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Add new negative traits to character creation #18491
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if (src.traitHolder && src.traitHolder.hasTrait("trippy") && prob(trip_chance)) | ||
src.setStatus("resting", INFINITE_STATUS) | ||
src.force_laydown_standup() | ||
src.visible_message(SPAN_ALERT("<B>[src]</B> trips!")) |
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isn't there a "trip" emote (for humans at least) already? Might be worth considering
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Yeah, but that one force paralyses for 3 seconds and is pretty much only used for foreign_limb_effect()
, seemed excessive.
@@ -202,6 +202,12 @@ | |||
last_move_trigger = ticker ? ticker.round_elapsed_ticks : 0 //Wire note: Fix for Cannot read null.round_elapsed_ticks | |||
deliver_move_trigger(running ? "sprint" : m_intent) | |||
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// Tripping (the physical kind) | |||
var/trip_chance = 5 |
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an alternative implementation could be to add a signal (COMSIG_MOB_MOVE
or something) that's called here, and add tripping as a component that hooks into such a signal. This would be better because it would avoid the need to check traitholder on every single step of every single mob's process_move
.
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In that case we should also fix the "Two Left Feet" trait, because that does it even more frequently.
I've personally no idea how to work with signals, however, and feel like I'd do a shoddy job, but the idea behind it seems better.
Unstable genes and soft swatter have too small of a downside to be +1 imo |
In terms of percentage or effect? I can crank up the percentages. I used Addictive Personality as a blueprint for the Unstable Genes which I found fairly even. A lot of the +1 effects are very situational, like Hemophilia or Medical Allergy. There's a good chance you're never in a situation where it matters, but if it does matter, you notice it. |
I like Slow Strider and Trippy, but the other two do seem just a bit too situational. Hemophilia is actually really nasty when you get cut (which is pretty often on classic) and medical allergy can make you very hard to heal sometimes. In contrast most people never punch outside of hulk and boxing rings, and it would be near impossible to actually tell the difference with Unstable Genes. |
Alright, I'm not that attached. Let me cull those two for now and workshop them in a separate PR |
[Traits][Feature]
About the PR
This PR adds 2 new traits with negative effects to the game.
Why's this needed?
When creating a new character, I find negative flaws as important as positive ones. This creates new ways for people to customize their characters without gaining an inherent advantage.
Changelog