akroma222 wrote: ↑
Wed Dec 05, 2018 4:13 pm
Killcannon wrote: ↑
Mon Dec 03, 2018 12:14 am
To piggy back on the food question. Is there a way to 'lock' a champions food bar, until say an item is used or spell is cast? For example a 'curse of hunger' until remove curse is cast. Could also work in the opposite with an elixir of plenty where it stops champions decay for a period of time.
Something to consider - if you want to lock their food bar... are you prohibiting the champions from eating? Or can they eat and just nothing happens to their food bar.
(Stopping the champs from eating can be tricky as you can just drop food over the champs menu portrait
You would need to alter this from the onClickItemSlot + onDrawGui party hooks )
That is a very good thought, and I had thought of that. For what I want to do, this wasn't really a concern for me. To be fair, for the design I am looking at doing; the hunger system has become a burden. While it's a cool system and really works for Grimrock 2 in general. There's only a grand total of 8 monster encounters in this dungeon and I don't see it going past 10. That's including 'trash monsters' as well as Bosses. In fact there's more bosses than non bosses. With the majority of the dungeon comprised of deadly puzzles, mazes, and traps. This has really upset the balance that Almost Human's original designs worked with. Being that you'd generally find creatures that had food, or could be food when killed. On top of the occasional packet of food stored in an alcove by said creatures.
While the simple answer is just to chuck some sort of food around every corner; it undermines some of the atmosphere I'm going for. 'Ancient forgotten ruins, recently rediscovered and inhabited by foul constructs, and a mad lich-architect.' That some how have been restocking fresh food and preserving stockpiles for the adventurer to casually feed themselves? Not likely, and I do realize that the adventurers could bring their own food. Then you're stocking player inventories to the brim with food, which they promptly dump and may or may not be able to get back to if trapped on floor x in the middle of a puzzle and run out. Or you're placing a storage area, where they can put the food near the starting area. For which you run into the same problem.
What I'm looking for is a way of turning it into an engaging mechanic for the player in the environment I've set. Probably via creative use of spell or potion, or failing that. A way to remove the mechanic from play entirely. At the end of the day, if I cannot find a good solution I can always start a timer and use the Champion:setFood(food) hook to simply reset the meter back to full on rundown and have it loop. Not something I want to do as overuse of timers will cause performance problems and potentially bugs if too many timers are running at once. I could also litter additional invisible pressure plates across my maps to trigger the script as well. I want that to be a last resort though as it feels to me like 'giving up' at finding a solution.