Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- G.AddData({
- name:'Extra Bits',
- author:'ETB',
- desc:'Miscellaneous extra\'s, such as flavor Text.',
- engineVersion:1,
- requires:['Default dataset*'],
- sheets:{'extraSheet':'img/sprites.png'},//custom stylesheet (note : broken in IE and Edge for the time being)
- func:function()
- {
- new G.Res({
- name:'drunk',
- desc:'[adult,People] can get [drunk,Drunk] when when they consume too much [drink,Alcohol]. They do not [worker,work], but they don\'t [corpse,Die] either.//Mostly.//Can be cured by healers',
- partOf:'population',
- icon:[0,0], // TODO: drunk person sprite
- });
- new G.Res({
- name:'drink',
- desc:'[drink] is required to keep your [population,people] hydrated, at the rate of half a unit per person every 3 ticks (although babies and children drink less).//Without water, people will resort to drinking [muddy water], which is unhealthy; if that runs out too, your people will simply die off.//Most terrains have some fresh water up for gathering - from ponds, streams and rain; drier locations will have to rely on well digging.//Water turns into [muddy water] over time, if your water storage is insufficient.',
- icon:[0,0,'drinkSheet'],
- turnToByContext:{
- 'drinking':{'health':0.01,'happiness':0.3},
- 'decay':{'drink':0.95,'spoiled food':0.05},
- },
- partOf:'food',
- category:'food',
- });
- new G.Res({
- name:'honey',
- desc:'A sweet, sticky substance that comes from some [bugs,insects].',
- icon:[0,0], // TODO: honey sprite
- turnToByContext:{
- 'drinking':{'health':0.03,'happiness':0.03},
- 'decay':{'drink':0.95,'spoiled food':0.05},
- },
- partOf:'food',
- category:'food',
- });
- new G.Res({
- name:'vegetable',
- desc:'.',
- icon:[0,0], // TODO: vegetable sprite
- turnToByContext:{
- 'drinking':{'health':0.03,'happiness':0.01},
- 'decay':{'drink':0.95,'spoiled food':0.05},
- },
- partOf:'food',
- category:'food',
- });
- new G.Res({
- name:'grain',
- desc:'.',
- icon:[0,0], // TODO: grain sprite
- turnToByContext:{
- 'drinking':{'health':0.01,'happiness':0.01},
- 'decay':{'drink':0.95,'spoiled food':0.05},
- },
- partOf:'food',
- category:'food',
- });
- new G.Res({
- name:'seed',
- desc:'.',
- icon:[0,0], // TODO: seed sprite
- turnToByContext:{
- 'drinking':{'health':0.01,'happiness':0.01},
- 'decay':{'drink':0.95,'spoiled food':0.05},
- },
- partOf:'food',
- category:'food',
- });
- new G.Goods({
- name:'hive',
- desc:'[hive,Insect Hives] can be foraged for [honey] and [bugs,insects]s.',
- icon:[0,0], // TODO: hive sprite
- res:{
- 'gather':{'honey':3,'bugs':0.5},
- },
- affectedBy:['scarce forageables','deforestation'],
- mult:10,
- });
- /*
- //Then we augment the base data to incorporate our new resources :
- //adding honey as something that can be gathered from berry bushs(rarely) and most trees.
- G.getDict('berry bush').res['gather']['hive']=0.1;
- G.getDict('oak').res['gather']['hive']=1;
- G.getDict('birch').res['gather']['hive']=0.5;
- G.getDict('acacia').res['gather']['hive']=0.5;
- G.getDict('fir tree').res['gather']['hive']=0.5;
- G.getDict('dead tree').res['gather']['hive']=0.3;
- */
- //adding ability for hives to be found in select lands
- //since 'goods' is a array with dicts in it, we use the push function
- /*
- G.dict['jungle']
- G.dict['forest']
- G.dict['boreal forest']
- G.dict['shrubland']
- G.dict['prairie']
- G.dict['savanna']
- G.dict['tundra']
- */
- G.getDict('jungle').goods.push({type:'hive',amount:3});
- G.getDict('forest').goods.push({type:'hive',amount:3});
- G.getDict('boreal forest').goods.push({type:'hive',amount:1.5});
- G.getDict('shrubland').goods.push({type:'hive',chance:0.4,min:0.3,max:0.6});
- G.getDict('prairie').goods.push({type:'hive',chance:0.2,min:0.1,max:0.3});
- G.getDict('savanna').goods.push({type:'hive',chance:0.3,min:0.1,max:0.3});
- G.getDict('tundra').goods.push({type:'hive',chance:0.08,min:0.1,max:0.3});
- //adding new modes to artisans so they can make drink from fruit, herb, or honey
- //modes are just dicts within dicts so this works.
- G.getDict('artisan').modes['beer']={name:'Make alcohol from herb',desc:'Turn 5 [herb]s & 1 [water] into 1 [drink].',req:{'fermentation':true,},use:{'stone tools':1}};
- G.getDict('artisan').modes['wine']={name:'Make alcohol from fruit',desc:'Turn 5 [fruit]s & 1 [water] into 1 [drink].',req:{'fermentation':true,},use:{'stone tools':1}};
- G.getDict('artisan').modes['mead']={name:'Make alcohol from honey',desc:'Turn 5 [honey]s & 1 [water] into 1 [drink].',req:{'fermentation':true,},use:{'stone tools':1}};
- //adding a new effect to artisans that handles the actual hot sauce preparing and is only active when the unit has the mode "hot sauce"
- //since 'effects' and 'effectsOff' are arrays with dicts in it, we use the push function
- G.getDict('artisan').effects.push({type:'convert',from:{'fruit':5,},into:{'drink':1},every:3,mode:'wine'});
- G.getDict('artisan').effects.push({type:'convert',from:{'herb':5,},into:{'drink':1},every:3,mode:'beer'});
- G.getDict('artisan').effects.push({type:'convert',from:{'honey':5,},into:{'drink':1},every:3,mode:'mead'});
- //TODO: add tech to make brewing possible for artisans
- /*=====================================================================================
- PROPS
- =======================================================================================*/
- var extraLines=[//Add new day lines here comments
- 'Waves calmly crash on forgotten shores.',
- 'The day is scorching.',
- 'Moisture sticks to the skin.',
- 'Unknown creatures stir in the sea.',
- 'Nothing of note...',
- 'A freak snowstorm looms ominously.',
- 'Odd insects break the silence of the night.',
- 'A sunshower proves refreshing.',
- 'Waves push an unknown object onto the shore.',
- ];
- /*=====================================================================================
- FUNCTIONS
- =======================================================================================*/
- var mergedLines = G.props['new day lines'].concat(extraLines);
- G.props['new day lines'] = mergedLines;
- shuffle(G.props['new day lines']);
- /*=====================================================================================
- POLICIES
- =======================================================================================*/
- new G.Policy({
- name:'eat herbs',
- desc:'Your people will eat or not eat [herb]s.<br>Your people <i>could start to starve</i>.',
- icon:[6,12,4,6],
- cost:{'influence':1},
- startMode:'on',
- req:{'rules of food':true},
- effects:[
- {type:'make part of',what:['herb'],parent:'food'},
- ],
- effectsOff:[
- {type:'make part of',what:['herb'],parent:''},
- ],
- category:'food',
- });
- /*=====================================================================================
- TECH & TRAIT
- =======================================================================================*/
- new G.Tech({
- name:'fermentation',
- desc:'@[artisan]s can now create alcoholic [drink]s.',
- icon:[0,0],
- cost:{'insight':10},
- req:{'plant lore':true},
- effects:[
- ],
- chance:3,
- });
- new G.Tech({
- name:'animal lore',
- desc:'@[hunters]s & [fishers]s catch more game, leading to more [meat] and [seafood]<>The knowledge of how animals live and behave means more effective hunting.',
- icon:[0,0],
- cost:{'insight':5},
- req:{'oral tradition':true},
- effects:[
- ],
- });
- }
- });
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement