Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: new drug system
Re: New feature: new drug system[message #316626]
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Wed, 27 March 2013 20:56
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PasHancock |
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Messages:720
Registered:February 2011 Location: Estonia,Tallinn |
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ThorHere 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
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First Sergeant
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Re: New feature: new drug system[message #316637]
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Wed, 27 March 2013 23:06
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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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 Report message to a moderator
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Re: New feature: new drug system[message #317210]
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Tue, 09 April 2013 02:25
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grim |
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Messages:344
Registered:July 2006 Location: France |
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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 Report message to a moderator
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Master Sergeant
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Re: New feature: new drug system[message #317214]
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Tue, 09 April 2013 04:19
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grim |
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Messages:344
Registered:July 2006 Location: France |
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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.
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Master Sergeant
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Re: New feature: new drug system[message #317254]
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Tue, 09 April 2013 23:02
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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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)
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Re: New feature: new drug system[message #356790 is a reply to message #356763]
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Thu, 21 February 2019 23:47
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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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>
Toggle Spoiler
<!--
You can now select several drug components and build your own drugs from them.
<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.
<ubDiseaseCure>
cures the amount of an outbreak of disease x - 1
How do you make a drug?
- Simply create a new Item in the Items.xml with the following values set:
<usItemClass>268435456</usItemClass> // always set this to 268435456
<Medical>1</Medical> // always set this to 1
<DrugType>30824</DrugType> // Set the drug type effect here. List below:
<DrugType> effect Flag in Items.xml:
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)
You can combine "mix" different drug effects.
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% and you get up to 25% tunnelvison
- once that is over, you are blinded for 2 turns
You can test the drug effect in game by showing the vision range of your merc. You will also notice icons on the merc portraits for different drug effects.
More Infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303972#Post303972
Note: The regeneration drug has no entries - that is intended, because this effect is treated in a very different way.
-->
<DRUGSLIST>
<DRUG>
<ubType>0</ubType>
<name>None</name>
<ubDrugTravelRate>0</ubDrugTravelRate>
<ubDrugWearoffRate>0</ubDrugWearoffRate>
<ubDrugEffect>0</ubDrugEffect>
<ubDrugSideEffect>0</ubDrugSideEffect>
<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
<ubDiseaseCure>0</ubDiseaseCure>
</DRUG>
<DRUG>
<ubType>1</ubType>
<name>Adrenaline</name>
<ubDrugTravelRate>4</ubDrugTravelRate>
<ubDrugWearoffRate>2</ubDrugWearoffRate>
<ubDrugEffect>15</ubDrugEffect>
<ubDrugSideEffect>20</ubDrugSideEffect>
<ubDrugSideEffectRate>2</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>2</ubType>
<name>Alcohol</name>
<ubDrugTravelRate>2</ubDrugTravelRate>
<ubDrugWearoffRate>2</ubDrugWearoffRate>
<ubDrugEffect>8</ubDrugEffect>
<ubDrugSideEffect>10</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>3</ubType>
<name>Regeneration</name>
<ubDrugTravelRate>0</ubDrugTravelRate>
<ubDrugWearoffRate>0</ubDrugWearoffRate>
<ubDrugEffect>0</ubDrugEffect>
<ubDrugSideEffect>0</ubDrugSideEffect>
<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>4</ubType>
<name>Resistance</name>
<ubDrugTravelRate>13</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>25</ubDrugEffect>
<ubDrugSideEffect>20</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>5</ubType>
<name>Strength</name>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>50</ubDrugEffect>
<ubDrugSideEffect>10</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>6</ubType>
<name>Agility</name>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>50</ubDrugEffect>
<ubDrugSideEffect>10</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>7</ubType>
<name>Dexterity</name>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>50</ubDrugEffect>
<ubDrugSideEffect>10</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>8</ubType>
<name>Wisdom</name>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>50</ubDrugEffect>
<ubDrugSideEffect>10</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>9</ubType>
<name>Perception</name>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>100</ubDrugEffect>
<ubDrugSideEffect>0</ubDrugSideEffect>
<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>10</ubType>
<name>Psychosis</name>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>11</ubType>
<name>Nervousness</name>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>12</ubType>
<name>Claustrophobia</name>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>13</ubType>
<name>Heat Intolerant</name>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>14</ubType>
<name>Fear of Insects</name>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>15</ubType>
<name>Forgetfulness</name>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>120</ubDrugEffect>
<ubDrugSideEffect>120</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>16</ubType>
<name>Blindness</name>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>5</ubDrugEffect>
<ubDrugSideEffect>8</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>17</ubType>
<name>Unconsciousness</name>
<ubDrugTravelRate>25</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>50</ubDrugEffect>
<ubDrugSideEffect>11</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>18</ubType>
<name>Vision</name>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>5</ubDrugEffect>
<ubDrugSideEffect>7</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>19</ubType>
<name>Tunnel Vision</name>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>5</ubDrugEffect>
<ubDrugSideEffect>7</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>20</ubType>
<name>Cyanide</name>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>2</ubDrugEffect>
<ubDrugSideEffect>4</ubDrugSideEffect>
<ubDrugSideEffectRate>1</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>21</ubType>
<name>Antidote</name>
<ubDrugTravelRate>1</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>25</ubDrugEffect>
<ubDrugSideEffect>0</ubDrugSideEffect>
<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
<ubMoralBacklash>1</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>22</ubType>
<name>Etorphine</name>
<ubDrugTravelRate>10</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>10</ubDrugEffect>
<ubDrugSideEffect>0</ubDrugSideEffect>
<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
</DRUG>
<DRUG>
<ubType>23</ubType>
<name>Plague cure</name>
<ubDrugTravelRate>10</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>10</ubDrugEffect>
<ubDrugSideEffect>0</ubDrugSideEffect>
<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
<ubDiseaseCure>1</ubDiseaseCure>
</DRUG>
<DRUG>
<ubType>24</ubType>
<name>Tetanus cure</name>
<ubDrugTravelRate>10</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>10</ubDrugEffect>
<ubDrugSideEffect>0</ubDrugSideEffect>
<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
<ubDiseaseCure>4</ubDiseaseCure>
</DRUG>
<DRUG>
<ubType>25</ubType>
<name>Cholera cure</name>
<ubDrugTravelRate>10</ubDrugTravelRate>
<ubDrugWearoffRate>1</ubDrugWearoffRate>
<ubDrugEffect>10</ubDrugEffect>
<ubDrugSideEffect>0</ubDrugSideEffect>
<ubDrugSideEffectRate>0</ubDrugSideEffectRate>
<ubMoralBacklash>0</ubMoralBacklash>
<ubDiseaseCure>6</ubDiseaseCure>
</DRUG>
</DRUGSLIST>
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.Report message to a moderator
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