Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Disease
Re: New Feature: Disease[message #348530 is a reply to message #340937] Sat, 28 January 2017 02:25 Go to previous messageGo to next message
Zero Ziat

 
Messages:7
Registered:January 2017
Location: MVD, UY
On the previous page:
Flugente wrote on Sun, 10 May 2015 07:36
Update (r7852 & GameDir r2240):
  • Surgical masks (that still give the bonus referenced above) are no longer required to be worn in the face - like surgical gloves, having them in the inventory is enough. The reason is that it's rather tedious to swap a merc's gear every time you set them on an assignment.




Jagged Alliance is filmed in front of a live studio audience.
Re: New Feature: Disease[message #348533 is a reply to message #348530] Sat, 28 January 2017 02:55 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:271
Registered:February 2011
Oh, okay, thanks. Then the tool tip in the description should probably be corrected as well to read the same as the one for the gloves.
Re: New Feature: Disease[message #348588 is a reply to message #348533] Tue, 31 January 2017 00:19 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:271
Registered:February 2011
Does... disabling diseases in the .ini cure all mercs instantly? Or will it cause issues?

[Updated on: Tue, 31 January 2017 00:24]

Re: New Feature: Disease[message #348590 is a reply to message #348588] Tue, 31 January 2017 02:04 Go to previous messageGo to next message
Flugente

 
Messages:3389
Registered:April 2009
Location: Germany
Disease data still exists, but isn't used anymore - any modifiers won't apply, and you won't lose health anymore. Of course, health already lost stays lost, as we can hardly keep track of which HP was lost due to what reason.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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: Disease[message #348601 is a reply to message #348590] Tue, 31 January 2017 10:57 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:271
Registered:February 2011
Oh, yes sure, of course. So that sounds like if I disable it, play for a couple of days and then enable it again, everybody will regain their diseases, like they had been in stasis?
Re: New Feature: Disease[message #354176 is a reply to message #348601] Sat, 28 July 2018 21:47 Go to previous messageGo to next message
Flugente

 
Messages:3389
Registered:April 2009
Location: Germany
As a change required for chaos Buns, there is now a new tag to Disease.xml as of GameDir r2430: <fSpecialFlagPTSDBuns> (0 or 1) marks the disease that is a requirement for Buns personality change. If she has any outbroken disease with that tag, she can have a personality change.

Additionally, the chance to get PTSD on a traumatic event has been increased, and traumatic events also occure every time one bleeds below 15 HP.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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: Disease[message #354240 is a reply to message #354176] Tue, 07 August 2018 14:02 Go to previous messageGo to next message
General_Chaos
Messages:4
Registered:July 2018
This feature works well, but I had to set much lower chances for infections, because my entire squad was infected with everything at day 2, so my Great Arulcan Revolution turned into WHO mission with full squads of medics. And also I removed any chances to get chlamydia from corpses, because my mercks do not rape corpses nor steal their underwear, no, not even Razor! He may eat some human flash and wash his face with blood sometimes, but he is not a sick bastard!

And I also have a suggestion about this feature. Different mercs should have different resistances against diseases. Like, Miguel & co. lives in Arulco from their birth, and they definetly are immune to most of local diseases. Medicks should have more resistance, because they know something about infection and how to prevent it. Old mercs recuperate slowly, young ones can get well faster, AIM mercs can be vaccinated and Speck does not do that for his skilled and brave warriors... Well, you get the idea. Obviously, setting individual risistance for every kind of disease for every merc would be insanely tedious, so one multiplier per merc would be enought. Like, "DiseaseResistance", which would be = 1 for, say, Barry (normal chances), and 1.5 for Moses (he is old, so greater chances to get sick and longer recuperation), and 0.2 for someone like Hamous (5 times lower chances to get sick and really fast healing. At last those Metavirians will be usefull!). Well, may be, in some distant future...

[Updated on: Tue, 07 August 2018 14:18]

Re: New Feature: Disease[message #354260 is a reply to message #354240] Thu, 09 August 2018 00:04 Go to previous messageGo to next message
Flugente

 
Messages:3389
Registered:April 2009
Location: Germany
There already is a tag in Backgrounds.xml - <resistance_disease> - that alters disease chance. Some equipment (surgical face mask, surgical gloves, gasmask) also lower chances to contract disease.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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: Disease[message #354268 is a reply to message #354260] Thu, 09 August 2018 04:49 Go to previous messageGo to next message
Shinobi

 
Messages:132
Registered:July 2015
Location: Mexico
that´d be cool, i think this game 7,62 Hard Life had that ammo system (good game but it's VERY rough on the edges and messy)
it'd be nice to just load up your mercs with a number of magazines and have the magazines stay there and just fill them back up.
it'd be cool to use those 4 leftover AP rounds on top of that other mag that you left unfinished too in that spare turn.
But i'm beyond broke and i don't know anything about coding beyond messing with scripts, so i'm just sort of fantasizing right now.



Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.
Re: New Feature: Disease[message #354273 is a reply to message #354268] Thu, 09 August 2018 20:15 Go to previous messageGo to next message
Flugente

 
Messages:3389
Registered:April 2009
Location: Germany
I assume this post belongs elsewhere?



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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: Disease[message #354280 is a reply to message #354273] Fri, 10 August 2018 04:09 Go to previous messageGo to next message
Shinobi

 
Messages:132
Registered:July 2015
Location: Mexico
yeah, weird, i must have switched to the wrong tab sorry
this is awkward but how do i delete it?
Re: New Feature: Disease[message #354291 is a reply to message #354280] Fri, 10 August 2018 13:33 Go to previous messageGo to next message
Flugente

 
Messages:3389
Registered:April 2009
Location: Germany
No idea, I guess I might be able to move it if I knew where, or delete it if you don't know anymore big grin



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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: Disease[message #354299 is a reply to message #354291] Sat, 11 August 2018 06:18 Go to previous messageGo to next message
Shinobi

 
Messages:132
Registered:July 2015
Location: Mexico
i was answering to someone who offered some dosh for you to make a Magazine system lol.
idk if it got deleted or something because i can't find his message either.
couldn't find it so you can remove all these three messages if you want lol.



Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.
Re: New Feature: Disease[message #354308 is a reply to message #335424] Sat, 11 August 2018 17:14 Go to previous messageGo to next message
Jahh

 
Messages:40
Registered:March 2017
veedotja2 wrote on Wed, 03 September 2014 15:23
Flugente, just publish a public Bitcoin address in your sig. I'm good to send you $10 before and $10 after as a bounty for the creation of a new ammo system - separating bullets from magazines. It's called NMS in the other thread, NMS Idea thread. And I'll commit to playtest it Smile

Hard work but someone has to do it! The coding and the playtesting both.

Serious about the Bitcoin. PM me. It's just coffee money really, keep your eyes open.

Flugente wrote on Thu, 09 August 2018 20:15

I assume this post belongs elsewhere?


Shinobi wrote on Sat, 11 August 2018 06:18
i was answering to someone who offered some dosh for you to make a Magazine system lol.
idk if it got deleted or something because i can't find his message either.
couldn't find it so you can remove all these three messages if you want lol.


It belongs to first page of this very thread, its quite possible to open it, read it, and answer to it not even realizing there is another 3 full pages in it, and the given message isn't actually next to last if reader is not caring enough (sure it also require to skip a message date etc, but still). Id say its mostly about local forum behavior of opening threads not on a last page, but on a first one while accessing via "last 10 messages", without some obvious way to alternatively directly open on a last one (at least not obvious enough for me and some other people as it seems).

[Updated on: Sat, 11 August 2018 17:23]

Re: New Feature: Disease[message #354309 is a reply to message #354308] Sat, 11 August 2018 18:17 Go to previous messageGo to next message
Flugente

 
Messages:3389
Registered:April 2009
Location: Germany
Aaaaah. Context, thank you. Well, I'm not going to code NMS, this post should explain why (and outlines how one would code it if one were so inclined).

Yeah, this forum, eh, has room for improvements, nothing we can do about it though.



In hindsight, I feel a tiny bit sad about not accepting bitcoin that one time.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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: Disease[message #354310 is a reply to message #354309] Sat, 11 August 2018 19:31 Go to previous messageGo to next message
Jahh

 
Messages:40
Registered:March 2017
Flugente wrote on Sat, 11 August 2018 18:17

In hindsight, I feel a tiny bit sad about not accepting bitcoin that one time.


That was about my main reason to interfere to it.

UPD: Oh, it was a real pleasure to read, excellent style, thanks-thanks >>> Flugente wrote on Sat, 11 August 2018 18:17
this post should explain why (and outlines how one would code it if one were so inclined).


[Updated on: Sat, 11 August 2018 19:54]

Re: New Feature: Disease[message #354381 is a reply to message #354310] Wed, 15 August 2018 22:22 Go to previous message
Flugente

 
Messages:3389
Registered:April 2009
Location: Germany
As of r8595, the Disease->Diagnose assignment also checks for contaminated items and marks them permanently. As with detecting disease on mercenaries, the chance of this happening depends on the skill of the merc diagnosing.

https://i.imgur.com/SN6kXMZ.png
This will hopefully make playing with contaminated items (DISEASE_CONTAMINATES_ITEMS = TRUE) less annoying, as you now have at least a chance to spot contaminated food.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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.


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