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New feature: new drug system[message #303950] Thu, 26 April 2012 23:23 Go to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
<font size="">New drug system</font>

I made an overhaul to the drug system. You can now select several drug components and build your own drugs from them.

First, a look at the new Drugs.xml. A drug component has the following tags:

...
<DRUG>
    <ubType>1</ubType>
    <ubDrugTravelRate>4</ubDrugTravelRate>
    <ubDrugWearoffRate>2</ubDrugWearoffRate>
    <ubDrugEffect>15</ubDrugEffect>
    <ubDrugSideEffect>20</ubDrugSideEffect>
    <ubDrugSideEffectRate>2</ubDrugSideEffectRate>
    <ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
...


Now, what do these tags mean?

<ubType> is the number of the component, the specific effects are hardcoded (couldn't externalise those, or I'd need A LOT more tags).
<ubDrugTravelRate> determines how fast the drug comes to its full effect.
<ubDrugWearoffRate> determines how fast the drug effect will wear out.
<ubDrugEffect> measures the effect a drug has. As long as this value is > 0 the drug will have its main effect.
<ubDrugSideEffect> measures the drugs sideeffect. This starts once <ubDrugEffect> hits 0. This starts the second effect, which is mostly negative.
<ubDrugSideEffectRate> determines how fast the sideeffect will wear out.
<ubMoralBacklash> determines if there will be a morale drop once the <ubDrugEffect> hits 0.

So, in the above example, we have a drug that will have its ubDrugEffect raised by 4 every turn, until it hits 15. Then, every turn that value is lowered by 2. Once the ubDrugEffect is below 0, we lose a bit of morale, and the side effect starts at 20. This is again lowered by 2 every turn.

Due to coding restrictions, do not enter values above 126, or weird stuff will happen.

How do you make an item a drug? Simple, just look at these tags:

<usItemClass>268435456</usItemClass>     // always set this
<Medical>1</Medical>                     // always set this
<DrugType>30824</DrugType>


The only new tag is <DrugType>. This is a flag mask that determines the different components used. For a clearer example, just look at the new drugs I made in Items.xml (entries 1535 - 1538).

What drug components exist, and what do they do? Here is the answer:

#define DRUG_ADRENALINE		//0x00000001	//1        vanilla adrenaline
#define DRUG_ALCOHOL		//0x00000002	//2        vanilla alcohol
#define DRUG_REGENERATION	//0x00000004	//4        vanilla health regeneration
#define DRUG_DAMAGERESISTANCE	//0x00000008	//8        damage resistance of up to 25%/-20%
#define DRUG_STRENGTH		//0x00000010	//16       increases strength up to 25 points, lowers it by up to 10 as a side effect
#define DRUG_AGILITY		//0x00000020	//32       increases agility up to 25 points, lowers it by up to 10 as a side effect
#define DRUG_DEXTERITY   	//0x00000040	//64       increases dexterity up to 25 points, lowers it by up to 10 as a side effect
#define DRUG_WISDOM   		//0x00000080	//128      increases wisdom up to 25 points, lowers it by up to 10 as a side effect
#define DRUG_PERCEPTION		//0x00000100	//256      +/- 1 level during interrupts
#define DRUG_PSYCHO		//0x00000200	//512      merc gets the 'psycho' disability while drug/side effect lasts
#define DRUG_NERVOUS		//0x00000400	//1024     merc gets the 'nervous' disability while drug/side effect lasts
#define DRUG_CLAUSTROPHOBIC	//0x00000800	//2048     merc gets the 'claustrophobic' disability while drug/side effect lasts
#define DRUG_HEATINTOLERANT	//0x00001000	//4096     merc gets the 'heat intolerant' disability while drug/side effect lasts
#define DRUG_FEAROFINSECTS	//0x00002000	//8192     merc gets the 'fear of insects' disability while drug/side effect lasts
#define DRUG_FORGETFUL		//0x00004000	//16384    merc gets the 'forgetful' disability while drug/side effect lasts
#define DRUG_BLIND 		//0x00008000	//32768    merc goes blind for 2 turns once side effect hits 1
#define DRUG_KNOCKOUT 		//0x00010000	//65536    heart attack once side effect hits 1 (lose all breath and fall down)
#define DRUG_VISION 	        //0x00020000	//131072   increases sight range 10% on drug effect, decreases it 10% as a side effect
#define DRUG_TUNNELVISION 	//0x00040000	//262144   increases tunnelvison, side effect only


I made 4 new drugs to test this out. For example, the new drug 'Occulin' has a <DrugType>425984</DrugType>. This gives it the effects of DRUG_BLIND, DRUG_VISION and DRUG_TUNNELVISION. I've set the effects so that

  • once you take the drug, your sight range increases 10%
  • once the side effect starts, your sight range is lowered 10% nad you get up to 25% tunnelvison
  • Once that is over, you are blinded for 2 turns


Purely for demonstration reasons, I equipped the most dutch merc I could find with a wide array of, ehm, medical supplies:

http://i50.tinypic.com/2m6ph6w.jpg
This is her normal vision...
http://i50.tinypic.com/2nqy1qx.jpg
... she just took the drug, her vision is enhanced.
http://i50.tinypic.com/148qbm9.jpg
The side effect kicked in.
http://i47.tinypic.com/2605orc.jpg
Now she doesn't see anything (note the icon on her portrait).
http://i48.tinypic.com/6zlbhw.jpg
Drugged dutch girls go berserker. APs on drugs are now shown in pink, the old blue-on black wasn't very readable.

Buns has all drugs in her Kit 5 for demonstration purposes. They are not available on BRs, but perhaps Arulco's drug dealers might have some?

Other drugs I made have the effect of raising strength, but having the risk of a heart attack, as well as your merc becoming a psychopath. But you can think of drugs of your own, become an alchemist with the <DrugType>-tag.

I'll send this to RoWa.

Happy Alchemy!

[Updated on: Wed, 17 June 2015 21:37]

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