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Modified accuracy for syringes, AP cost for installing equipment, and…
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… a few typos
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timothymtorres committed Jul 9, 2017
1 parent b090d90 commit 0f1cc35
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Showing 6 changed files with 30 additions and 40 deletions.
2 changes: 1 addition & 1 deletion code/item/medical/list.lua
Original file line number Diff line number Diff line change
Expand Up @@ -57,7 +57,7 @@ medical.antidote.one_use = true
medical.syringe = {}
medical.syringe.full_name = 'syringe'
medical.syringe.group = {'instrument', 'syringe'}
medical.syringe.accuracy = 0.25
medical.syringe.accuracy = 0.05
medical.syringe.one_use = true

return medical
4 changes: 2 additions & 2 deletions code/item/use/activate.lua
Original file line number Diff line number Diff line change
Expand Up @@ -58,9 +58,9 @@ function activate.syringe(player, condition, target)
local syringe = medical.syringe
local inject_chance = syringe:getAccuracy()
if player.skills:check('syringe') then
inject_chance = inject_chance + 0.05
inject_chance = inject_chance + 0.15
if player.skills:check("syringe_adv") then
inject_chance = inject_chance + 0.05
inject_chance = inject_chance + 0.20
end
end

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6 changes: 3 additions & 3 deletions code/player/action/list.lua
Original file line number Diff line number Diff line change
Expand Up @@ -42,9 +42,9 @@ local action_list = {
},
item = {
barricade = {name='barricade', cost=1},
generator = {name='generator', cost=4, modifier={tech=-1, power_tech=-2},},
transmitter = {name='transmitter', cost=4, modifier={tech=-1, radio_tech=-2},},
terminal = {name='terminal', cost=4, modifier={tech=-1, computer_tech=-2},},
generator = {name='generator', cost=10, modifier={tech=-2, power_tech=-4},},
transmitter = {name='transmitter', cost=10, modifier={tech=-2, radio_tech=-4},},
terminal = {name='terminal', cost=10, modifier={tech=-2, computer_tech=-4},},

--[[
**RELOADING**
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2 changes: 1 addition & 1 deletion code/player/action/outcome.lua
Original file line number Diff line number Diff line change
Expand Up @@ -232,7 +232,7 @@ function Outcome.item(item, player, inv_ID, target)
local result = itemActivate[item](player, item_condition, target)

if item_INST:isSingleUse() then -- no need for durability check
if item_INST:getClassName() == 'syringe' then
if item_INST:getClassName() == 'syringe' then -- syringes are a special case
local inject_success, target_weak_enough = result[1], result[2]
if inject_success then
if target_weak_enough then -- the syringe will be discarded without creating a vaccine if the target is too strong
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55 changes: 23 additions & 32 deletions notes/skill_list.txt
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ hp_bonus
ip_bonus
looting [search +01%]
diagnosis
tagging (spraypaint)
graffiti (spraypaint)


--MILITARY-- [12 skills] (can see condition of weapons)
Expand All @@ -45,39 +45,30 @@ explosives



--ENGINEERING-- [12 skills] (can see conditon of cades, engineering items, equipment)
--ENGINEERING-- [10 skills] (can see conditon of cades, engineering items, equipment)

construction (build new doors)
repairs (repair doors/equipment)
repairs_adv (repair doors/equipment)
renovate (repair ruins)
barricading (civilian skill? maybe default?)
barricading_adv
reinforce
tech (install equipment)
power_tech
radio_tech
computer_tech
reserve (toolbox durability increased)
repairs (repair doors/equipment)
repairs_adv (repair cost is cheaper)
renovate (repair ruins)
barricading (build barricades at a higher level)
barricading_adv (build barricades stronger and at a higher level)
reinforce (make room for barricades)
tech (install equipment at reduced cost)
power_tech (cost is further reduced)
radio_tech (cost is further reduced)
computer_tech (cost is further reduced)



--MEDICAL-- [9 skills] (can see condition of medical items)
--RESEARCH-- [9 skills] (can see condition of medical items/gadgets)

healing
major_healing [cannot heal self with bonus]
major_healing_adv [cannot heal self with bonus]
minor_healing
minor_healing_adv
chemistry
serium [antidote]
stimulants [amphediente]
??? [hp booster, ip booster?]
diagnosis_adv [can see infected]

??? not sure what skills


--SCIENCE-- [1 skill] (can see condition of science items/gadgets)

bookworm
healing (bonus to hp healed)
major_healing (bonus to hp healed with a FAK)
minor_healing (bonus to hp healed with a bandage)
diagnosis_adv [see a more preceise hp status, and can see infected]
gadgets [small bonus when using gadgets]
scanner [increased chance to scan zombies]
syringe [increased chance to inject zombies]
syringe_adv [increased chance to inject zombies]
terminal [cost of using terminal is reduced]
terminal_adv [cost of using terminal is further reduced]
1 change: 0 additions & 1 deletion scenes/skills.lua
Original file line number Diff line number Diff line change
Expand Up @@ -198,7 +198,6 @@ function scene:create( event )

for ii, skill in ipairs(skill_list.order[mob_type][category]) do
if row == 0 then num = num + 1 end
print(skill)
local skill_data = skill_list.info[mob_type][category][skill]
--local category = skill_list.getCategory(skill)
local sheetInfo = imageSheet[mob_type][category].info
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