So, I was going to just expand zombies, but then something I saw in the experimental inspired me to make a weapon, so… this is just going to be a bunch of random stuff now!
{ "type":"GENERIC",
"id": "sword_glass",
"symbol": "!",
"color": "light_blue",
"name": "makeshift macahuitl",
"description": "A two by sword with jagged chunks of glass lodged into the sides to form makeshift cutting edges, making it much more lethal.",
"material": "wood",
"price": 0,
"volume": 6,
"weight": 650,
"bashing": 10,
"cutting": 4,
"to_hit": -1,
"flags": ["CHOP"],
"techniques": ["WBLOCK_1"]
},
{
"type": "recipe",
"result": "sword_glass",
"category": "CC_WEAPON",
"subcategory": "CSC_WEAPON_CUTTING",
"skill_used": "fabrication",
"difficulty": 2,
"time": 5000,
"reversible": false,
"autolearn": true,
"qualities": [
{"id":"CUT","level":1,"amount":1}
],
"tools" : [
[
["rock", -1],
["primitive_hammer", -1],
["hammer", -1],
["hatchet", -1],
["toolset", -1]
]
],
"components": [
[
["sword_wood", 1]
],
[
["glass_shard", 4]
]
]
},
[spoiler=Original Post]So I thought I’d make a little mod adding more later game zombies to the cataclysm, that spawn as time progresses to make the game more challenging later on. I’ll be putting any code questions I have here, and you should feel free to make suggestions here.
So, for starters, the ideas that I’ll try to add in:
Slasher Zombies (With cutting weapons. Powerful cutting weapons.)
Bone Armor Zombies (Mutated to have a sort of exoskeleton, strong armor.)
Trackers (High vision, speed and smell, spawns in random areas and hopefully has some other zombies with it.)
Torchers (Should be able to light things on fire/spit fire. Hopefully. We’ll see how this works out)
Spikers (Shoot little spikes (Think hedgehog/porcupine) as ranged weapon, probably similar in power to low powered guns)
Crawlers (Low speed, low power, nothing special)
(Not sure what to name these…)(Also not sure if I can do this with the code I know) (Hides just below/at ground level, not visible without scent or getting really close, jumps at player when spotted).
And my eventual goal once I’ve added a lot would be to make a sort of randomizer, so the game takes these 6 zombie attributes and adds 3 random ones to each zombie, for example, so you could have armored shockers, crawling shockers, etc.
I have a bit of C++ experience and I’m getting to know how the monsters are structured in the JSONs now, and I have a few questions now:
-
How do the “frequency” and “cost_multiplier” attributes for monster spawning interact?
-
What is the time unit for when spawning starts and ends? I’m assuming hours, but I’m not sure.
-
How are monster flags managed? I assume it’s somewhere in the C++, but is it all in one place or distributed or what?
[/spoiler]