Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Poking at zombies to make them more interesting #11203

Closed
wants to merge 92 commits into from
Closed

Poking at zombies to make them more interesting #11203

wants to merge 92 commits into from

Conversation

ghost
Copy link

@ghost ghost commented Jul 30, 2016

Pokes at zombies

  • Adds zombies eating at corpses, this restores their health, and potentially turns the corpse into a zombie
  • Adds zombie 'evolution' depending on what's happened to them (Die too much and eat too little, become something that should deal with whatever's killing you. Die too little and eat too much, there's too many corpses around so start converting them into zombies)
  • 'Turned' zombie - Looks like a human, can potentially be converted back if caught in time
  • 'Rotting' zombie - Somebody too far gone to bring back
  • 'Necrotic' zombie - When it eats at a dead body, has a chance of converting the corpse into another zombie
  • 'Crimson' zombie - Angry zombie that should tear down doors

TODO

  • Fix their AI so they're not so damn glutenous or pacified
  • Add the door smashing mechanic
  • Make sure everything doesn't crash

Also fixes necromancy mobs from attacking the necromancer

@ghost
Copy link
Author

ghost commented Aug 1, 2016

Okay, working on expanding this a bit more, hang on

@ghost ghost changed the title Fixes staff of necromancy mobs from attacking their 'master' as braindead mobs Poking at zombies to make them more interesting Aug 4, 2016
If none of the above, play dead
*/
if(!stat)
if(stance = HOSTILE_STANCE_IDLE) //Not doing anything at the time
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Shouldn't this be stance == HOSTILE_STANCE_IDLE ?

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Yes

Copy link
Author

@ghost ghost Aug 4, 2016

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Oh hell, don't tell me this little thing was what was causing the AI to screwball

Copy link
Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Holy crap it was, peer review saves the day again

Fixes unzombification throwing a runtime
@ComicIronic ComicIronic added the Conflicts Conflicts with something. label Aug 5, 2016
if(target.health < -150) //Gotta be a bit chewed on
visible_message("<span class='warning'>\The [target] stirs, as if it's trying to get up.</span>")
if(prob(zombify_chance))
to_chat(world, "[target] zombified by [src]")
Copy link
Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Missed one

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

HITLERS

@ghost
Copy link
Author

ghost commented Aug 6, 2016

So, the conflicts are because of 64x64, right?

@ghost
Copy link
Author

ghost commented Aug 8, 2016

Players already can barely deal with necromorphs ans zombies, A good staff of necromancy Wizard can ruin the station with just a few zombies.
I don't like the idea of them destroying doors, what of they worked like an emag? Forced it open and break the airlock controller, or maybe like a wirejack, just forcing it open.
As much as I would love for zombies to eat corpses and make more zombies, the station would shit itself and be over-ran so fast with our playerbase. You can scream 'butcher the zombies before they regenerate' all day and only 1/20 of the players will actually bother.

@ghost
Copy link
Author

ghost commented Aug 8, 2016

They force them open like applying a crowbar to one you've pulsed the power of, you just have to hit said door with an ID with the same access to close it again.

That, or bolts, and hope the people on the ground didn't cause a brute to form.

The staff of necromancy makes regular zombies, which can't evolve, if it's a bother I'll make them exempt from being able to open doors as well, so they're only limited to eating

DrCelt and others added 27 commits August 9, 2016 11:51
* add the thing

* does the things

* does the thing better

* htfgffsdgd
buffs skeleton
* Makes space drift affect everything

* Kicking & Newton's 2nd law

* Mecha fix, special attack fix

* ix

* Check on_foot() for slips
* Morgue tray messages

* i wonder if this counts as a nonstandard formatting change???
* Food fix

* Fixes runtime

* Let's also fix attack_self()

* changelog

* rename on_consume to after_consume

* log!
* adds follow to the arrivals announcement computer
adds follow to the arrivals announcement computer

* fixes bugs
…flies through firelocks (#11212)

* Firebird ignores firelock access as (ostensibly) intended, now flies through firelocks

* Proper movecode, move thru mobs

* |
* thanks 64x64

* cl
Fixes borgs putting modules on food trays
* revert 64x

* fix maptext

* fix context clicks
* Fixes some unconverted 64x64 UI elements

* no longer 64x64
DOORS NOW CORRECTLY LAYER,
AREAS NOW CORRECTLY LAYER,
SOME ITEMS ICON STATES FAIL TO LOAD. NOT A PLANES BUG AS FAR AS I AM AWARE
Restores inhands to their previous state
@ghost
Copy link
Author

ghost commented Aug 9, 2016

I fucked up, I fucked up so bad

@ghost ghost closed this Aug 9, 2016
@ghost ghost mentioned this pull request Aug 11, 2016
5 tasks
This pull request was closed.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Conflicts Conflicts with something.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet