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[Sky Island] Teleporting items back home #70200
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Maleclypse
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gettingusedto:sky-island-item-teleport
Dec 14, 2023
Merged
[Sky Island] Teleporting items back home #70200
Maleclypse
merged 5 commits into
CleverRaven:master
from
gettingusedto:sky-island-item-teleport
Dec 14, 2023
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* Update EOCs.json * Update EOCs.json * Update EOCs.json * Update EOCs.json * Update EOCs.json
Quick question, what happens to the items left in the room with the obelisk in case of the player's death? Say, the player dropped some stuff in the room, went for more loot, and died. Will all the items disappear alongside the room during the next raid? Thanks! |
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* Initial commit. Infrastracture. * monster stash * first attempt at pelagic vs ocean shore creatures * Proper handling of ocean vs pelagic. * added a bunch of fish (JSON linted) * added a bunch of fish (json linted, and fixed) * Proper handling of ocean vs pelagic + added a bunch of fish. * Update player_activity.cpp * Small eoc doc fixes * Invalidate non-adjacent containers for ALL and DRAGGED (#70172) This also changes it to not update the container_base_loc's position for ALL and DRAGGED, which made it so pressing X would exit out to a 1-9 location instead of ALL or DRAGGED Co-authored-by: andrei <[email protected]> * Allow spawning items with flags (#70168) * First * Update npctalk.cpp * Update npctalk.cpp * Update src/npctalk.cpp Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * [Sky Island] Teleporting items back home (#70200) * Update EOCs.json * Update EOCs.json * Update EOCs.json * Update EOCs.json * Update EOCs.json * Add ```gains_proficiency``` event (#70194) * create gains_proficiency event * add event trigger * Update EFFECT_ON_CONDITION.md * updated memorial test * retrigger checks * [MoM] Add ability for pyrokinetics to cauterize their wounds (#70132) * Initial commit * Bleeding that's too heavy cannot be stopped * Add infection chance * Add missing types * Fix infection intensity * Fix practice recipe * Reduce capacity of test battery a bit The value being this large resulted in an integer overflow in pocket_data::max_contains_volume(). Reduce it until there's no more integer overflow. * Proper handling of ocean vs pelagic + added a bunch of fish. * reversed gitignore accidental change * reversed gitignore accidental change * shark rebalance * Update data/json/monsters/fish.json Co-authored-by: Jianxiang Wang (王健翔) <[email protected]> * Update data/json/monsters/fish.json Co-authored-by: Jianxiang Wang (王健翔) <[email protected]> * Update data/json/monsters/fish.json Co-authored-by: Jianxiang Wang (王健翔) <[email protected]> * small changes to resolve issues * small changes to resolve issues * Update wilderness.json to fix bass typo * Update fish.json * Update data/json/monsters/fish.json Co-authored-by: Karol1223 <[email protected]> * removed roe names --------- Co-authored-by: Ramza13 <[email protected]> Co-authored-by: Anton Simakov <[email protected]> Co-authored-by: Kamayana <[email protected]> Co-authored-by: andrei <[email protected]> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: gettingusedto <[email protected]> Co-authored-by: Francisco Machado <[email protected]> Co-authored-by: Standing-Storm <[email protected]> Co-authored-by: ehughsbaird <[email protected]> Co-authored-by: Jianxiang Wang (王健翔) <[email protected]> Co-authored-by: Karol1223 <[email protected]>
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Summary
Mods "[Sky Island] teleporting items back home"
Purpose of change
The exit obelisk being in a room kinda implies it can transport item back home, but can't. Now that item teleportation is possible, i'm adding it.
Describe the solution
See commit.
Describe alternatives you've considered
Not doing so.
Testing
I teleported good amount of items and it got teleported back home.
Additional context
It may teleport some stuff that is outside of the room, but i dont think that'll be much issue, i hope.