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Context Dependent Nightmares #72309
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Context Dependent Nightmares #72309
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fixes merge errors.
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adds the trubbled sleaper trait, the starting work on the nightmares …
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Hooks in the capability to prevent nightmares from triggering if the …
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hooks in flavour text for when the player falls a sleep.
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adds the framework for flavour messages when the player enters the ti…
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Adds the category for soldier nightmares, the related eoc, and one, w…
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I lied last time. This is the final commit before draft. General form…
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Thought I was finished lying after the last commit? Hah hah. Axes som…
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Update data/json/effects_on_condition/dream_eocs.json
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Adds 2 snippets for refugee centre nightmares, and the related EOC.
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Update data/json/effects_on_condition/dream_eocs.json
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new soldier snippet.
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one new general and soldier snippet, changes id of bad_dreams to be i…
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remakes the soldier nightmare snippets.
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cupple new soldier snippets.
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well, look who recalled that this PR still exists. adds 7 new soldier…
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Refugee centre nightmares.
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I don't know much about EOC / JSON stuff, but I wonder, wouldn't be possible to use some invisible traits as "profession tags" instead? This way mods could make use of this same stuff, for example, some of military-ish MoM professions. That also allow combination of nightmares, like a Military Parametric having both military related and EMT related ones.
OTOH this may cause a "trait-explosion" so ¯_(ツ)_/¯
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Yes, it is possible to add invisible traits by setting
"player_display": false
, then you can use EOCs to check for those instead of individualid
s.The real downside of doing that isn't the explosion itself (the mutation.json file is close to 10k lines now, however most of those are mutation-related traits iirc), but manually adding each tag to any and all professions that qualify.
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@GuardianDll, to be honest, chief, you and Renech’s help in getting this PR off its feet on the EOC side of things has been very appreciated. Thanks for the further pointers and optimisations here.
@andrewhr, to be honest, I think I’d rather just make the EOC a player-wide thing rather than making an invizable trait for each and every profession use case. When it comes to mods, I believe they could add their own EOC that basically copies what I’ve made but applies it to their own professions. On the subject, however, of keeping this feature dependent on a trait or not, I’m not sure which way I lean for the time being.
The three options I’m seeing are
Keep it as a trait, as it is currently.
Keep it as a trait, but make it come by default in certain scenarios where it would make sense. For example, somebody starting in an overrun military base has probably seen their fair share of shit over the cataclysm, while somebody who’s starting in a safe island cabin might have been relatively free of encountering such events. Down the line, certain events could add the trait to these characters, but we’re now walking into fantasy land ideas.
Make it so every player gets the fun nightmares and laugh at the complainers when they come huffing about how every sleep makes their character depressed.
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it is correct, it would be better to keep it as a straight list of profs - bloating profs with unnecessary traits is bad approach, especially when it is used only in one place - here, in this EoC
mods would have no problem to add stuff into the EoC by copying and adding profs they want into the list; if it is a consern for you, please don't think about it; if you have a legit use case, you can move the trait checks to separate EoCs and then use
test_eoc