT as well.
Could this change go along making missile silos a wee bit more frequently spawning? Maybe one guaranteed per overmap?

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commented Sep 29, 2014

Barhandar is reacting appropriately to the fungal tower and wants to nuke it

Currently fungal towers don't spread, FWIW. You can just leave it be without ill effects.

update + scarred_zed
Incorporates i2amroy's at #9328--good catch--and adds beekeeper zeds to
the list of those protected from make_fungus.
} else if (tid == "mon_zombie_necro" || tid == "mon_zombie_master" || tid == "mon_zombie_firefighter" ||
tid == "mon_zombie_hazmat" || tid == "mon_beekeeper") {
return true;
} else if (tid == "mon_boomer" || tid == "mon_zombie_gasbag" || tid == "mon_zombie_smoker") {

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KA101 Sep 30, 2014

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Just wanna point out the updates here:
smokers fungalize to fungal boomers (gasbag and boomer already did)
Necro, Master are full of Goo and can resist make_fungus attacks altogether
Firefighters, hazmats, and "beekeeper" scarred zeds have enough Personal Protective Equipment that most spores get slowed or blocked, so the Goo can fight off make_fungus
And as of this PR, every other zed in the game will get fungal-zombie'd.

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commented Sep 30, 2014

infectedmochi was persuasive. Marloss Trees are gonna happen.
http://smf.cataclysmdda.com/index.php?topic=3982.msg181002#msg181002

@KA101 KA101 added in progress and removed ready labels Sep 30, 2014

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commented Sep 30, 2014

OK, whenever you're ready.

@KA101 KA101 changed the title [CR] We are the Mycus [Ready] We are the Mycus Sep 30, 2014

KA101 added some commits Sep 30, 2014

Adds marloss tree
It's like a bush, but happens as a conversion chance when blossoms
fungalize a forest, and can on occasion regrow its fruit.  Thanks to
infectedmochi on the forums for the idea.
Sets peaceful to false when declining
Nice catch, Kevin.
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commented Sep 30, 2014

Mixing mutagens and marloss is now a Questionable idea.

@KA101 KA101 changed the title [Ready] We are the Mycus [last-minute fix] We are the Mycus Sep 30, 2014

The other side of mutagen-marloss interactions
Marloss rejects you if you've already breached.  Mutagens have a very
similar adverse reaction if you've opened the gateway.

BUT they just might be able to close it, too, if that's something you're
wanting.  Use wisely.

@KA101 KA101 changed the title [last-minute fix] We are the Mycus [Good to go] We are the Mycus Sep 30, 2014

@Lain-

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commented Sep 30, 2014

Awesome work you've done there! Looking forward to playing this!

Mutation checkups
Locks in the traits.  The Mycus wants you to get them!
@kevingranade

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commented Sep 30, 2014

A little feedback after getting some sleep ;)
I wish I had the time to do a legit play through of this, it looks like
it'll be quite an experience.

The transition across the threshold seems a little abrupt, what do you
think of giving the player a premonition right at the threshold?
Specifically, when it displays "the shrub offers up the fruit and
shrivels", how about following up with, "you feel like there's no going
back after this"?

If I hadn't looked at the code beforehand I'm not sure I would have
examined the mycus shrubs and found the apple, maybe print a message like,
"a strange new fungal bloom opens near you"

Another more indirect option is to force a mycoid dream during your sleep
after passing the threshold.

An idea I had to give some subtle pressure to continue the quest line is to
give the player addictions to the opposing mycoid fruits once they get the
first one, so once you get blue, give weak addictions to yellow and...
green? I'm thinking the side effects would be minimal, just enough to
register, the main purpose is to give messages about "you crave...
different fruits". It might be better to give the messages a tone of
telepathy rather than a craving message.

@Barhandar

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commented Sep 30, 2014

Currently fungal towers don't spread, FWIW. You can just leave it be without ill effects.

Yes, but as far as I'm aware [QUEEN] tag means that if that thing dies, local population (aka potentially carpet-covering horde of fungaloids and spores) either starts to deplete, or begins to tick down by itself without player involvement.
Oooh, purifier serum blocking Marloss entirely. I should definitely get Gateway, than Purify that out for permanent immunity to willingly shrooming.

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commented Sep 30, 2014

OK, after I do the daily merge I'll see about factoring in some more flavor. Good to have the perspective--I know what's intended, so it kinda comes naturally. Others don't have that knowledge, so yeah.

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commented Oct 1, 2014

Installed some dreams and am working on the addictions now.

Adds prompters for Path Of Marloss
There's now a fairly tame addiction to prompt folks to seek out other
Marloss fruits, a comparatively-unlikely Marloss dream set, and the
Gateway pretty much tells you that the bush you wake up in is there
expressly for you.  (So examine the fungal thing!)
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commented Oct 2, 2014

OK, this has been ready. Sorry for the lack of post.

@kevingranade kevingranade self-assigned this Oct 3, 2014

p->add_memorial_log(pgettext("memorial_male", "Consumed mutagen."),
pgettext("memorial_female", "Consumed mutagen."));
}
if (p->has_trait("THRESH_MARLOSS")) {

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kevingranade Oct 3, 2014

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whoops, this triggers when you eat the apple, if I don't see other issues I'll fixup in the merge.

@kevingranade kevingranade merged commit f58c50f into CleverRaven:master Oct 3, 2014

1 check passed

default This has been rescheduled for testing as the 'master' branch has been updated.

@KA101 KA101 deleted the KA101:mycus branch Oct 3, 2014

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