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Author Topic: "Castes" For Plants: Poison Variability  (Read 935 times)

Warlord255

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"Castes" For Plants: Poison Variability
« on: June 27, 2009, 01:27:03 pm »

Rather simple idea. Apply the "Caste" system to plants such that we can set percentages of a plant to be a different sub-plant.

The main goal of this would be to have plants that are occasionally poisonous, but not always. While this could be achieved with identical plants, they'd have seperate stockpile listings and it'd be easy to filter them out. Keeping differentiated plants under the same heading would give players a hazardous option for food or brew in times of desperation.

Shouldn't be horribly hard to add, I'd hope, what with all the caste code having been completed for creatures already.
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woose1

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Re: "Castes" For Plants: Poison Variability
« Reply #1 on: June 27, 2009, 07:14:42 pm »

I'm honestly puzzled as to whether this has been implemented yet. Toady was not really specific to what type of entities were affected by the new caste system.
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