Kwakstur wrote:
That's IMO too easy to script for what it's worth. Stick something like this in the code that runs each turn.
Well, yes, but 1 line of script versus maybe 50 sounds like a good trade-off to me. Unless, of course, it would require the same number of code lines to make the engine assign egg-laying attributes to NPCs (which it could, I don't know).
Note: By simulating a For loop for the Wait for open move directions and by using one of my algorithms here, you can make this much briefer, but I don't feel like doing that now.
That isn't quite what I was thinking of.
Roach queens only lay one egg, and in the direction closest to you that is unblocked. Also, generating a roach egg isn't quite the same as growing one; it's only cosmetic, true, but it would be nice to strive for flawless consistency. However, saying that, this behaviour probably isn't
too difficult to script, although it will involve some level of variable-wrangling to make it compact.
Also, just as a note, "
Wait for event Monster stabbed"
or "
NPC killed"
do not register until the move after the death or stabbing. "
Wait for event Monster engaged"
is the only command I can get to return true when the player is actually damaging something.
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Resident Medic/Mycologist