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Profession traits #9624

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merged 10 commits into from Oct 26, 2014

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@KA101
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commented Oct 21, 2014

One thing I could do to make professions meaningful.

  • Thoughts on the character-screen color for a professional trait would be appreciated.
    As per usual, no response to a direct ask. Went with white.
  • Cop and doc traits implemented. Still would like to grant computer access, but overhauling terminal-handling seems like a good way to de-Stablize things, and that's a bad idea right now.

Canceling the jock line as I'd like to get these in for the new stable.

Plenty of room for further thought in these, too. Let's hear it!

KA101 added some commits Oct 14, 2014

Infrastructure
Basic infrastructure for profession-locked traits.
Traits in progress
Skater is implemented but not granted.  Computer ones are currently
looking for a place to hook into the code.  Committing to change gears
and pass out better cold-weather gear.
@Rivet-the-Zombie

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commented Oct 21, 2014

I like the looks of this!

Would police/doctor privilege mean the computers in their respective places of employment don't require hacking?

@KA101

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commented Oct 21, 2014

That was the idea. Problem is that I currently don't have a way to grab a type of computer and hook in the trait without referencing it by name (which is a translated string, so Nope). Gonna have to peg an id on 'em or something.

Alternate bonuses include NPC dialogue, trap-handling, CBM installation bonuses, etc. May go that way.

(You do realize that your input on traits that are/not easily visible in the menu would be useful and appreciated, Rivet.)

@Snaaty

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commented Oct 21, 2014

This looks like a wonderful idea!

That way you could also give some professions some meaning, that might make people pick them.
Really splendid!

@KA101

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commented Oct 21, 2014

I'm glad both of you think it's a good idea. If I didn't think it was worthwhile, I probably wouldn't be writing it.

I asked for feedback on substantive issues and/or general ideas for more profession-based effects. Help me make it a better idea, if you would, please?

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commented Oct 22, 2014

How about if a police robot encounters a police/firefighter/EMS character it will address them as such and not try to arrest them?

@KA101

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commented Oct 22, 2014

If badged, sure. EMS I'm not quite so sure about, but will consider.

(Today in replies that got rain delayed.... >_< )

@Lain-

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commented Oct 22, 2014

Nice! My general idea: Profession trait should be useful but not too dramatic. Fast food chef prepare food with the "junk" tag much faster. Student receive a slight boost to learn speed by reading. Farmer get better yield from planted plants. Hobo have slightly better resistance against coldness. Backpacker receive -1 encumbrance from backpacks. Lumberjack will be more skill full with the axes and cut down trees faster. Convict lies and threaten NPC more effectively. Biker have better control over bike-type vehicles.

@kevingranade

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commented Oct 22, 2014

The problem with adding subtle bonuses like that is that they're very easy
to just miss, and they take the same amount of coding effort as more
dramatic perks.
In other words, we'd like to keep the profession-specific perks fairly
dramatic rather than trying to give one to every profession.

@KA101

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commented Oct 22, 2014

Thought about the police thing some more and it'll probably get either stopped at the eyebot level, or only apply to riotbots. Copbots killed police for "trespassing" in their own stations, we'll recall.

@KA101

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commented Oct 23, 2014

I'm not certain why z->no_corpse_quiet isn't kicking in, but otherwise that's the general implementation. if you folks like it and once it's working properly, I'll replicate for Marshals and (once I update with master-branch) the detective.

Thinking Medical should get an edge in NPC dialogue, maybe have an easier time with CBM installs as saw 'em in a class or two.

KA101 added some commits Oct 23, 2014

Police WIP
I'm not sure why it leaves a corpse, but the code to cancel the copbots
appears to be more or less working.
Rewrite MD description
Probably still too long, but better than it was.
@BevapDin

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commented Oct 23, 2014

z->no_corpse_quiet

I suspect the mondeath function that places the "broken robot" item (mondeath::broken?) does not check that flag.

@KA101

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commented Oct 23, 2014

Thanks, I'll look into that.

KA101 added some commits Oct 24, 2014

Eyebot fix and US Marshal
Quest means something more now.
Color-coding
And some format work, too.
MD installs bionics more safely
Specifically, marginally better at installing/removing, and noticeably
better at avoiding failures (immune to Faulty Installs, in particular,
thanks to training in basic OR procedures).

@KA101 KA101 added the ready label Oct 26, 2014

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commented Oct 26, 2014

Adding the Detective and a minor bonus to trap-detection for cops.

@KA101 KA101 added ready and removed ready labels Oct 26, 2014

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commented Oct 26, 2014

OK, it's yours when you want it, folks.

Police detective & fixes
Adds the Detective, gives a minor bonus to trap-detection, and makes
sure that the eyebot doesn't drop anything when it departs.

@Rivet-the-Zombie Rivet-the-Zombie self-assigned this Oct 26, 2014

Rivet-the-Zombie added a commit that referenced this pull request Oct 26, 2014

@Rivet-the-Zombie Rivet-the-Zombie merged commit e1741ea into CleverRaven:master Oct 26, 2014

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