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Sign upMake healing items no longer a free action. #4308
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freezerbunny
added some commits
Nov 12, 2013
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Totally convenient. |
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Hellmoob
commented
Nov 12, 2013
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+1 for this. |
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Seems nice for me. Merge plz |
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Hellmoob
commented
Nov 12, 2013
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Miscommented - I meant to say hemostatic powder should be included. |
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If you could do that for me, would be appreciated. I'm working on something. |
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Hemostatic powder uses the iuse:bandage function, so this should automatically affect it. Though, perhaps it would be good to add an exception to make it faster than applying bandages, since that's a big thing with Quikclot powder; it takes no real skill, and it's pretty much instantaneous. |
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JayThirtySeven
commented
Nov 13, 2013
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I assume this might go into effect automatically, but make sure there's an "Enemies nearby; really start bandaging?" check, plus the "Enemies dangerously close; stop bandaging?" check. I suspect those are automatically included in actions that take a long time, but it seems worth mentioning. Especially for anybody who has gotten used to treating infection/bleeding immediately (by which I mean me). |
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JayThirtySeven
commented
Nov 13, 2013
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@i2amroy I must be misunderstanding something here then. In my build of the game, first aid, bandages, etc already take 250 moves which is roughly 2.5 turns, depending on your current speed. That's my understanding of the time system, anyway. At that rate, it's pretty easy to treat your wounds so long as the nearest enemy is at least 3 tiles away. With a higher first aid and/or dodge skill, it's also easy to heal faster than many enemies can damage you. I assumed that this issue was intended to make healing take a more realistic amount of time, like maybe a minute (10 turns?) for bandaging and 5 minutes (50 turns?) to properly clean & dress a wound with a first aid kit. That would not only make it more realistic, it would make it impractical to heal your wounds while hostile creatures can see/reach you. I've never played a version of the game where healing items were literally instantaneous, so I assumed @freezerbunny meant that they are currently too quick and that he wants to see them take longer. Maybe I've misunderstood how turns work out, or maybe my healing items were instant and I never noticed, but I'm still leaning toward my initial impression... |
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Ahh, there seems to be move subtraction coming from elsewhere (thus potentially making this PR unneeded). I'll take a look at it in a bit when I'm at my normal computer. |
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JayThirtySeven
commented
Nov 14, 2013
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I believe that the time taken to use medical items is the same as the time taken to eat or drink, so maybe it's part of the basic "eat" routine. I seem to recall the Gourmand trait makes eating faster (as intended), but mysteriously makes first aid faster as well. |
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Yeah apparently there is a move substraction. Still, this would mean first aid kits are slower, and I don't see the problem with that. |
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JayThirtySeven
commented
Nov 14, 2013
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My opinion is that medical items are basically fine right now, but if you wanted something a little more realistic/thematic then any medical treatment more complicated than swallowing a pill should probably take several minutes. |
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This needs firstaid to be a long action that can be interrupted. I'll work on it later. |
freezerbunny commentedNov 12, 2013
It doesn't make sense that you can apply as many bandages and use as many first aid kits as you like... mid fight... to heal up from near death to full.
They should take time to use. This isn't Oblivion where you simply carry thousands of potions to essentially became invincible. In DC:SS, quaffing potion takes time. It should be the same here.