AI Roguelite

AI Roguelite

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Bars and Meters Overhaul
   
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13.374 MB
2023 年 4 月 9 日 下午 7:07
2023 年 4 月 19 日 上午 12:12
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Bars and Meters Overhaul

在 ̋̊̑͂͆̅¢h³MÏǪ£ Ør9 的 1 个合集中
Compatible Mods
4 件物品
描述
*Warning: this mod only works on chatGPT model at the moment.*

Player bars/meters:

Traps - Trap distance decreases each turn. When low a chance to encounter a trap and disarm or trigger occurs. Traps are not affected by items.

Camping - Camping distance decreases each turn. When low a chance to pitch camp and rest for the night occurs. Camping is not affected by items.

Fishing - Fishing distance decreases each turn. When low a chance to find a fishing hole occurs where the player catches aquatic creatures. Fishing is not affected by items.

Paranormal - Paranormal decreases each turn. When low a chance of an encounter with paranormal entities occurs. Paranormal is not affected by items.

Netsec - Netsec decreases each turn. When low a chance of firewall intrusion occurs. Netsec is not affected by items.

Foraging - Forage distance decreases each turn. When low a chance to find a forage source occurs where the player harvests items or food. Foraging is not affected by items.

Mining - Mining resource distance decreases each turn. When low a chance to find a mining resource occurs where the player mines precious gems and/or discovers a mineable location. Mining is not affected by items.

Ancient Tomb - Ancient tomb distance decreases each turn. When low a chance to find a hidden ancient tomb occurs. Ancient Tombs are usually entrances to dungeons or secret tunnels and contain valuable treasure. Ancient tomb is not affected by items.

Secret - Secret passageway distance decreases each turn. When low a chance to find a secret passageway occurs. Secret passage is not affected by items.

Loot - Loot distance decreases each turn. When low a chance to find loot occurs. Loot proximity is not affected by items.

Addiction - Addiction decreases each turn. When low a chance to suffer withdrawal occurs. Addiction is affected by items of drug / pharmaceutical type.

Bloodthirst - Bloodthirst decreases each turn. When low a chance to become bloodthirsty occurs. Bloodthirst is not affected by items.

Rage - Rage decreases each turn. When low a chance to trigger plot affecting events occur. Rage is currently not affected by items.

Infection - Infection decreases each turn. When low the player is infected and plot affecting events may occur. Infection can be cured with items marked as antibiotic / medicine type.

Stamina - Stamina increases each turn. Stamina can be improved using items marked as beverage / alertness type. Stamina is required for skill use.

Hygiene - Hygiene decreases each turn. When low the player struggles with hygiene issues and plot affecting events may occur. Hygiene can be increased using items of hygiene / soap type.

Hypothermia - Hypothermia decreases each turn. When low the player suffers hypothermia effects and plot affecting events may occur. Hypothermia can be increased using items of warmth / heat type.

Schizophrenia - Schizophrenia does not change each turn. When low the player suffers from schizophrenia and plot affecting events may occur. Schizophrenia cannot be cured using items.

Sanity - Sanity increases each turn. When low the player suffers a mental snap and plot affecting events may occur. Sanity cannot be affected using items.

Natural Disasters:

Earthquake - Earthquake decreases each turn. When low a chance of earthquake occurs. Earthquake is not affected by items.

Tsunami - Tsunami decreases each turn. When low a chance of Tsunami occurs. Tsunami is affected by items of boat / flotation type.

Wildfire - Wildfire decreases each turn. When low a chance of Wildfire occurs. Damage each turn from smoke inhalation. Wildfire is affected by items of extinguisher / suppressant type.

Tornado - Tornado decreases each turn. When low a chance of Tornado occurs. Tornado is not affected by items.

Flood - Flood decreases each turn. When low a chance of Flood occurs. Flood is affected by items of boat / flotation type.

Vehicle gauges:

* Note * These are experimental. There are currently no usable vehicles or engines in the game. There may be later so these can be used if / when it happens.

Oil - Oil decreases slowly when an engine is running. There are currently no effects when low. Oil can be increased using items of lubricant / oil item type.

Fuel - Fuel decreases slowly when an engine is running. There are currently no effects when low. Fuel can be increased using items of gasoline / fuel type.

Caveat: There is currently no way to set a starting value (meters default to 100%). I mentioned this to MaxLoh already. What this means is that some of the meters have inverse logic. For instance full infection occurs when the value drops to 0 and you are fully cured when at 100%. I'll change this mod later if the option becomes available. For now just be aware that most of these trigger when at 0 ^^.
21 条留言
DrKoks 8 月 17 日 上午 10:03 
Update? Maybe the main idea of mod can be changed.
TiberianErin 1 月 16 日 上午 4:14 
weather update: this seemingly works again. play on the alpha branch, turn the mod on, restart your game and enjoy.
killfected 2024 年 4 月 20 日 上午 3:41 
this mod was so cool, sad its broken currently
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [作者] 2024 年 2 月 15 日 下午 8:05 
@John-Silver I agree with you; unfortunately I worked hard to produce this and then an update broke it. On several occasions I have discussed this with MaxLoh and he previously said he would fix it in a further update but it has never manifested. In the beginning it DID work properly and I can't think of anything I can do on my end to fix the problems at the current point.
John-Silver 2024 年 2 月 11 日 下午 1:21 
neat in concept but the every new 'bar' will kick you out of combat, and also seems to ignore all previous actions and text. I've gone from fighting under water to camping above water on ground on a planet defined as entirely submerged in water but these 'bars and meters' don't seem to take any world building into thought when generating their text, when every other thing does. Also camping which I feel besides hydaration are the main selling points of this mod, makes next to no sense in it's increase/decrease flavor text. It implies that you only have 1 camp period and you get closer to your camp as the bar goes down, but instead of claiming you rest when the bar goes up it often claims you wonder away from your camp. Neat ideas but very immersion ruining imo.
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [作者] 2023 年 7 月 25 日 下午 11:02 
i[N]feRnAl Yeah I noticed that when I was testing for Tiddles earlier; I think an update fried the recharging of bars on trigger - I couldn't get any of them to refill upon trigger and had the same problem Tiddles did. On my end editing the file as I explained in the earlier post so that there is a lower probability of trigger made the game playable again however it did not fix the problem with the bar recharge. We'll probably have to let MaxLoh know there's an issue with the bars so he can work a fix into a future update.
i[N]feRnAl 2023 年 7 月 15 日 上午 4:28 
Okay. Look, camping has a serious problem:

> "...a protective barrier that deflects the Sorceress's assault. Azalea stumbles back, momentarily caught off guard, affording you a precious opportunity to retaliate.
>
> Grateful for the reprieve, you take a step back, catching your breath. The enchanted crystals continue to hum, radiating their potent energy, casting an ethereal glow upon the chamber walls. Feeling exhausted from the fierce battle, you decide to make camp for the night, seeking a moment's respite before facing Azalea once more. You unfurl a sleeping bag..." 🤡

This happens all the time in combat. Worse, the game often fails to detect that camping is taking place and doesn't replenish my bars, including camping, which means that sometimes this happens turn after turn in combat.
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [作者] 2023 年 6 月 27 日 下午 7:25 
If you want to alter the settings for any bar just locate the text file in the mod folder and change it as needed. For instance the Camping bar is located at

SteamLibrary/steamapps/common/AI Roguelike/ai-roguelite-config/my-mods/2964350485/survival_bars/b4ae171bdd7397766d844427fd4d24c5.txt

There are two ways to affect the bar drain and chance of trigger:

per_turn_change=CONSTANT_DRAIN
zero_try_str_prob=0.6

Valid values for per_turn_change are: CONSTANT_DRAIN, CONSTANT_DRAIN_LENIENT, CONSTANT_REGEN

The zero_try_str_prob is a value between 0 and 1.0 where 1.0 is 100% probability. If you set this really low it may rarely trigger, set it higher and it triggers more often.

In the case of a bar triggering too often I would suggest setting per_turn_change to CONSTANT_DRAIN_LENIENT and zero_try_prob 0.1 or below. In the end it is still sort of random due to the AI interaction so your mileage may vary ^^.
̋̊̑͂͆̅¢h³MÏǪ£ Ør9  [作者] 2023 年 6 月 24 日 下午 8:38 
Tiddles, I'll look into it. Is it just the camping bar?
Tiddles, the Third one 2023 年 6 月 17 日 上午 5:04 
It's actually pretty all-consuming, like I am struggling against the game trying to force me to infinitely camp. I manage to get times where it remains at 0 but does not trigger, but then that's a lucky dip. It just takes over any action I myself try to do so I can't even to to steer it to fix itself properly.