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[No Hope] Hope for No Hope #73268

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May 11, 2024
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163 changes: 163 additions & 0 deletions data/mods/No_Hope/EoCs.json
Original file line number Diff line number Diff line change
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[
{
"type": "effect_on_condition",
"id": "EOC_NH_start",
"eoc_type": "EVENT",
"required_event": "game_start",
"effect": [ { "run_eocs": "EOC_NH_difficultycheck" } ]
},
{
"type": "effect_on_condition",
"id": "EOC_NH_load",
"eoc_type": "EVENT",
"required_event": "game_load",
"effect": [ { "run_eocs": "EOC_NH_difficultycheck" } ]
},
{
"type": "effect_on_condition",
"id": "EOC_NH_difficultycheck",
"eoc_type": "EVENT",
"required_event": "game_load",
"//": "When this EOC gets changed significantly a version variable should be added and checked against here so it reruns",
"//1": "TODO: Once variance is added to the difficulties update their descriptions to be more desciptive as to what they actually do",
"//2": "TODO: Add a vehicle difficulty check too that comes up as a second set of choices?",
"condition": { "math": [ "!has_var( NH_item_difficulty )" ] },
"effect": [
{
"run_eoc_selector": [ "EOC_NH_set_item_difficulty_0", "EOC_NH_set_item_difficulty_1", "EOC_NH_set_item_difficulty_2" ],
"//": "A custom difficulty could be nice too, with smaller groups like guns/magazines/ammo/mods, clothing/armor, fuel/veh_parts.",
"names": [ "Creeping Despair", "Fervent Despair", "Overwhelming Despair" ],
"title": "Select an Item Rarity Difficulty",
"keys": [ "1", "2", "3" ],
"descriptions": [
"Creeping Despair makes items rarer than vanilla.",
"Fervent Despair makes items rarer than Creeping Despair.",
"Overwhelming Despair makes items rarer than Fervent Despair."
]
}
],
"false_effect": [
{
"switch": { "math": [ "NH_item_difficulty" ] },
"cases": [
{ "case": 0, "effect": { "run_eocs": "EOC_NH_item_difficulty_0" } },
{ "case": 1, "effect": { "run_eocs": "EOC_NH_item_difficulty_1" } },
{ "case": 2, "effect": { "run_eocs": "EOC_NH_item_difficulty_2" } }
]
}
]
},
{
"type": "effect_on_condition",
"id": "EOC_NH_set_item_difficulty_0",
"effect": [
{ "u_message": "A creeping sense of despair approaches…" },
{ "run_eocs": "EOC_NH_item_difficulty_0" },
{ "math": [ "NH_item_difficulty", "=", "0" ] }
]
},
{
"type": "effect_on_condition",
"id": "EOC_NH_set_item_difficulty_1",
"effect": [
{ "u_message": "An intense sensation of despair fills you…" },
{ "run_eocs": "EOC_NH_item_difficulty_1" },
{ "math": [ "NH_item_difficulty", "=", "1" ] }
]
},
{
"type": "effect_on_condition",
"id": "EOC_NH_set_item_difficulty_2",
"effect": [
{ "u_message": "You are overcome by despair…" },
{ "run_eocs": "EOC_NH_item_difficulty_2" },
{ "math": [ "NH_item_difficulty", "=", "2" ] }
]
},
{
"type": "effect_on_condition",
"id": "EOC_NH_item_difficulty_0",
"//": "Purposefully doesn't affect all item categories, see EOCS.md",
"//1": "TODO: Add more variance to the rates to make it more tailored than just a flat decrease",
"effect": [
{
"set_item_category_spawn_rates": [
{ "spawn_rate": 0.6, "id": "guns" },
{ "spawn_rate": 0.6, "id": "magazines" },
{ "spawn_rate": 0.4, "id": "ammo" },
{ "spawn_rate": 0.6, "id": "weapons" },
{ "spawn_rate": 0.6, "id": "tools" },
{ "spawn_rate": 0.6, "id": "clothing" },
{ "spawn_rate": 0.4, "id": "food" },
{ "spawn_rate": 0.4, "id": "drugs" },
{ "spawn_rate": 0.6, "id": "manuals" },
{ "spawn_rate": 0.6, "id": "books" },
{ "spawn_rate": 0.6, "id": "mods" },
{ "spawn_rate": 0.6, "id": "veh_parts" },
{ "spawn_rate": 0.6, "id": "other" },
{ "spawn_rate": 0.6, "id": "fuel" },
{ "spawn_rate": 0.6, "id": "spare_parts" },
{ "spawn_rate": 0.6, "id": "tool_magazine" },
{ "spawn_rate": 0.6, "id": "armor" }
]
}
]
},
{
"type": "effect_on_condition",
"id": "EOC_NH_item_difficulty_1",
"//": "TODO: Higher difficulties should be more tailored than just everything being rarer",
"effect": [
{ "u_message": "Difficulty set to Harder." },
{
"set_item_category_spawn_rates": [
{ "spawn_rate": 0.4, "id": "guns" },
{ "spawn_rate": 0.4, "id": "magazines" },
{ "spawn_rate": 0.3, "id": "ammo" },
{ "spawn_rate": 0.4, "id": "weapons" },
{ "spawn_rate": 0.4, "id": "tools" },
{ "spawn_rate": 0.4, "id": "clothing" },
{ "spawn_rate": 0.3, "id": "food" },
{ "spawn_rate": 0.3, "id": "drugs" },
{ "spawn_rate": 0.4, "id": "manuals" },
{ "spawn_rate": 0.4, "id": "books" },
{ "spawn_rate": 0.4, "id": "mods" },
{ "spawn_rate": 0.4, "id": "veh_parts" },
{ "spawn_rate": 0.4, "id": "other" },
{ "spawn_rate": 0.4, "id": "fuel" },
{ "spawn_rate": 0.4, "id": "spare_parts" },
{ "spawn_rate": 0.4, "id": "tool_magazine" },
{ "spawn_rate": 0.4, "id": "armor" }
]
},
{ "math": [ "NH_item_difficulty", "=", "1" ] }
]
},
{
"type": "effect_on_condition",
"id": "EOC_NH_item_difficulty_2",
"effect": [
{
"set_item_category_spawn_rates": [
{ "spawn_rate": 0.2, "id": "guns" },
{ "spawn_rate": 0.2, "id": "magazines" },
{ "spawn_rate": 0.1, "id": "ammo" },
{ "spawn_rate": 0.2, "id": "weapons" },
{ "spawn_rate": 0.2, "id": "tools" },
{ "spawn_rate": 0.2, "id": "clothing" },
{ "spawn_rate": 0.1, "id": "food" },
{ "spawn_rate": 0.1, "id": "drugs" },
{ "spawn_rate": 0.2, "id": "manuals" },
{ "spawn_rate": 0.2, "id": "books" },
{ "spawn_rate": 0.2, "id": "mods" },
{ "spawn_rate": 0.2, "id": "veh_parts" },
{ "spawn_rate": 0.2, "id": "other" },
{ "spawn_rate": 0.2, "id": "fuel" },
{ "spawn_rate": 0.2, "id": "spare_parts" },
{ "spawn_rate": 0.2, "id": "tool_magazine" },
{ "spawn_rate": 0.2, "id": "armor" }
]
}
]
}
]
37 changes: 37 additions & 0 deletions data/mods/No_Hope/EoCs.md
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As of writing there are 34 item categories in the game.
No Hope alters some of the spawn rates for the categories to a degree depending on the players choice at the start of the game.
These rates notably don't work with every type of item spawn rn.
Below is each category's inclusion/exclusion along with any reasoning:

item_category_id | included/excluded | reasoning
-------------------------------------------------
guns | included |
magazines | included |
ammo | included |
weapons | included |
tools | included |
clothing | included? | Corpses with no clothes would be weird?
food | included |
drugs | included |
manuals | included |
books | included? | Small category of mostly fluff items.
maps | excluded? | The reduced working vehicles/fuel etc mean reducing maps would just be overkill.
mods | included |
mutagen | excluded | Mutagen is already a rare reward.
bionics | excluded | Bionics are already a rare reward.
currency | excluded | Currency is nigh useless anyway.
veh_parts | included |
other | included? | Couldn't find much of note in this category despite it's size.
fuel | included |
seeds | excluded | Seeds are nigh useless anyway.
ma_manuals | excluded? | Martial art manuals are already rare, I think making dojos more dangerous would be better.
traps | excluded |
chems | excluded | These are either rare already or not really useful to the player as far as I can see.
spare_parts | included? | This category is very broad but notably includes basic crafting ingredients and vehicle components that should be affected.
container | excluded | I'm not 100% on whether removing containers removes their contents or spills them but either way doesn't seem ideal. Finding lots of empty containers fits the theme.
artifacts | excluded | Artifacts are already a rare reward.
keys | excluded? | These are just id cards and are already reasonably rare and usually offer risk/reward.
corpses | excluded |
tool_magazine | included |
armor | included |
exosuit | excluded | Exosuits are already a rare reward.
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