Conditional names and descriptions #60196
Labels
[C++]
Changes (can be) made in C++. Previously named `Code`
Help Wanted
Not particularly urgent or easy (see Good First Issue for this), but help is appreciated with this!
Items / Item Actions / Item Qualities
Items and how they work and interact
(P5 - Long-term)
Long-term WIP, may stay on the list for a while.
<Suggestion / Discussion>
Talk it out before implementing
Is your feature request related to a problem? Please describe.
Since I added wild carrots to the list of flowers that can spawn, your harvests will not be tainted anymore by the
FORAGE_POISON
flag. The reason it has the flag is because wild carrots (also called queen anne's lace: there is a tiny bit of red in the center of the flower) look very similar to poison hemlock.Solution you would like.
I'd love having conditional descriptions and item names. This way you could turn both poison hemlock (does not exist ingame yet) and wild carrot plants into a "white flower" with an identical description. Same applies for the harvested items.
This could have some great potential if it could make use of the conditionals system. I would imagine the most common uses would be basing stuff on skill level (e.g survival 0: "white flower", survival 1: "poison hemlock"), stats (e.g int 3: "blue sink juice", int 10: "allpurpose cleaner") or profiencies (e.g default: "shoulder guard", with armor smithing proficiency: "pauldron"). Maybe even traits (e.g default: "mannequin", as churl: "marionette of the devil").
Or if you have crossed the elf-a threshold, some mycus terrain/furniture may have a hint like "your elf senses tell you to kill it". There are so many possibilities for great details here.
Describe alternatives you have considered.
Dealing with my specific carrot/poison hemlock thing by adding a poison hemlock flower, doing copy-from and hardcode
HIDDENPOISON
into the harvested item. Hacky.Additional context
No response
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