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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1316445 times)

Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2445 on: July 21, 2011, 05:22:16 pm »

The13thRonin and others, I think it's necessary to move our modding discussion elsewhere, otherwise many questions will stay unanswered, and many people will feel lost if they come for the first time.

http://cataclysmff.zxq.net/SMF/index.php?topic=19.0
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iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2446 on: July 21, 2011, 05:25:09 pm »

Any way to increase zombies speed while climbing through windows and jumping on stuff? I can't seem to find it. I'm trawling through the map file.
I think it's that you'd need to turn down the movement cost for moving through windows, but that would make it apply through everything.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2447 on: July 21, 2011, 05:32:54 pm »

I've started to modify the code for bear traps ADDING MOVES to get -600 moves when zombies step into a window (negating the 600 moves it adds)... I am failing miserably... Here's what I got so far:

void monster::receive_moves()
{
 if (has_effect(ME_BEARTRAP))
  return;
 moves += speed;
 else if {window frame
  return;
 moves -= 600

I realize that else if {window frame does not work but I don't know what to put there.

EDIT: I wonder if I use if (has_flag(sharp, x, y)) if it'd work... Totally shitty code I know (I'm not a coder, the little [and I do mean little] I do know is self-taught).

Try changing line 451 of monmove.cpp to
Code: [Select]
if (g->m.move_cost(x, y) > 8)
 moves -= 300;
else
 moves -= (g->m.move_cost(x, y) - 2) * 50;
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The13thRonin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2448 on: July 21, 2011, 05:33:58 pm »

I don't think you should totally remove the penalty.
It's still climbing through a window frame and that's bound to take some extra time.

Person trying to climb through a window frame with jagged glass still in it = slow.

Zombie diving headfirst through said window and not caring about glass due to not having pain sensors = fast.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2449 on: July 21, 2011, 05:35:10 pm »

Still they need to climb through... It is slower than normal running. But it's your mod :).
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2450 on: July 21, 2011, 05:36:13 pm »

I don't think you should totally remove the penalty.
It's still climbing through a window frame and that's bound to take some extra time.

Person trying to climb through a window frame with jagged glass still in it = slow.

Zombie diving headfirst through said window and not caring about glass due to not having pain sensors = fast.
Zombie diving headfirst through the window = Zombie smashing it's skull on the floor and dying

E: Just making suggestions and observations of course, it's your mod as Deon said.
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2451 on: July 21, 2011, 05:49:02 pm »

I'm considering modding in a wounds system instead of HP, any thoughts?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2452 on: July 21, 2011, 05:50:57 pm »

I'm considering modding in a wounds system instead of HP, any thoughts?

This was my original plan for the game, before I decided that simplicity was better (K.I.S.S. has become a tenant of my design), and that making players manage and read individual lists of wounds didn't present better gameplay than simple HP counts.  That said, if you can create a working one that's not a bear to manage, I'll merge it in!
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2453 on: July 21, 2011, 05:52:37 pm »

I'm considering modding in a wounds system instead of HP, any thoughts?


YES.


HP numerics blow, having damage values and levels/types is WAY better, a-la-DF. I can't wait until battle is more detailed...

I'd prefer if hurting legs slowed you down, arms make melee weaker or aim worse, head made a little bit of everything suck, torso lowers your overall damage threshold, etc, on both you and your enemies, add in a damage reading system that'll properly show this (like DF) and we've got platinum-encrusted masterwork adamantine longsword with the inscription of demons cowering in fear.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2454 on: July 21, 2011, 05:53:12 pm »

-
« Last Edit: July 21, 2011, 07:54:54 pm by Deon »
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The13thRonin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2455 on: July 21, 2011, 05:54:26 pm »

Thanks for the help whales, that worked.

Thanks for the advice Deon and merchant... I decided to reduce the value to 1/3 of its original. So if it takes a human maybe 30 seconds to climb in while carefully avoiding the glass it would take a zombie 10 seconds to barrel through it.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2456 on: July 21, 2011, 05:55:12 pm »

Thanks for the help whales, that worked.

Thanks for the advice Deon and merchant... I decided to reduce the value to 1/3 of its original. So if it takes a human maybe 30 seconds to climb in while carefully avoiding the glass it would take a zombie 10 seconds to barrel through it.
This looks like a good balancing choice :).
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2457 on: July 21, 2011, 05:56:08 pm »

Thanks for the help whales, that worked.

Thanks for the advice Deon and merchant... I decided to reduce the value to 1/3 of its original. So if it takes a human maybe 30 seconds to climb in while carefully avoiding the glass it would take a zombie 10 seconds to barrel through it.

As much as it sucks to admit ,this makes the game better as it eliminates a exploit-y way to get melee skill way up by hacking at zeds in windows, plus make the game actually make realistic sense. I'd expect windows in an apocalypse to be the worst thing imaginable, not a boon to your survival!
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2458 on: July 21, 2011, 05:56:40 pm »

Editing Wikis is slow! Took me awhile to just fill in Handguns section.
I think I'll take a shork break now. Code-delving is exhausting.
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Bdthemag

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2459 on: July 21, 2011, 05:57:10 pm »

To comment on the zombie windows thing, sure they won't feel pain going through. But you assume the window isn't close to the ground, its still reachable but for a zombie that doesn't have most of its brain functioning it would take some time to get up there.
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