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Adds the "Gregarious Impetus" effect #13202
Adds the "Gregarious Impetus" effect #13202
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if (multiplier < 5) | ||
multiplier += 0.1 | ||
mob.reagents.add_reagent(PARACETAMOL, multiplier) // The hug chemical | ||
if (multiplier < 4) |
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So, should you strike lucky and get the magic maximum multiplier, this will never tick down?
Also, you might as well have this as max_multiplier rather than 4
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It ticks up though. If you're surrounded with people the virus gets greedier and demands more of them, if you have no one around you the virus tempers expectations and demands less of them.
If you have the max multiplier it'll never tick up as the virus can only get so greedy, but if you get any less than 4 people around you the multiplier ticks down.
What's the reward/punishment? |
Seems to be a self-maintaining virus, and it's pretty good. The host is punished for being away from humans that aren't infected, but the punishment is forsaken if they go to other humans and infect them. This is really nice work. It's self perpetuating |
@Shadowmech88, the code's a pretty short read. But it basically knocks you down and causes brain damage for being away from others, while giving you the hug chemical and curing brain damage if you have enough others around you. All of these effects are scaled to multiplier, so if the virus wants 5 people around you it's gonna knock you down much harder than if it wants only 1 person. |
But it still leaves you free to disobey it in theory. Perhaps it should have either greater rewards (since paracetamol doesn't actually do much) or harsher punishments. |
Do you really want to constantly get knocked down and take brain damage / constantly have to take alkysine? What would your idea of a harsher punishment or better reward be? |
Well, a better punishment would be taking direct but temporary damage proportional to the number of people you need to be around. Not enough to kill, but enough to keep people who recognize the symptom from secluding themselves anyway- but damage that cannot be healed away just by stocking up on meds. If I were a powergamer and saw those messages, I'd just get a buttload of alkysine and pop a pill whenever I got the message, thus making the "punishment" insignificant. As for rewards...well, perhaps something more directly useful, like tricordrazine or a temporary damage resistance. Literally anything is better than paracetamol. |
Isn't the company of others and good cheer enough reward? I'll see if I can find some way of damaging the player that isn't counteractable by pills - preferably something that isn't just "add x damage type / y reagent to system". |
Clone damage isn't fixable by any meds except rezadone, which is uncommon. |
@despotate @Shadowmech88 Using progressively higher levels of clone damage would be perfect as a punishment. Theoretically one could make rezadone to reverse it without cryo...but you need to find space carp first and not get killed by them in the process. |
Suggestions implemented. |
It's going to need more than that. Reverse Pattern Syndrome does 10 clone damage per symptom emergence, it needs to be at least that if not higher to really get people to pay attention. Also, as I said paracetamol is an abysmal "reward"- you may as well give them water because it has just as much of an effect on people. |
else | ||
to_chat(mob, "<span class='warning'>A hostile sensation in your brain stings you... it wants more of the living near you.</span>") | ||
mob.adjustBrainLoss(multiplier / 5) | ||
mob.adjustCloneLoss(multiplier / 5) |
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Much too low. See Reverse Pattern Syndrome as a base value, and at high levels it should be enough to crit or kill outright.
mob.adjustBrainLoss(-multiplier) | ||
mob.reagents.add_reagent(PARACETAMOL, multiplier) // The hug chemical | ||
mob.adjustCloneLoss(-multiplier / 5) | ||
mob.reagents.add_reagent(PARACETAMOL, multiplier) // The hug chemical for memes |
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Worthless. Not enough of a reward to justify following its need. Use something far more potent.
|
if (others_count >= multiplier) | ||
to_chat(mob, "<span class='notice'>A friendly sensation is satisfied with how many are near you - for now.</span>") | ||
mob.adjustCloneLoss(-multiplier * 2) | ||
mob.reagents.add_reagent(PARACETAMOL, multiplier) // The hug chemical for memes |
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I still think you should replace this with something better. Is there nothing else you think would be a better reward?
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Nope. Feel free to come up with a different reagent to use. Bonus points for being thematic.
I just don't want to go for the obvious powergame crap like tricordrazine or doctor's delight.
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How about Tramadol? Its painkilling effects are potent enough to notice without being powergamer-exploitable. Oxycodone might be even better, since it conveniently happens to be difficult to make and is also addictive. Which means you have to be around people more to get your fix.
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Very good idea, thanks.
quite literally "when you code it" |
// Under normal conditions, the percentage chance per tick to activate. | ||
var/max_chance = 50 | ||
// Under normal conditions, the percentage chance per tick to activate. | ||
var/max_chance = 6 |
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This seems like a bit of a balance change, making it a maximum chance of 6% per tick rather than 50%?
It'd make all random event viruses comparatively benign to what they are right now
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This was already merged into the repo I'm just trying to resolve merge conflicts and it won't work AAAAAAAAAAAAAAAAA (also max_chance was never used in the first place, someone hardcapped it to 6 at effect creation and its only use was in minormutate which pretty much never happened)
Cloneloss is a quick trip down paincrit avenue, quicker than burn IIRC, so you've just upped this from a nuisance to a potential round ender, even if the benefits offset this through oxycodone and fixing said cloneloss Maybe have the cloneloss locked behind a certain multiplier level? |
Won't work because multiplier goes DOWN if you're not around anyone so if you start at a low multiplier you'll just avoid everyone so you don't get paincritted look I"m just gonna change it back to brain loss, cynical or not, we need more "neutral" stage 4 effects and the main method of damage of this effect is quickly spreading the virus. forcing everyone to take alkysine is enough of a punishment (if the constant tripping isn't), and actually a fun strategy that makes virology more useful by organizing pills and shit for various effects if we keep adding more that have hard counters. |
…egarion # Conflicts: # code/modules/virus2/effect.dm
// Under normal conditions, the percentage chance per tick to activate. | ||
var/max_chance = 6 | ||
// Under normal conditions, the percentage chance per tick to activate. | ||
var/max_chance = 6 |
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???
Current one is still 50, why's this changed to 6 and why is it not showing in the files changed anymore?
Unless it was nerfed in another PR recently?
Nevermind, found it #13182
@despotate update wiki |
@Probe1 merge PR |
* adds gregarious impetus effect * further alterations to prevent this effect being alkysine'd * make the knockdown an actual knockdown * better flavor text * extended airborne range to be fairer * balance changes and multiplier bugfix * max_multiplier * CLONE DAMAGE * fuck symbolism * merge conflicts resolved WHEN * back to brainloss it is
Feel free to recommend changes, especially about what stage this effect should be in. Personally I think it should be in stage 4 as it is the longest stage and this effect has serious drawbacks and rewards, and should come at the time when people are in maximum panic mode and beginning to quarantine themselves to try to reverse that trend.
All untested of courseTested in-game as human with spawned humans, just werks🆑