I’m going to have to go over this when I get a chance (hopefully within a few days, next couple of days are kinda busy for me) - and see if I can make sense of it. I think you are saying in the first part that there’s some fat I can trim by taking out the unused mutations and putting just the ones I need in and renaming the file (would I need override = yes or anything like that?) … which is good to know, as I want to do it right.
I think, if I’m reading correct, the other bit if instructions on how to go through the code and add a new trait itself … which is great advice, I’ll take a look. The whole point of this stuff, for me, is so I can learn.
[quote=“Frostwood, post:7, topic:9419”]Yay! Someone’s using my mutation category json stuff.
You don’t actually need to include the mutations that you aren’t using in the mod, same with items, and the mutation categories.
Adding mutations is relatively easy, getting them into the mainline is a little harder.
find where you want to check for the mutation trait
and add
if(u.has_trait(“INSERT_MUTATION_NAME”){
code here;
}
here if you are inexperienced in coding you would look at a mutation trait that does something similar-like Slime hands, or Venomous and add it in the same place that code activates.
To look for similar code:
For a bite attack that adds hp you would look to the Sheegoth(that auto regenerates), or if you are looking for nutrition you would be looking in where GOURMAND or the mutations that modify the character’s eating habits.[/quote]
I think the next step for me is, if I can polish this a bit, I’m going to go in an entirely different direction. I’d like to try and master enough of the building code to put in more buildings. I don’t --actually-- think the game needs new content, par se, so much as more depth to old content. If I can figure out the basic building code, I’d like to add in to the game a rare ‘plastic surgery center’. I’d then redo something like this mod from the ground up. I’d have as the story behind the center … that they were using a version of mutagen to provide people with beauty enhancement services to the ultra-rich… except instead of being pure medical mutagen, or even alpha, they were using essentially…the distilled essence of the Kardashians and the Desparate Housewives types of characters. So you enter, and there are these ‘Beautiful People’ monsters, who look all like gorgeous supermodels but attack you on site… and if you search around there’s very, very low quality/crap mutagen easy to take. And the idea is, it gives you the Gorgeous/beautiful line of traits, but also the albino line (pale pretty skin), and all the mental drawback traits, and essentially turned these rich people into psychotic, beautiful cannibals. Kinda like the real Kardashians! … and that would kinda have an extra building (albeit rare) where mutants could be a prominent enemy. I also like the idea of crap mutation lines that are nevertheless easy to get, or provide an easier rp-method into them, though I don’t know if I’d keep going in that direction past the above.
I dunno, I just think that, with creativity, there’s a lot of room to mod in little extras to the game, and to try and expand on existing things. I don’t really think the game needs a vampire line, for example … it was just something I thought was within my beginners capacity. I hope I can keep learning and stick with it. There’s a lot of mod potential to this game.