@dndw I would be inclined to have the traps as separate from the normal skill progression, because at least the way they get used now, they don't seem to have the same impact as an actual combat trait.
I think those are the ones you were concerned about. Enhanced Muscles and Enhanced Durability are trivial to implement, and Biological Understanding and Biological Manipulation will need to be written into the scalings of the individual skills they affect.
This weekend I really need to sit down and separate out the stuff I've done that is unambiguously good for merging into mainline into a seperate branch. I'll start implementing some of this stuff then.
Also, the description block should definitely change with these different focuses, at least for Mara.
I am planning to implement the Adaptation lvl20 focus, so you might want to figure out what synergy bonuses you want the lvl10 focuses you're implementing to have with the other lvl10 focuses.
The idea behind the reworked biological focus was something that would turn all her tech organic, and something that would synergize with power instead of cunning.
The idea behind chemistry was a DoT build, which would synergize particularly well with the temporal DoT acceleration build. Also, it seems like something a scientist should be able to do.
I noticed that you removed the breast and shrink rays from Robo Arms- why? It seems like they need some focus to fit in with, and that seems the best match with all of the other rays.
Biological tree:Wow, ok. That's a lot, and some things need mechanics in place which do not exist yet and would not at all be simple to implement.[...] The reworked biological focus looks interesting, but some of those advanced traits would require a lot of new features (read: bugs).
in Charcter.eot()
if (has(Trait.subcutaneousstimulators)) {
opponent.pleasure((c.getStance().pheromoneMod()-0.5)*(get(Attribute.Science)*0.05+2, c, this);
}
if (has(Trait.subcutaneousstimulators)) {
opponent.pleasure((c.getStance().pheromoneMod()-0.5)*(get(Attribute.Science)*0.05+2, c, this);
}
in Charcter.resolveOrgasm()
if (!is(Stsflag.nerveseperated)) {
<normal losewillpower and if (nyphomania) stuff goes here>
} else {
pain(c, this, getOrgasmWillpowerLoss()+extra)
}
if (!is(Stsflag.nerveseperated)) {
<normal losewillpower and if (nyphomania) stuff goes here>
} else {
pain(c, this, getOrgasmWillpowerLoss()+extra)
}
(1) getCharismaBonus is called 5 times, once in Body and the rest in Character. Adding +(has(Trait.reformattablebody)?5:0) to each of those is easy.
(2) in Encounter.spotCheck(), if (p1.has(Trait.reformattablebody)) {p2.add(new FlatFooted(p1,1));}
in Player.faceoff(), String name=opponent.name;if (opponent.has(Trait.reformattablebody)) {name=Global.pickCharacters(Global.everyone(), null,1).iterator().next().getName();((Mara)opponent).setFakeName(name);}
in Mara.describe() at the beginning, if (fakeName!=name) {String outp="Long description but the person you thought was fakeName was actually mara!";fakeName=name;return outp;}
(2) in Encounter.spotCheck(), if (p1.has(Trait.reformattablebody)) {p2.add(new FlatFooted(p1,1));}
in Player.faceoff(), String name=opponent.name;if (opponent.has(Trait.reformattablebody)) {name=Global.pickCharacters(Global.everyone(), null,1).iterator().next().getName();((Mara)opponent).setFakeName(name);}
in Mara.describe() at the beginning, if (fakeName!=name) {String outp="Long description but the person you thought was fakeName was actually mara!";fakeName=name;return outp;}
in Encounter.spotCheck(), at the beginning
if (p1.has(Trait.ampullaeoflorenzini)) {p1.state=State.ready;}
if (p2.has(Trait.ampullaeoflorenzini)) {p2.state=State.ready;}
if (p1.has(Trait.ampullaeoflorenzini)) {p1.state=State.ready;}
if (p2.has(Trait.ampullaeoflorenzini)) {p2.state=State.ready;}
This weekend I really need to sit down and separate out the stuff I've done that is unambiguously good for merging into mainline into a seperate branch. I'll start implementing some of this stuff then.
Also, the description block should definitely change with these different focuses, at least for Mara.
I am planning to implement the Adaptation lvl20 focus, so you might want to figure out what synergy bonuses you want the lvl10 focuses you're implementing to have with the other lvl10 focuses.
The idea behind the reworked biological focus was something that would turn all her tech organic, and something that would synergize with power instead of cunning.
The idea behind chemistry was a DoT build, which would synergize particularly well with the temporal DoT acceleration build. Also, it seems like something a scientist should be able to do.
I noticed that you removed the breast and shrink rays from Robo Arms- why? It seems like they need some focus to fit in with, and that seems the best match with all of the other rays.
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