Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: new drug system
Re: New feature: new drug system[message #316626] Wed, 27 March 2013 20:56 Go to previous messageGo to next message
PasHancock

 
Messages:734
Registered:February 2011
Location: Estonia,Tallinn
Thor
Here you have an animation. It's based on the hand cursor, the one used to pick up items and to open doors. (That's how I have tested it in-game.)
However, the images are in a different order and in a different direction, and there is also a different movement. Apart from that I added a small green cross to explicitly refer to an addition "+", as the animation is not used to take objects, but to add/apply objects to somebody. The green is in contrast to the red healing cross as this animation can be used for all kinds of drugs, supplements, poison, etc.

http://www.filefactory.com/file/8z9irprj4e5/n/APPLY_zip

EDIT: As it is the case for several animations, I suggest to use the red colorful variant for the action and the colorless for non-action (cf. the other hand cursor, the fist, etc.).


use Mediafire m8
Re: New feature: new drug system[message #316627] Wed, 27 March 2013 21:00 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
Yeah, use a normal filehoster for modding and leave the annoying "one-click" hosters with their endless captchas and premium waiting time for ... other purposes.


Re: New feature: new drug system[message #316629] Wed, 27 March 2013 21:21 Go to previous messageGo to next message
Thor

 
Messages:432
Registered:February 2007
Location: Belgium
Weird, try this:
http://www.mediafire.com/?aqc9ikcyl710lwz
Re: New feature: new drug system[message #316631] Wed, 27 March 2013 22:24 Go to previous messageGo to next message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
This works much better. Thank you.


Re: New feature: new drug system[message #316633] Wed, 27 March 2013 22:38 Go to previous messageGo to next message
Thor

 
Messages:432
Registered:February 2007
Location: Belgium
Welcome, but I uploaded a wrong version. The movements are in the wrong direction. Here is the right file (same title): http://www.mediafire.com/?an2k48oyx7u2208
Re: New feature: new drug system[message #316637] Wed, 27 March 2013 23:06 Go to previous messageGo to next message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
See http://www.bears-pit.com/board/ubbthreads.php/topics/316634.html#Post316634 for results.

Announcement: As I am by now very unhappy with drug system (which I made by enlarging the old one), I will propably redo the entire drug system altogether in the next weeks. This will at least bring a restructuring of the xml (one goal is to be able to define multi-effect drugs without a calculator) and, maybe, a change that leads to savegame incompatibilities. Developments will be announced here.

[Updated on: Wed, 27 March 2013 23:26] by Moderator



Re: New feature: new drug system[message #316646] Thu, 28 March 2013 00:41 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
Development and stability are more important than savegame compatibility. Do whatever you like. I wish you and all other coders/modders best of luck and patience.
Re: New feature: new drug system[message #317205] Mon, 08 April 2013 23:02 Go to previous messageGo to next message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
@Grim: concerning your breath drop on energy boosters, I have another idea what it could be... did your merc, by any chance, aim a weapon while he had that drop? Sandro introduced a feature that causes this for guns. As adrenaline drugs also reduce APs and breath regeneration once their sideeffect kicks in, this can combine into a massive breath drop. Happened to me while testing - aiming or not aiming makes a real difference.


Re: New feature: new drug system[message #317210] Tue, 09 April 2013 02:25 Go to previous messageGo to next message
grim

 
Messages:340
Registered:July 2006
Location: France
I just tested the energy drug again, in order to answer your question properly, and i had a hard time understanding the situation.
In the end, i found that every action costs more stamina when drugged. Being overweighted (carrying too much), aiming and some other factors worsen all this.

But i may have found the big issue, only visible when you do something with your merc: at the beginning of a turn, the game calculates a stamina change depending on the last turn actions. I'd even say "depending on action points spent last turn" but i'm not sure of this at 100%.
I tried walking, running, shooting,... and even drinking a canteen! Every action had a huge impact on stamina at the next turn start, draining it abusively.
Example: Walking or running for all my merc's AP in the same direction had a 30 stamina drain effect on the next turn, on top of the stamina drain of the movement itself during the active turn.

I think that's how i ended up passing turns drinking my canteens for nothing: by spending AP drinking i were in fact draining my stamina for the next turn.

[Updated on: Tue, 09 April 2013 02:27] by Moderator

Re: New feature: new drug system[message #317212] Tue, 09 April 2013 02:55 Go to previous messageGo to next message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
When calculating new breath we take the entire overturn APs into account, thu doing any action reduces next breath. The issue with adrenaline drugs is that they also severely reduce breath once the sideeffect kicks in (before that they greatly raise it). And raising a gun can also drastically lower breath.

Mind that you can significantly lower the adrenaline side effect in the Drugs.xml settings.


Re: New feature: new drug system[message #317214] Tue, 09 April 2013 04:19 Go to previous messageGo to next message
grim

 
Messages:340
Registered:July 2006
Location: France
I'm not talking about the side effect period, i am testing the energy boost in the first turns after injection, while the effect is growing, or slowly diminishing. As i can see in the drugs.xml, the drug takes 4 turns to take full effect, 8 turns to wear off, and then the side effect starts for 10 turns.

I test at turn "0":
One merc takes the drug and runs for all the APs he has -> The next turn he has lost 30 stamina (more or less)
Another merc doesn't take any drug, runs for all his APs -> nearly no stamina loss

The next turns show the same effect: a huge stamina drain when you use APs and are drugged by energy boost.

I don't know if it's intended, but i personnaly don't see the point in using this drug if you fall unconscious in one or two turns. This huge drain should take action with the side effect, not before.
Re: New feature: new drug system[message #317254] Tue, 09 April 2013 23:02 Go to previous messageGo to next message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
Update: r5991 and GameDir r1642 bring us one step closer to full Dexterhood: The new drug 'Etorphine', used in item 'M99' (#1634), stuns a target for its duration. But if overdosed, it can kill your target outright (that happens when one uses high doses of large mammal tranquilizers on people, people). This is highly dependant on the bodytype, a regular male can safely take up to 10 pts, a large male up to 12, a regular female 9, a kid 4... one dose has 10 pts. The higher the dose, the bigger the chance of death.

Thus our current drugs are:
        1        DRUG_ADRENALINE		vanilla adrenaline
	2        DRUG_ALCOHOL			vanilla alcohol
	4        DRUG_REGENERATION		vanilla health regeneration
	8        DRUG_DAMAGERESISTANCE	        damage resistance of up to 25%/-20%
	16       DRUG_STRENGTH			increases strength up to 25 points, lowers it by up to 10 as a side effect
	32       DRUG_AGILITY			increases agility up to 25 points, lowers it by up to 10 as a side effect
	64       DRUG_DEXTERITY   		increases dexterity up to 25 points, lowers it by up to 10 as a side effect
	128      DRUG_WISDOM   			increases wisdom up to 25 points, lowers it by up to 10 as a side effect
	256      DRUG_PERCEPTION		+/- 1 level during interrupts
	512      DRUG_PSYCHO			merc gets the 'psycho' disability while drug/side effect lasts
	1024     DRUG_NERVOUS			merc gets the 'nervous' disability while drug/side effect lasts
	2048     DRUG_CLAUSTROPHOBIC	        merc gets the 'claustrophobic' disability while drug/side effect lasts
	4096     DRUG_HEATINTOLERANT	        merc gets the 'heat intolerant' disability while drug/side effect lasts
	8192     DRUG_FEAROFINSECTS		merc gets the 'fear of insects' disability while drug/side effect lasts
	16384    DRUG_FORGETFUL			merc gets the 'forgetful' disability while drug/side effect lasts
	32768    DRUG_BLIND 			merc goes blind for 2 turns once side effect hits 1
	65536    DRUG_KNOCKOUT 			heart attack once side effect hits 1 (lose all breath and fall down)
	131072   DRUG_VISION 			increases sight range 10% on drug effect, decreases it 10% as a side effect
	262144   DRUG_TUNNELVISION 		increases tunnelvison, side effect only
	524288   DRUG_LIFEDAMAGE 		damages life, sideeffect only
	1048576  DRUG_CUREPOISON		cures poison
	2097152  DRUG_STUNANDKILL               stuns the target for its duration. Can be lethal if overdosed (depends on bodytype)


Re: New feature: new drug system[message #356763 is a reply to message #303950] Tue, 19 February 2019 15:37 Go to previous messageGo to next message
No-Nothing

 
Messages:63
Registered:March 2013
Hello!
I need some info on this obsolete drug system.
1) If I take a drug while another drug effect is active is "first drug overridden"? Or how many drugs/effects can be combined simultaneously?
2) Are Neurotoxin Dart &Tranquilizer Dart bound to certain flags like
<DrugType>XXX</DrugType>
What are these numbers?
If not... how have I managed to break both of them by editing DrugType.xml & Drugs.xml?
3) Could you provide vanilla drug effects in detail plus default (dev) values for all drug effects?
Re: New feature: new drug system[message #356790 is a reply to message #356763] Thu, 21 February 2019 23:47 Go to previous messageGo to next message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
Not entirely sure why you want data of a feature outdated by six years, but svn has that covered. I've pasted the GameDir r2099 Drugs.xml below.

In that old system I rightly removed 2014, drugs were mixed together by using <DrugType> as a flagmask. The post before the one you just made contains the flags for single effects. They were used like this:

<ITEM>
	<uiIndex>1634</uiIndex>
	<szItemName>M99</szItemName>
	<szLongItemName>M99</szLongItemName>
	<szItemDesc>A very strong animal tranquilizer. Lethal if overdosed, and you are not an elephant.</szItemDesc>
	...
	<usPrice>200</usPrice>
	<ubCoolness>5</ubCoolness>
	<Damageable>1</Damageable>
	<Medical>1</Medical>
	<DrugType>2097152</DrugType>
</ITEM>


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I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: new drug system[message #356849 is a reply to message #356790] Fri, 01 March 2019 23:12 Go to previous message
orcam3

 
Messages:103
Registered:August 2011
Location: The Netherlands
Jeez Flugente, amazing work!
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