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feat: Monster Adjustment additions, documentation and new mod to disable zombify_into #4708

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merged 4 commits into from
May 30, 2024

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KheirFerrum
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@KheirFerrum KheirFerrum commented May 30, 2024

Purpose of change

Some players have expressed concerns over zombify_into leading to revivication like behaviour. Added a mod to disable it without overwriting all the monsters. Also the modding docs for monster adjustment was unsatisfactory, as it only recorded the REVIVE flag removal instead of noting all possible options you have with it.

Describe the solution

Adds a special to monster_adjustment that empties zombify_into for selected species. Add an ALL species for filters.

Add a mod that disables zombify_into called No Zombification.

Describe alternatives you've considered

  • Make a more robust monster_adjustment system that can work with more variables.
    • Would be nice but a pain in the ass to code.

Testing

  • Kill a feral anything and confirm it doesn't show yellow and zombify.

Additional context

Checklist

Ferals have Human species instead of Zombie. So this will apply it to them. There should probably be a way to just define species as "all" in the future.
We could make them separate mods, but most people disable it unilaterally anyway.
@github-actions github-actions bot added JSON related to game datas in JSON format. mods PR changes related to mods. labels May 30, 2024
@KheirFerrum KheirFerrum marked this pull request as draft May 30, 2024 14:30
@RobbieNeko
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RobbieNeko commented May 30, 2024

Based on what chaosvolt says, I do believe zombify_into is the problem with ferals rather than revives
#4412

@github-actions github-actions bot added docs PRs releated to docs page src changes related to source code. labels May 30, 2024
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KheirFerrum commented May 30, 2024

Based on what chaosvolt says, I do believe zombify_into is the problem with ferals rather than revives #4412

Yes, new changes have been done to accommodate that.

@KheirFerrum KheirFerrum marked this pull request as ready for review May 30, 2024 15:18
@KheirFerrum KheirFerrum changed the title fix: No Revivication mod applies to Ferals feat: Monster Adjustment additions, documentation and new mod to disable zombify_into May 30, 2024
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Code seems good though have yet to test it, but I'm wondering if we might prefer it to be rolled in with the general No Revivification mod instead of being its own thing? Both types of reanimation trigger the corpse being pulpable and displaying a tile icon, so UI-wise they're indistinguishable (hence why the inconsistency of them zombifying under the hood even with no-revive mod on wasn't noticed until after they became pulpable, as before they were doing the same thing under the hood without the player having a way to notice or counter it).

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I think its okay for them to be separate mods. Running no revives but not no zombify implies that things get zombified once and don't get back up after you kill the zombie because too much damage was done to the body or brain, while running no zombify but not no revives implies that what you kill isn't infected with zombification and that's why it won't get back up. Running both naturally means you negate everything.

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Fair, either works. Player confusion may ensue but allowing the player to customize which competing feature they want to retain may also be desirable.

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  1. Compiled and load-tested.
  2. Spawned in a normal world, confirmed that regular zeds and ferals both correctly showed as wanting to reanimate, needing to be pulped then no longer showing as such after pulping both.
  3. Loaded up a world with the new mod, confirmed that ferals correctly no longer show them as cruisin' for a bruisin' while a zed correctly still needs pulping.
  4. Did the inverse of this, confirmed that a world with no revives turned on still affects zeds but not ferals.
  5. Did a world with both on, as expected neither of them show as pulpable and renanimating.
  6. Tested a world with no-zombify and Dinomod, as expected it turns the feature off for a regular T. Rex but not a zombie one. Changing load order of mods also correctly doesn't affect this.

@chaosvolt chaosvolt merged commit 5bfedde into cataclysmbnteam:main May 30, 2024
14 of 18 checks passed
@KheirFerrum KheirFerrum deleted the Feral-No-Revive branch May 31, 2024 01:49
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4 participants