Comments (1)
Yeah, having a single cost
field and then a variety of bool fields to select the type, is not optimal.
I also noticed that a few mutations have a separate ability definition for climbing which has a different, more reasonable way of specifying cost, that can also support "damage" and "pain":
{
"type": "climbing_aid",
"id": "ability_WEB_RAPPEL",
"//": "Extremely safe descent regardless of height by spinning webs.",
"copy-from": "generic_superpower",
...
"cost": { "kcal": 87, "thirst": 10 },
...
},
"condition": {
"type": "trait",
"flag": "WEB_RAPPEL"
}
}
I also notice that some activated mutations have EOCs that do nothing but call the EOC_GENERIC_SPELL_MUTATION
with parameters for turn cost and stamina cost that in turn calls the EOC_GENERIC_SPELL_MUTATION_ACT
to cast the spell. Spells can use math for calculating the cost, but the only values accepted for energy_source
are MANA, BIONIC, HP, STAMINA, NONE
.
My initial idea is to create a generic cost
object that is like the cost
object in the climbing abilities, except with some extra possible costs added, including a run_eoc
field.
from cataclysm-dda.
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from cataclysm-dda.