Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upAdded more informative text when trying to install bionics depending on player's first aid skill #21458
Conversation
This comment has been minimized.
This comment has been minimized.
|
Given that any bottle of painkiller will tell you the maximum dose. I think it is necessary to restrict it based on skill. |
This comment has been minimized.
This comment has been minimized.
It will be rather hard to calculate maximum dose when one is taking several different painkillers. |
This comment has been minimized.
This comment has been minimized.
|
Why not prompt the the time when the painkillers effects will peak? It could add the painkiller effect strength and time, and then tell you if it will be enough or not at its peak. It would need a special case for painkillers that are player made like poppy painkiller, or stuff like heroine. |
This comment has been minimized.
This comment has been minimized.
|
I think this is a good idea. Characters with medical experience should be able to determine how they are affected by drugs, and this means more useful information is conveyed to the player without resorting to game-isms. In realism terms, this can be written off as someone mentally keeping track of the dosage they've taken, and working off of how much their medical experience tells them should be adequate for them. Ideally first aid skill should allow looking at the painkiller item and getting a rough idea of how much one dose will effect them, but that can be handled in a later pull request. |
This comment has been minimized.
This comment has been minimized.
|
Added info for players with some medical experience about how much time it will take for painkillers to achieve maximum effect. |
This comment has been minimized.
This comment has been minimized.
|
It will be clearer if you say, "it will take X minutes for the painkillers you've already taken to reach full effect.". Right now it's unclear whether it means painkillers you've already taken or the painkillers its telling you to take. |
kevingranade
reviewed
Jul 21, 2017
| if( !has_trait( trait_id( "NOPAIN" ) ) && !has_trait( trait_id( "CENOBITE" ) ) ) { | ||
| if( pk == 0 ) { | ||
| popup( _( "You need to take painkillers to make installing bionics tolerable." ) ); | ||
| return false; | ||
| } else if( pk < pain_cap / 2 ) { | ||
| popup( _( "You need to be a lot more numb to tolerate installing bionics. Note that painkillers you've already taken might not be fully working yet." ) ); | ||
| if( fa_level < 2 ) { | ||
| popup( _( "You need to be a lot more numb to tolerate installing bionics. Note that painkillers you've already taken might not be fully working yet." ) ); |
This comment has been minimized.
This comment has been minimized.
kevingranade
Jul 21, 2017
Member
Suggest changing the final clause to, "note that painkillers youve already taken could take up to an hour to achieve full effect."
This comment has been minimized.
This comment has been minimized.
|
More importantly though, I still don't want any raw numbers here, where did the player get those from? |
This comment has been minimized.
This comment has been minimized.
Game-ism because conveying information to the player that the character knows is hard. Someone with medical background related to administering painkillers and anesthesiology should have an understanding of how much dosage is required for a given patient, the latter being an important medical field for good reason, given how much training goes into measuring and administering the correct dosage. Conveying this in a sane manner is difficult, but it is better than not conveying information if that information is important. |
This comment has been minimized.
This comment has been minimized.
|
Well, the rationale is that people with medical skill could calculate the effect of painkillers based on their experience and info from the instructions. |
Night-Pryanik
referenced this pull request
Jul 25, 2017
Merged
Player needs to have painkiller effect on him to install bionics #20892
BevapDin
reviewed
Jul 25, 2017
| int fa_level = get_skill_level( skill_firstaid ); | ||
|
|
||
| if( has_trait( trait_PROF_MED ) ) { | ||
| fa_level =+5; |
This comment has been minimized.
This comment has been minimized.
BevapDin
Jul 25, 2017
Contributor
Why is there a + in front of the 5? fa_level = 5 is the same, but shorter (and follows the established whitespace rules).
This comment has been minimized.
This comment has been minimized.
This justifies the player being able to do "something", not exposing the raw numbers in the UI. Displaying internal numbers to the player is almost always a bad idea. This is why I suggested adding a menu that allows the player to set their dosage with a precision based on their skill, that gives the player the ability to control dosage without bothering them with nonsense numbers.
That's a bad interface, but it already exists, so we need to replace it with something better instead of just removing it. It existing is not a rationale for spreading the bad interface to more parts of the game. |
This comment has been minimized.
This comment has been minimized.
You mean when |
This comment has been minimized.
This comment has been minimized.
|
Yes, exactly that. Not necessarally in this PR, just ditch the pinkiller numbes and this one is good to go, it's an improvement and the menu thing might take a while to put together. |
This comment has been minimized.
This comment has been minimized.
|
I left the painkillers numbers for first aid skill level 5 and beyond, because at the moment I can't think what better sort of information (if not exact pk numbers) high-medical-experience users could get. |
This comment has been minimized.
This comment has been minimized.
|
Estimate could be given in percentage of painkiller level required for install. Example: "Intensity of painkillers you've already taken is 85% of the threshold that will allow you to install bioncs." as a direct upgrade in information utility over the information level below it. |
This comment has been minimized.
This comment has been minimized.
|
I agree a proportion/percentage would be an improvement. |
Night-Pryanik commentedJul 21, 2017
•
edited
Players with first aid skill levels 0 and 1 will get old vague messages about taking painkillers.
Players with first aid skill level 2, 3 and 4 will get current painkiller intensity and a remark about it being less or more than half of the painkiller threshold.
Players with first aid skill level 5 and beyond (and players with MD profession) will get the exact number of painkiller intensity they need to achieve in order to make installing tolerable.
Also, players with moderate and high levels in first aid skill can realize how much time it will take for painkillers to achieve maximum effect.
Will conflict with #21433, but this PR has more priority.