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Add features for disability RP #274

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blinkdog opened this issue Nov 23, 2020 · 5 comments
Open

Add features for disability RP #274

blinkdog opened this issue Nov 23, 2020 · 5 comments

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@blinkdog
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I'm now aware of two cases where people created characters with disabilities, but had trouble when well-meaning medical players wanted to cure those disabilities. This isn't to point fingers or cast blame on anyone. Distinct characteristics are part of what makes a character unique and makes a player's RP enjoyable. And medical people try to heal people, that's core medical play. All of this is part of normal game play.

This idea expands disability play:

  • Add something to the character creation screen where disabilities can be marked curable / incurable.
  • Add a subsystem that tracks disability and restores the disability if marked incurable.

The player can decide which disabilities are curable or not for their own character, and they can decide their own RP reason if the disability cannot be cured. Maybe it's a brain/blood/body/spirit thing, or some condition unknown to medical science.

@Kiyahitayika
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Kiyahitayika commented Dec 17, 2020

@blinkdog I'm also curious from discussions I've had with Pax on the Discord about overhauling the Disabilities mechanics to:

A.) Include additional 'disabilities';
B.) Do some balancing;
C.) Create a new "points" system

The concept I was considering using would be like 'quirks' from Fallout: New Vegas. Then I played Desert Rose, an SS13 Fallout-themed server and saw they had a quirk-themed system in place! Definitely an inspiration to see this type of coding successfully implemented elsewhere. I would want to talk to them regardless of the license (though if it's a license that doesn't let us look at it, we'll use something from the ground-up).

All this to say - I'm definitely interested in looking at disabilities. And I'm down for starting small with something like this. However, I do not know much about the character creation screen aside from preferences.dm and character_setup.dm or whatever they are called. From what I have been told by others, some changes may have to be made on the database-side of things to support character setup changes and I am not familiar with that type of work. Anyone want to team up?

@Kiyahitayika
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Kiyahitayika commented Dec 17, 2020

Linking this feature request as well: #215

Possibility for additional disabilities from the Psych Rework Feature Request: #214

@Kiyahitayika
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Kiyahitayika commented Dec 17, 2020

HEY LOOK!

// Nervous

/mob/living/proc/BecomeNervous()
	mutations |= NERVOUS

/mob/living/proc/CureNervous()
	mutations -= NERVOUS
	CureIfHasDisability(GLOB.nervousblock)

@blinkdog
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HEY LOOK!

// Nervous

/mob/living/proc/BecomeNervous()
	mutations |= NERVOUS

/mob/living/proc/CureNervous()
	mutations -= NERVOUS
	CureIfHasDisability(GLOB.nervousblock)

That's an interesting find! Could probably hook CureIfHasDisability if we set up a per-character structure to hold what blocks are considered curable vs incurable.

@Kiyahitayika
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That's an interesting find! Could probably hook CureIfHasDisability if we set up a per-character structure to hold what blocks are considered curable vs incurable.

Following everything I've worked on so far, I have an idea for this. To finally make the 'magic' work for the multiple language stutter, I realized I could use my dna_type on the very basic 'gene' datum level. This allowed me to check any gene for its 'dna_type' (I called it 'gene_dna') which defaulted to 'DNA_SE' unless otherwise specified.

The idea would be to have a 'Curable/Incurable' option in Character Setup that would toggle the dna_type between DNA_SE and DNA_RP, determining which list the disability gene sets on to. This would allow for "stacking" of genes should similar disabilities/mutations occur to the character from illness/combat/damage/cluwning/etc..

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