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Author Topic: Class and Sphere everything  (Read 1332 times)

Radiant_Phoenix

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Class and Sphere everything
« on: March 21, 2012, 06:02:49 pm »

I think it would be cool if all raw-defined objects could have [SPHERE:*] and [CLASS:*] tags attached to them, and if all raw-defined processes that look at objects could check for the presence or absence of those tags on objects, e.g.:

Code: [Select]
[ITEM_TOOL:FISHING_NET]
    ...
    [SPHERE:FISH] item is associated with the 'FISH' sphere
    ...

and

Code: [Select]
[ENTITY:DESERT]
    ...
    [REMOVE_ITEM:BY_SPHERE:SPHERE:FISH] disallow items with the 'fish' sphere
    ...

and maybe even
Code: [Select]
[ENTITY:whatever]
    ...
    [ADD_ITEM:BY_SPHERE:RELIGION:NONE:NOT_CLASS:CLASS:LEGENDARY] allow the entity to use any items associated with the spheres of its religion, unless those items have the class 'LEGENDARY'
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NW_Kohaku

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Re: Class and Sphere everything
« Reply #1 on: March 21, 2012, 06:16:24 pm »

If I stud my fishing net with gems, will the gems make it a gem(ground)-elemental fishing net?  Will that give me a bonus against water/electric type fish? 

... Sorry, the video game logic started to get to me.

What you are talking about, however, is that different religions would forbid different types of items, and that might raise more annoyance than Fun, necessarily. 

Considering as most entities have the same types of religious spheres time and time again, that might make some jobs simply impossible for dwarves to do, or else make it so that some dwarves arbitrarily refuse to do some jobs. 

We would need to have some sort of really clear explanation why some jobs aren't going to be performed by some dwarves, preferably on the labor-assigning pages, themselves.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Radiant_Phoenix

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Re: Class and Sphere everything
« Reply #2 on: March 22, 2012, 12:17:22 am »

Well, you wouldn't need to have every entity forbid things that aren't associated with its religious sphere, but I think having the ability to do that is useful, as is making a syndrome that affects only creatures associated with a certain sphere.
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NW_Kohaku

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Re: Class and Sphere everything
« Reply #3 on: March 22, 2012, 12:27:31 am »

What if you had something like an "Ancient Egypt", where they would be in the "desert", but they would fish in the Nile River?

It's great to give specific races/cultures distinct advantages and drawbacks, but it gets a little limiting when races/cultures become "straight jackets" where the only thing that makes sense is one specific race/class combo.  I.E. making all the half-orcs into barbarians, because their stats and backgrounds don't make sense for much else, or making all halflings into thieves. Or all Klingons into fierce warrior people.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Radiant_Phoenix

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Re: Class and Sphere everything
« Reply #4 on: March 22, 2012, 02:25:12 am »

You could add a probability token, as with current item tokens, e.g.:

[ADD_ITEM:BY_SPHERE:GET_SPHERE_FROM_CREATURE:NONE:COMMON]
[PERMIT_REACTION:BY_CLASS:CLASS:GENERIC_REACTIONS:UNCOMMON]

and the existing [PERMITTED_REACTION:*] token would be equivalent to :FORCED]

Also, this idea wasn't intended to just be for entities, even though that's what we've been talking about.

[MATERIAL_FORCE_MULTIPLIER:BY_SPHERE:DEATH:10:1]
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Grek

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Re: Class and Sphere everything
« Reply #5 on: March 22, 2012, 09:12:11 am »

This seems like something interesting to do for Art objects and for Gods, where people from the desert don't draw pictures of fish and don't have fish-related gods.
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