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Goon Chemistry: Addiction and Overdosing #7131
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If you're going for Goon accuracy, then addiction doesn't incur any damage (overdosing is a different story). All addiction effects for all chems in Goon are exactly the same--it's a disease (like GBS, Wizaritis, robotic transformation, etc) that has 4 stages; the first couple of stages are mostly just annoying flavortext spam, but stage 3 starts making you fall over----and stage 4 increases this frequency (you may want to do some testing on their server to doublecheck). So basically, what you could do is just make an addiction disease and tie it to a chem's addictiveness var; if the probability check passes, then the addiction disease will be added " addiction". Taking more of the chem you're addicted to would set your stage back a level or two, but increase the rate at which you progress through the stages you reset back from; the only way to "cure" the addiction would be to wait for it to fully wear off. |
Seeing as we are getting addiction(which is awesome!), are we going to get bleeding eventually? That seems kinda important as a lot of Goonchem stuff affect "bleeding". Also might be worth making some of the optional drugs like Hyperzine addictive. Not just narcotics. |
Is there any way to get rid of an addiction after surviving the withdrawal symptoms? |
inb4 sugar addiction |
@Fox-McCloud Let's try this for now, and see how it works out. |
Fair enough, though color me extremely skeptical for a few reasons: -Most of the drugs that carry addictiveness are combat related drugs that reduce stuns or boost movement speed--therefore, calling a weakened state on the people who are impacted by it directly offsets the effects of the drug once it has worn off (ie: you get a time of good combat effectiveness, now you get a time of very poor combat effectiveness). It also furthers the whole "addiction" theme--you're suffering from a weakened/stunned state...so you want something to counter that...and the very thing that counters it is just going to prolong your addiction. -Damage; taking damage will effectively turn addiction into a way of killing people---it also means that chemists and scientists will be able to brew up cocktails that 100% counter the addiction side-effects and thus there's no downsides (other than small resource investment) to completely nullify the effects of addiction. Sorry to wall of text you! |
I can lower the damage if needed. But since it only processes addictions every 6 ticks, by the time it gets to higher levels you should be able to mix whatever you're addicted to and pop a pill of it. I'm debating on adding a way to purge addictions to a chemical, if so, what chemical should I do for that? Or hell, I could make the addiction go away if you go cold turkey on the shit long enough. |
I think the very nature of addictions is that the only way to alleviate symptoms is one of two methods: (1)Taking more of the chem you're addicted to, which only resets the addiction stage back a level or two If a chem is added that purges addiction, then addictions become 100% meaningless to chemists and scientists. |
Good idea, I'll do that. |
if(R.addiction_stage > 30 && R.addiction_stage <= 40) | ||
R.addiction_act_stage4(M) | ||
if(R.addiction_stage > 40) | ||
M << "<span class = 'notice'>You feel like you've gotten over your need for [R.name]." |
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All of the tags there are closed, << isn't a tag.
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he didnt close the span.
Goon Chemistry: Addiction and Overdosing
* Merge pull request tgstation#36478 from MrStonedOne/patch-495 Gibs admin observers follow links * Gibs admin observers follow links
This pull request adds a modular Overdose and Addiction subsystem to the game's chemistry system.
These have been applied to the goon chemistry chemicals that require them.
You can use this to easily add new overdose effects or new addiction effects to chemicals you add.
Adds Itching Powder to the game. It is a toxin that does minor brute damage over time, but can decay to Histamine if left unattended, which can cause problems.