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Hierarchical copy-from inheritance for classic zombies #52279
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I-am-Erk
added
Game: Balance
Balancing of (existing) in-game features.
[JSON]
Changes (can be) made in JSON
Monsters
Monsters both friendly and unfriendly.
Code: Infrastructure / Style / Static Analysis
Code internal infrastructure and style
labels
Oct 13, 2021
prep for later
…clysm-DDA into zombie-inheritance
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Squishums
reviewed
Oct 26, 2021
"abstract": "mon_zombie_base", | ||
"type": "MONSTER", | ||
"name": { "str": "zombie" }, | ||
"description": "Inherited basic stat set for all zombies. If you're seeing this monster, it's probably a bug.", |
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All human zombies, to be clear.
Squishums
reviewed
Oct 26, 2021
"type": "MONSTER", | ||
"name": { "str": "crawling zombie base" }, | ||
"description": "Inherited basic stat set for all legless zombies. If you're seeing this monster, it's probably a bug.", | ||
"copy-from": "mon_zombie_base", |
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Will this not inherit the leg weak point?
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Labels
Code: Infrastructure / Style / Static Analysis
Code internal infrastructure and style
Game: Balance
Balancing of (existing) in-game features.
[JSON]
Changes (can be) made in JSON
Monsters
Monsters both friendly and unfriendly.
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Summary
Balance "Minor balance edits to 'classic' zombies along with new inheritance infrastructure"
Purpose of change
This is a new approach to #52084 to add weakpoints structures to zombies. This problem has proven to be one better solved with some JSON churn, creating a copy-from inheritance structure for zombies and other common monsters.
Describe the solution
Upcoming: In this PR I will only go through classic zombies. In a future PR I will do this for child zombies and then other versions.
Describe alternatives you've considered
It's debatable if tough zombies need their own base. Currently it's not used anywhere else.
I don't need to audit these other issues at the same time, but I'm in there and I've wanted this done for a while
Testing
Loads in game
Needs more testing
Additional Context
This will open up a lot of stuff to much easier modding. That is an intended side effect. You can now edit zombie_base in your mod and it will pass those changes on to everything downstream.