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awardEquipment("EQ_TRUMBLE")
Posted: Sun Oct 25, 2009 11:09 am
by Commander McLane
Is there a reason why we only ever can give the player one single trumble via script? If he already has one (or more) the method doesn't do anything.
I don't see why it shouldn't be possible to scoop up a second trumble, for instance, if you already have one. So can the code be changed in a way that more trumbles can be awarded, until the maximum number (if there is any) is reached?
Posted: Sun Oct 25, 2009 11:58 am
by Kaks
Hmm, you can have up to 24 trumbles on your ship.
Call me cynical, but I always assumed that the old trumble(s) would kill any unrelated new one in order to keep the food for themselves and their progeny.
What about a compromise: less than 6 onboard trumbles, the new one survives, 6-11 trumbles, 50% chances of surviving, 12 or more, no chance at all.
Does it sound reasonable?
Posted: Sun Oct 25, 2009 1:58 pm
by Screet
Kaks wrote:Hmm, you can have up to 24 trumbles on your ship.
Call me cynical, but I always assumed that the old trumble(s) would kill any unrelated new one in order to keep the food for themselves and their progeny.
What about a compromise: less than 6 onboard trumbles, the new one survives, 6-11 trumbles, 50% chances of surviving, 12 or more, no chance at all.
Does it sound reasonable?
I like it...especially if the trumbles would visibly hunt each other
But that's more complex than changing the line asking for trumblecount < 1 to trumblecount < maxtrumbles
I didn't yet have the chance to see if that change is enough though...will create some test script for this and the strange NEU thing today...
Screet
Posted: Sun Oct 25, 2009 5:48 pm
by Screet
OK, test confirms: It's enough to change the line which only allows to award a trumble if trumblecount < 1
Screet
Posted: Sun Oct 25, 2009 8:07 pm
by Kaks
I've already got my 'compromise' code ready to go. So if there's no objections, I'll commit that...
Posted: Sun Oct 25, 2009 8:30 pm
by Screet
Kaks wrote:I've already got my 'compromise' code ready to go. So if there's no objections, I'll commit that...
A little suggestion:
1) If a trumble is added to an existing population, make them purr
2) If a trumble is NOT added because the existing population defends itself, play some not-so-nice trumble sound (cooking trumble)
However, I don't know how to do that...would have to search the code...
Screet
Posted: Sun Oct 25, 2009 10:31 pm
by Kaks
Hmmm, I suspect a general 'trumble scuffle' sound via oxp will have to do... after all, you're not really supposed to know exactly how many trumbles are actually on board, apart from one, few, many or 'many many'!