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Amphibian Additions Pt 5 - Dried Frogs #72413

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merged 10 commits into from
May 7, 2024

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TheSaddestGoomba
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@TheSaddestGoomba TheSaddestGoomba commented Mar 15, 2024

Summary

Content "Adds three new amphibian zombies for burned or dried out giant amphibians"

Purpose of change

Add burned/desiccated versions of giant frog zombies.

Describe the solution

  • I created three monsters for burned/desiccated amphibians:
    1. Leaping Husk - for the "small" mutant/zombie frogs
    2. Batrachian Mummy - for the mid-sized zombie frogs (and future zombie salamanders)
    3. Batrachian Smoker - for the largest amphibian zombies, this one constantly produces smoke
  • All three monsters share a special ability that causes damage and releases smoke the turn after a leap, representing the damage they cause to their disintegrating bodies with each impact. They also each release a final cloud on death.
  • All three monsters are added as 'burn_into' items on the relevant zombie and mutant frogs. They are also added to the appropriate upgrade groups to represent the zombie versions drying out, and so that they actually have a chance of ever appearing in game. The Leaping Husk can re-evolve back into other small frog zombies but the two larger varieties will become meat cocoons if allowed to upgrade. Due to their above special attack they are not likely to survive long on-screen.
  • They have all lost their ranged_pull attacks as a result of their degraded condition.

Describe alternatives you've considered

  • Many for implementing the leap follow-up ability. This was the one that worked and the simplest thing I tried. Someday I'll make an EoC.
  • Making and using a new field for 'fetid dust' or some such, instead of 'smoke.' That seemed largely redundant in terms of function and of minimal difference in terms of flavor.
  • Having the Batrachian Smoker lose health constantly in addition to the leap follow-up.

Testing

  • Debugging in the monsters and simulating fights and flights. I'm really happy with where things are.
  • I've also noticed that the follow-up isn't triggered 100% of the time. I suspect it is partly line-of-sight related as I've noticed it most with the Batrachian Smoker (which blocks its own LoS) and when the monsters are at the furthest edge of their aggro range. It makes sense that not every leap will cause damage. So, I don't consider the inconsistency itself to be a problem, just my uncertainty as to why it's happening.
    -Turns out it wasn't range or LoS, it was timing related. The conditional effect was expiring before the monster could use the follow-up due to it being slowed. Much of this is a result of smoke irritation and smoke inhalation, neither of which is prevented by the "NO_BREATHE" flag

Additional context

5th implementation of #67029

Adds:
-Leaping Husk
-Batrachian Mummy
-Batrachian Smoker
-Add POISON flag to abstract and remove from individual instances of "extend"
-Add "burn_into" entries to existing frogs
-Lower 'croaked climber' damage dice count
-Add GROUP_BLOAT_TOAD_UPGRADE for bloated toads upgrading
-Add the three new monsters to the appropriate upgrade groups
Added flag for consistency with existing burned zombies
-created two spells, one for the smaller leaping husk, and one for the two larger monsters. These inflict damage on the creature and create a cloud of smoke around it.
-The spell special attack that calls the above is conditional on an effect that is applied by the leap special attack.
@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Spawn Creatures, items, vehicles, locations appearing on map Monsters Monsters both friendly and unfriendly. Mechanics: Enchantments / Spells Enchantments and spells <Bugfix> This is a fix for a bug (or closes open issue) <Enhancement / Feature> New features, or enhancements on existing Code: Infrastructure / Style / Static Analysis Code internal infrastructure and style Info / User Interface Game - player communication, menus, etc. astyled astyled PR, label is assigned by github actions labels Mar 15, 2024
@github-actions github-actions bot added the json-styled JSON lint passed, label assigned by github actions label Mar 16, 2024
@TheSaddestGoomba
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This PR has some misapplied lables as per #72419.
'Bugfix', 'Enhancement/Feature', 'Code: Infrastructure', and 'Info/UI' in this case.

-Increases durations of 'fragile_frog' to ensure the effect is still active even when the monster is slowed.
-Adds 'fragile_no_more' spell to manually remove the effect rather than rely on duration expiry
-All-in-all greatly reduced the number of leaps without crumbling
@github-actions github-actions bot removed the json-styled JSON lint passed, label assigned by github actions label Mar 17, 2024
@github-actions github-actions bot added json-styled JSON lint passed, label assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions labels Mar 17, 2024
@TheSaddestGoomba TheSaddestGoomba marked this pull request as ready for review March 17, 2024 20:59
@Maleclypse Maleclypse merged commit 4b320a7 into CleverRaven:master May 7, 2024
31 of 37 checks passed
@TheSaddestGoomba TheSaddestGoomba deleted the Dried-Frogs branch September 23, 2024 15:38
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astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions <Bugfix> This is a fix for a bug (or closes open issue) Code: Infrastructure / Style / Static Analysis Code internal infrastructure and style <Enhancement / Feature> New features, or enhancements on existing Info / User Interface Game - player communication, menus, etc. [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Mechanics: Enchantments / Spells Enchantments and spells Monsters Monsters both friendly and unfriendly. Spawn Creatures, items, vehicles, locations appearing on map
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