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Post by BALLS OF STEEL on Feb 14, 2013 9:21:57 GMT -5
No screenshots this time, but I have updated our beloved hunger script so that it no longer spams you with messages.
Instead, I have set four "You are hungry and need to eat" warnings that show at 8, 10, 12 and 20 hours without food. They float above your head as well as print to the combat log to make sure you dont miss them. Once you go 24 hours without food, you will recieve the normal "You are in desperate need of food" spam and will lose 1 CON point every 18 hours.
In addition to losing 1 CON point every eighteen hours, people starving to death will not be able to escape their withdrawal symptomes by taking their preferred drug, so make sure you have a sandwich before you shoot up.
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Post by colpoj on Feb 17, 2013 5:54:04 GMT -5
I'd just like to question... The Wizard class item says potion making and wand making have been changed to allow any spell of any level upon them. Is that purely for Wizards, or do other classes get to make use of it? (Clerics with rods of harm and heal potions, Druids with some delightful vine mine rods and sorcerers passing around their own batch of pure offensive power would be pretty fun, though it'd kind've diminish the class bonus to the Wizards.)
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Post by BALLS OF STEEL on Feb 17, 2013 8:15:53 GMT -5
If you have the corresponding feats and enough gold and exp to craft it, any class may utilise the script changes
Edit -
However, you will need to be friends with a wizard to get the materials
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Post by BALLS OF STEEL on Feb 18, 2013 9:55:50 GMT -5
Here are the scripted drugs I have created thus far. There are more planned, but these are the important (and interesting) ones. I apologise for the Latin. I am neither a biologist nor a speaker so if you must blame someone, blame google. I will try to briefly outline the system in place for addiction. I have taken some elements from a popular franchise of games, Obsidian Entertainment's Fallous 3 and Fallout : New Vegas, with regards to actually getting addicted to a substance. Each time you use a one of the drugs that describes itself as addictive, an 'addiction counter' will increase. In order to avoid addiction you must roll over this counter on d100. If you succeed the roll, your addiction counter will increment, depending on how addictive the drug is and increasing your chances of being addicted with each subsequent use of the drug. If you fail the roll, you will become addicted and must use the drug every ten hours to avoid the withdrawal penalties. These penalties function identically to the penalties for starvation in every respect - it even uses the same system as the hunger and food script. The only differences being you suffer ill affects after ten hours*, rather than 24 and you must use the drug manually. The withdrawal affects are much harsher than the starvation penalties and will vary according to which drug you are addicted to (and stack if there are multiple addictions). Currently there is only a single penalty applied after ten hours*, however there may be plans to increase the penalty after more time has passed and then finally allowing the character to have the addiction removed by going 'cold-turkey'. The addiction counter and your current addictions will be stored in the database when you log out, so that these character traits persist over server resets. Edit - I didnt forget to name the Siranda herb, just the instance of it in my testing module. I also fixed 'mushrom' . * This is subject to change and all times are IN GAME INTERVALS, NOT REAL-TIMEI have below some screenshots of the flavour text and affects list of some of the drugs, please remember that any and all of these are subject to change if I think of a better idea.
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Post by gatalis on Feb 19, 2013 1:17:03 GMT -5
Looks good, though there's a few instances that I don't think the player should be able to go cold turkey (such as Blue Mushrooms), and others where it should be an auto-ingest like food if the character gets an addiction penalty while it's in their inventory (or maybe after so many penalties). It'd be hilarious if the Siranda herbs were mildly addictive (I know there were a few folks who downed those things like lines of coke).
So, in other news, some questions in regards to the drugs system:
Remove addiction spell, how will this function for Druids and Clerics? I take it the DMs will have some sort of tool to remove them and it'd just need to be arranged, but I'm curious on this. I don't think it would remove the counters, but would possibly remove the addiction penalties until the drug is used again? Maybe remove disease could be utilized instead?
I know that The Book of Vile Darkness (TBoVD for future mentions) says that neutralize poison negates/ends a drug's effect, but not the penalties/damages applied, so will these be treated as a "poison" property so that can be utilized? (Example: "Bob the warrior uses Sannish Flower, Joe the druid casts neutralize poison, the bonuses are removed from Bob, but the addictive properties were still applied.")
Will users get any sort of bonuses against the drug addiction? again (going back to it) TBoVD uses a different system (it treats addiction like a disease with a fort save) so would characters with high Consitutions or Fortitude saves get any bonus against initial addictions?
Will repeat users that have broken their addictions be more susceptible to becoming addicted again?
Will there be synthetic drugs that non-druids can find? Possibly they'll apply both a positive and negative effect at the same time? I just don't feel like druids would willingly give these to folks for profit or some such.
Going back to the topic of "cold turkey," TBoVD sets it up similar to how we have the Zombie disease set up, with any addiction above negligible (caffeine or similar stimulants) having a fort save to break the addiction. The example it gives is low-addiction Devilweed, where if the player is addicted, they have to beat a DC of 6 on fortitude to fight off the withdrawals, and the DC increases by 5 with each save, if they smoke devilweed it lowers it back down to 6 though. Effectively, the player must beat two fort saves in a row to fight off the addiction. The issue is, if the player beats the first one (6) and fails the next one (11) they then have to beat the next two (16 and 21) or smoke devilweed to bring it back down to 6. The addiction rating increases with every 2 full months that the character is addicted though (so if the player was addicted to devilweed for 6 months, the withdrawal symptoms are equivalent to an Extreme addiction drug rather than a low addiction drug.) Not sure if that could help with utilization of the cold turkey aspect or not, but figured I'd put it up.
How will overdoses work out? For instance (TBoVD) Mushroom powder causes 2d6 points of damage if taken a second time within 12 hours of a dose, and 4d6 points of damage + 2d4 hours of paralysis if taken more than three times within 24 hours of the most recent dose.
Will there be any drugs such as these that a ranger or druid could apply to arrows as a poison-like drug? I could see a neutral evil Ranger using Luhix or Mushroom powder on their arrows to try and force an overdose for instance.
Will any of these have a time lapse before they activate?
Not sure if these questions are just causing a headache or are actually useful, just figured I'd post em up... Sorry about going a little overboard with The Book of Vile Darkness refrences... I use it and the Netbook of Poisons for information on a lot of the drugs utilized in DnD.
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Post by BALLS OF STEEL on Feb 19, 2013 9:05:20 GMT -5
Looks good, though there's a few instances that I don't think the player should be able to go cold turkey (such as Blue Mushrooms), and others where it should be an auto-ingest like food if the character gets an addiction penalty while it's in their inventory (or maybe after so many penalties). It'd be hilarious if the Siranda herbs were mildly addictive (I know there were a few folks who downed those things like lines of coke). We did toy with the idea of addictive siranda herbs, but they do have a penalty for taking them as described above and trust me, when you have these penalties, you'll want to take the drugs, automatic consumption isnt necessary I havnt made any plans for changes to existing spells, I wanted this system to be something of a 'homebrew' ruleset. It is possible to lose your withdrawal penalties without losing your addiction by taking the snowflake mushroom for a temporary period. I will be making some way for clerics and/or druids to remove addictions and withdrawals with spells, but there havnt been any definite plans as of yet. See above I may allow a will save to ignore the addiction roll, using the counter to set the DC (avoid addiction forever will be impossible) Yes, and the counter is universal to all drugs so taking a less addictive drug can act as a 'gateway' to addiction to others. Druids will not have exclusive access to these items, just the easiest access. As for crafting drugs in the future, that is a seperate concern though I do plan to increase the variety in the future, so there may be some others. As I said, I'm not following the book on this, I decided I would take a more realistic approach. To be honest, this didnt really occur to me, I want to avoid players being able to actually kill themselves with these items but this is certainly a good idea that I will consider. Do this through RP, it will be more rewarding for both of you. As of yet, no, all drugs have an instant effect. I feel the time lapse would interfere with the functionality of the system without having to store flags locally (thank you apostle for the semaphor idea) I got some good ideas from this (which I hope was the point) and while the BoVD is a good reference point, I didnt let it tie my hands with regards to writing the lore or code for these.
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Post by BALLS OF STEEL on Feb 20, 2013 19:00:45 GMT -5
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Post by BALLS OF STEEL on Feb 26, 2013 10:11:20 GMT -5
And now! Updates. (Have fun with that one, grammar people.)
No screenshots because I dont want to spoil it. Also screenshots of script code are boring.
Thank you Gatalis for your feedback, I have stolen your overdose idea and used it.
You may now safely use four drugs consecutively without a penalty, but you must wait one hour after the fourth use before taking another drug again, or you will incur the unique overdose penalty of your next drug use in addition to the normal benefits.
There is a DC 12 fortsave vs poison to avoid an overdose.
If you are addicted and do not take your drug for twenty hours, the previous penalties for withdrawal will double.
After 40 hours of abstinence your addiction will finally pass.
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Post by BALLS OF STEEL on Feb 28, 2013 9:28:17 GMT -5
I have added persistant features now. Your addictions, cravings, addiction counter and overdose counter will now persist over server resets.
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Post by gatalis on Feb 28, 2013 21:56:26 GMT -5
Happy to know I was able to help
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Post by BALLS OF STEEL on Mar 5, 2013 13:26:09 GMT -5
I have completed a generic system for implementing user defined spells. You turn the spell on via a widget and the next spell you cast of the same level with be replaced with the scripted spell. Spells that are target dependant will use the spell you attempted to cast for their target. Here is a screenshot of the fully implemented Detect Evil spell 'page'. Edit - Oh yes, and please suggest PnP spells that you would like to see implemented. Edit 2 - For range reference, one 'square' in the toolset is 10x10 meters and 18 meters is just under 60 feet. Edit 3 - The detection area is a sphere of 60ft diameter around the player, in all three directions and is line of sight restricted
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Post by BALLS OF STEEL on Mar 6, 2013 11:19:52 GMT -5
Cooking is now back in the game.
To cook a piece of raw food, simply have it in your inventory when you click on a cooking placable such as a fireplace or pot. A brief animation will play, similar to searching, and you will roll a heal check vs DC 15.
If the check is passed you will recieve cooked food, if you fail your food will spoil instantly (it will still be salvagable by a druid at this point).
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Post by gatalis on Mar 7, 2013 2:11:32 GMT -5
Edit - Oh yes, and please suggest PnP spells that you would like to see implemented. Oh geez... I could probably name a solid thirty off the top of my head! I'll try and compile a list of about ten that would be really freaking awesome to have access to as PnP spells and post again when I figure it out!
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Post by BALLS OF STEEL on Mar 7, 2013 8:54:03 GMT -5
Ideally ones you can forsee yourself and other people using often first.
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Post by BALLS OF STEEL on Mar 12, 2013 7:50:10 GMT -5
We have dispensed with kill counting tokens now. Instead you will have two items: One for kills and a second item for frenzy kills and these will track all your kills, rather than polluting your inventory with a hundred misc small items.
This system is still compatible with the old badge system as I have re-written it.
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