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Conditional names and descriptions #60196

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NetSysFire opened this issue Aug 16, 2022 · 4 comments
Open

Conditional names and descriptions #60196

NetSysFire opened this issue Aug 16, 2022 · 4 comments
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[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

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@NetSysFire
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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

@NetSysFire NetSysFire added <Suggestion / Discussion> Talk it out before implementing Items / Item Actions / Item Qualities Items and how they work and interact labels Aug 16, 2022
@ANickelN
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I don't know much about the feasibility of this code-wise, but I love the idea and the scenarios you presented where it could be used!

@Ramza13
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Ramza13 commented Aug 16, 2022

So as a reference #50178 did something a bit like this. Look at the changes made to item.cpp for a starter on how to do this.

@GuardianDll
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yeah, it can be used almost everywhere: "generic name" of gun if your range stat is low, monster's with different names, when you met them first time and after a while (e.g. fat zombie - boomer)

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github-actions bot commented Apr 6, 2023

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@github-actions github-actions bot added the stale Closed for lack of activity, but still valid. label Apr 6, 2023
@NetSysFire NetSysFire added (P5 - Long-term) Long-term WIP, may stay on the list for a while. Help Wanted Not particularly urgent or easy (see Good First Issue for this), but help is appreciated with this! and removed stale Closed for lack of activity, but still valid. labels Apr 9, 2023
@NetSysFire NetSysFire added the [C++] Changes (can be) made in C++. Previously named `Code` label Feb 27, 2024
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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
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