Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Disease
New Feature: Disease[message #334916] Sun, 10 August 2014 15:59 Go to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Part 1: Mercenary diseases
Considering that Arulco is a war-torn, backwater country with a stunning total of two doctors and one nurse for the entire country (one of them might even get shanghaied), it is surprising how healthy the people are. Apart from the occasions where outside mercenaries massacre every one that is.

Well, no more of that! I've added a new feature to take care of that. Thus begins a new age of suffering, pain and sorrow :puke: :bunny:

Those of you whose immediate reaction will be along the lines of Dafuq?! Why do we need that? Why are you wasting your time not coding what I want? I don't want this can relax. This is a fully optional feature, as usual, and will be off by default. Your mercs will only die by Ebolaface this new challenge if you want them to Smile

A person gets a disease if he gets infected with it. The following infection methods exist:


  • Infection by simply being in a swamp or tropical sector - swamps have dirty water with who-knows-what in it, and both have insects that sting
  • Sex. Sex between mercs isn't possible, because who would code something as unnecessary as that, but as you know, there are other methods...
  • Wounds caused by animals can lead to quite nasty infections.
  • Wounds caused by gunfire, melee weapons, blade weapons, explosions and other niceties can lead to equally nasty infections.
  • Critical wounds that cause stat loss (AGI/DEX/STR/WIS) can lead to long-lasting maladies. If you're extremely unlucky, this could even be permanent!
  • Traumatic events might not cause physical harm, but we can damage the psyche as well. Yoiks!
  • Eating spoiled food and stale water is the quickest way to get a number of surprises.
  • Many diseases spread by human contact. This means that one infected teammate can infect others! Note that a doctor can be infected by a patient much easier, as they operate so closely.
  • You might not want to get your hands into rotting corpses that much... do you know whats in there? Stuff!


If you get infected, you might not immediately notice! Many diseases linger in your body and break out much later. They will then continue to grow up to a certain point, and any of their symptoms will rise linear to their growth.

Speaking of symptoms, these are the effects that you can suffer from:


  • stat effectivity of AGI/DEX/STR/WIS and effective level can be lowered.
  • AP can be lowered.
  • Maximum breath can be lowered.
  • Carrying gear can become harder.
  • You might need to sleep a lot more.
  • To simulate vomiting, diarrhea and dehydration, food and water consumption can be increased dramatically if you play with Food.
  • Diseases are not pretty. Other teammates might be disgusted by it (requires dynamic opinions).
  • Last but definitely not least, your health regeneration can be lowered, even to negative values! This might lead to you losing health every hour. This can lead to death if not treated!


http://i57.tinypic.com/20zwk1z.png
The effects of diseases are only active once they break out, and at that point, you will always know what you have (you will also get a message once a disease is revealed). In the strategic menu, you will be shown what diseases you have (that you know of), and what their effects are.

Most diseases can be treated by a doctor. There is also the possibility to use medicine against some diseases, which are a new type of drug.

http://i58.tinypic.com/33tjk9k.png
Treating a disease once it has broken out is a bit late. Skilled doctors can check on your team and try to diagnose diseases before they break out, so that you can treat them while there is still time. The chance that a character detects a disease is ((med skill/2) + (doctor trait level * 20)) * (100 + background modifier)/100. As a result, everybody can be assigned to do this, but medical personnel is used best.

http://i62.tinypic.com/9awvaf.png
You can protect yourself against infections by human contact by equipping the right gear. protective gear lowers the infection chance by human contact an contact with corpses. A facemask (or gasmask) must be worn in the face and lower the chance by up to 50% depending on status, the gloves must be in your inventory to lower by another 50%. Pictures made by smeagol, many thanks! Smile

There are new background properties for this: +/- % resistance against disease, +/- % disease diagnose effectiveness and +/- % disease treatment effectiveness.

At the moment there are 15 diseases, a total of 20 is possible. These and all their properties can be set in TableData/Disease.xml. So you can even define your personal favourite diseases! A few examples:
<DISEASE>
		<uiIndex>1</uiIndex>
		<szName>Typhoid</szName>
		<szFatName>|T|y|p|h|o|i|d</szFatName>
		<szDescription>Typhoid fever is a common worldwide bacterial disease transmitted by the ingestion of food or water
contaminated with the feces of an infected person. Symptoms include internal bleeding, dehydration and delirium.</szDescription>
		<sInfectionPtsInitial>100</sInfectionPtsInitial>
		<sInfectionPtsOutbreak>200</sInfectionPtsOutbreak>
		<sInfectionPtsFull>1000</sInfectionPtsFull>
		<sInfectionPtsGainPerHour>7</sInfectionPtsGainPerHour>		
		<usInfectionChance_SWAMP>25</usInfectionChance_SWAMP>
		<usInfectionChance_TROPICS>5</usInfectionChance_TROPICS>
		<usInfectionChance_SEX>0</usInfectionChance_SEX>
		<usInfectionChance_CONTACT_HUMAN>0</usInfectionChance_CONTACT_HUMAN>
		<usInfectionChance_CONTACT_CORPSE>15</usInfectionChance_CONTACT_CORPSE>
		<usInfectionChance_WOUND_ANIMAL>0</usInfectionChance_WOUND_ANIMAL>
		<usInfectionChance_WOUND_OPEN>0</usInfectionChance_WOUND_OPEN>
		<usInfectionChance_WOUND_GUNSHOT>0</usInfectionChance_WOUND_GUNSHOT>
		<usInfectionChance_WOUND_AGI>0</usInfectionChance_WOUND_AGI>
		<usInfectionChance_WOUND_DEX>0</usInfectionChance_WOUND_DEX>
		<usInfectionChance_WOUND_STR>0</usInfectionChance_WOUND_STR>
		<usInfectionChance_WOUND_WIS>0</usInfectionChance_WOUND_WIS>
		<usInfectionChance_WOUND_TRAUMATIC>0</usInfectionChance_WOUND_TRAUMATIC>
		<usInfectionChance_BADFOOD>3</usInfectionChance_BADFOOD>
		<usInfectionChance_BADWATER>25</usInfectionChance_BADWATER>
		<fCanBeCured>1</fCanBeCured>
		<fReverseOnFull>0</fReverseOnFull>
		<fCanReInfect>0</fCanReInfect>
		<fHideSymbol>0</fHideSymbol>
		<fDisgusting>1</fDisgusting>
		<sEffStatAGI>0</sEffStatAGI>
		<sEffStatDEX>0</sEffStatDEX>
		<sEffStatSTR>0</sEffStatSTR>
		<sEffStatWIS>-10</sEffStatWIS>
		<sEffStatEXP>-1</sEffStatEXP>
		<sEffAP>-5</sEffAP>
		<usMaxBreath>0</usMaxBreath>
		<sEffCarryStrength>-10</sEffCarryStrength>
		<sLifeRegenHundreds>-400</sLifeRegenHundreds>
		<sNeedToSleep>0</sNeedToSleep>
		<sDrinkModifier>400</sDrinkModifier>
		<sFoodModifier>0</sFoodModifier>
	</DISEASE>
Typhoid is mainly contracted by by contact with unclean water. In this case, An infection gives you 100 typhoid points. Every hour, this is raised by 7 points. Once the sum of points exceeds 200, the disease breaks out, and continues to grow up to a 1000 points. It can be cured relatively easy however (a good doctor can heal about 300-400 points per hour, though this comes only after healing lost points). The effect magnitudes are listed at the maximum - you will get -4 HP at 1000 points from this. At outbreak this will be -0.8 HP.

Toggle Spoiler


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This should give you a few ideas. Diseases can even have positive effects if you want. The following is NOT in the game for , uhm, lack of animations:
Toggle Spoiler


You can even do wacky stuff like this:
Toggle Spoiler


To turn all of this on, set
DISEASE = TRUE
in Ja2_Options.ini. By default it is off.

Thanks to smeagol for the icon and the item pictures!!!

This is savegame compatible and has been added to the trunk in r7384 and GameDir r2099. The GameDir data is required if you play with this feature, otherwise the game will crash due to missing images.

[Updated on: Fri, 06 March 2015 23:11]

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