devolution

Author Topic: General Discussion  (Read 3821226 times)

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Offline DarkTl

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Re: General Discussion
« Reply #5955 on: September 30, 2015, 01:06:47 AM »
Equal? Wouldn't that be rare with so many traits in the game? It doesn't sound as good as our current system.
I'm not sure either way how to decide if a gift will be good or bad. I suppose we could make it bad if there are no good traits, but there also should be a difference between good and perfect ones.

Offline DarkTl

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Re: General Discussion
« Reply #5956 on: September 30, 2015, 03:15:13 AM »
At some point I had an idea to use generalizations. For example, there are traits that like "cute" gifts, and there are "cute" gifts.
So if most of character traits prefer "cute" gifts, it become her favorite type.

Such system is especially useful for saving time when you create new gifts or traits. You don't need to update everything.

Offline Xela

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Re: General Discussion
« Reply #5957 on: September 30, 2015, 04:20:20 AM »
Updates will be required as the game advances... no way around that. I like our old system, it worked well enough except for the too large bonuses which we can cap. If you have another system in mind, let hear a concrete proposal and I'll code it in, whole code for the gifts analysis is just 20 - 30 lines if I recall correctly so it's not a big loss either way.

I don't think gifts have bad/good occupations but it can be arranged with extra 8 - 12 lines.
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Offline DarkTl

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Re: General Discussion
« Reply #5958 on: September 30, 2015, 04:49:38 AM »
We had a field for our old occupations, now it has to be changed to general occupations field (like SIW).

Iirc, currently the gift is normal if there are no good or bad traits, and in this case it uses dismod field. If there is one or more good or bad traits, then the game calculates the outcome based on those good/bad traits disposition values, summarizing them.
But I don't remember what happens afterwards. Does it summarize the result of traits values with dismod or not?

Offline Xela

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Re: General Discussion
« Reply #5959 on: September 30, 2015, 05:07:37 AM »
By the looks of the code, it doesn't have bad/good, it just has the traits and occupations which you can set to positive or negative values. Dismod is only used if a total value from negative and positive traits and occs is 0 or there were no changes.
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Offline DarkTl

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Re: General Discussion
« Reply #5960 on: September 30, 2015, 05:29:25 AM »
We have 3 outcomes in terms of dialogue lines. I'm not sure it the game uses them right now, but it supposed to.

Offline Xela

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Re: General Discussion
« Reply #5961 on: September 30, 2015, 06:20:31 AM »
We have 3 outcomes in terms of dialogue lines. I'm not sure it the game uses them right now, but it supposed to.

Yeap, code is really short and straight-forward, you can take a look for yourself:

Code: [Select]
        elif result[0] == "gift":
            python:
                # Show menu:
                if result[1] is True:
                    gm.show_menu = False
                    gm.show_menu_givegift = True
               
                # Hide menu:
                elif result[1] is None:
                    gm.show_menu = True
                    gm.show_menu_givegift = False
           
                # Give gift:
                else:
                    item = result[1]
                    dismod = 0
                   
                    if hasattr(item, "traits"):
                        for t in item.traits:
                            if traits[t] in char.traits:
                                dismod += item.traits[t]
                         
                    if hasattr(item, "occupations"):
                        for occ in item.occupations:
                            if char.occupations.intersection([occ]):
                                dismod += item.occupations[occ]
                     
                    if not dismod:
                        dismod = item.dismod
                     
                    hero.inventory.remove(item)
                    char.disposition += dismod
                    setattr(gm, "show_menu", True)
                    setattr(gm, "show_menu_givegift", False)
                     
                    if dismod < 0:
                        gm.jump("badgift")
                    elif dismod < 50:
                        gm.jump("goodgift")
                    else:
                        gm.jump("perfectgift")
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Offline Xela

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Re: General Discussion
« Reply #5962 on: September 30, 2015, 09:01:20 AM »
I've cleared a bunch of items issues, slots and remaining refactoring are still on TODO list but it now should work (for the most part).

I've decided to keep sell/transfer/use+equip rules as they are, "quest" is still a slot to hold the dummy items required for quests, I've decided not to make that an extra property as suggested but instead I've added new fields:

sellable: true/false
usable: true/false
transferable: true/false

to any item to override normal behavior so now any item can be made with special rules and appropriate description. I still have not checked if logic in the transfer screen needs updating, that will be a part of the refactoring.
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Offline DarkTl

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Re: General Discussion
« Reply #5963 on: September 30, 2015, 10:57:45 AM »
I'm not sure that we'll have time to use these fields before the next release, that's why it was marked as a long time  :)

Packs refreshing goes fast, I finished and uploaded all unique ones except Naruto today. Sprites are more clean, no (or at very least much less) doubles, some low quality pics removes, a few dozens good pics added.

That's basically packs release, nothing more can be added or improved atm, at least not by me.
« Last Edit: September 30, 2015, 03:13:04 PM by DarkTl »

Offline DarkTl

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Re: General Discussion
« Reply #5964 on: October 01, 2015, 12:20:55 PM »
Random ones are done too. I really hope there won't be need to touch those packs again, and I can focus instead on new content of any kind.
Naruto pack remains, since I need to add there some pics I found for last few months.
Just make sure you delete old packs first, not just copy new ones. Otherwise some old pics will remain.

The last pack will not take much time, so I will rebalance traits too tomorrow. I still have doubts about gifts system though.
« Last Edit: October 01, 2015, 12:22:50 PM by DarkTl »

Offline DarkTl

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Re: General Discussion
« Reply #5965 on: October 02, 2015, 04:18:19 AM »
Alright, so how the new mod field should look in jsons? You never gave me an example.

Offline Xela

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Re: General Discussion
« Reply #5966 on: October 02, 2015, 06:48:01 AM »
Alright, so how the new mod field should look in jsons? You never gave me an example.

As you've described... I'll try to take a look and create a JSON with all possible fields tonight if time permits.
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Offline DarkTl

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Re: General Discussion
« Reply #5967 on: October 02, 2015, 06:54:37 AM »
What are you gonna do with the old mod field?
And what should we do with classes traits? There are init_mod fields, do they work like mod, I mean gradually?

Should I use the new mod field for classes?
« Last Edit: October 02, 2015, 10:42:43 AM by DarkTl »

Offline DarkTl

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Re: General Discussion
« Reply #5968 on: October 02, 2015, 10:57:56 AM »
Alright, let's clarify some stuff, in case if something has changed.

- I need to know lvl_max for all stats at lvl 1. Including health and mp. We don't have it in gui, and I have no idea where to look in the code.
- Are you sure it's a good idea to not increase at all mp with level up unless there is a mage class?
- Luck is still from -50 to 50?
- Vitality max can be changed by traits without issues in the game, right? I hope so, at least. Some of traits do it, assuming that it will make character more or less enduring.
If so, I want to now its level_max (if it exists).

Offline Xela

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Re: General Discussion
« Reply #5969 on: October 03, 2015, 09:01:01 AM »
What are you gonna do with the old mod field?

Get rid of it.

And what should we do with classes traits? There are init_mod fields, do they work like mod, I mean gradually?

No, stats with init are applied once on character creation. Only init_skills matter on leveling up.

Should I use the new mod field for classes?

Yes, use it as you see fit.
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