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Drink effects pt1 #7692
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Drink effects pt1 #7692
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…re is greater than 350K
…perature is > 350K
Sbiten/Moonshine could give TGH bonus to technomancers/alcoholics Just don't add so it also checks antags because muh valid check |
I can do that, but what is the reason for Sbiten? As far as I know it doesn't have any theming for alcoholics or technomancers. |
Hard stuff. |
If that is the case I'll probably tie Hooch and Moonshine to the Alcoholic perk |
Moonshine restores brute and burn like tricord if Alcoholic
Provides ~15 ROB for IH-specific Survivor Perk Retains stun effect for non-IH characters
/datum/reagent/alcohol/hooch/affect_ingest(mob/living/carbon/M, alien, effect_multiplier) | ||
. = ..() | ||
if(M.stats.getPerk(PERK_ALCOHOLIC)) | ||
M.add_chemical_effect(CE_PAINKILLER, 15) //Acts as Inaprovaline painkiller if alcoholic |
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Alcohol already provides painkiller effect, depending on it's strength.
With formula of max(35 - (strength / 2), 1))
and strength of hooch of 1, we'll get 34.5 painkiller effect.
This adds 15 on top, to a whooping 49.4, 0.6 short of being as good as a tramadol.
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I see, I didn't realize that. Changed effect to heal OxyLoss at -0.3, half strength of Tricord. I didn't have any other ideas for what the effect could be, so this is kinda a placeholder until someone gets an actually good idea.
Hooch now heals oxyloss if alcoholic (half strength of Tricord) Amasec bonus stats now a flat 15 Beepsky Smash bonus stats now a flat 15
Singulo weakens non-technomancers and inverts the effect on ingest
Good stuff: I like the gameyfying drinks so people can actually think what they want to drink, IH preferring beepskies when choosing makes good impression for a Bartender that will make it for them, and people who are looking at this interaction Neutral: Not all drinks seem to have effects, looking at changes. It's a good step forward towards arcade shit, still. Complain: Potential issue - battle drinks. If people will start gulping a drink for a battle instead of stims, this may and probably will look weird and will solidify sweating ass playstyle to kill someone. Potential but unlikely solution - long-lasting effects (+optionally not OP effects, so the drinks are the pleasant, but that will not be your primary focus in game), so people don't have an incentive to save a drink for emergency moments and instead drink it NOW, so for the next 10 minutes they don't need to worry about anything and won't need to sweat their ass More likely solution - make drinks THAT HAVE EFFECTS turn into shit liquid if noone drinks them for [x] minutes, it was fresh, now it isn't, better drink it in the bar, while it's ready, or it will fucking die. Suggestion: Also just have fun with the drinks, DRG vibes. |
About The Pull Request
Adds various effects to alcoholic drinks. Benefits are supposed to be thematic with the descriptions or names of the drinks. Effects are intended to be narrow in scope or require specific triggers so not to overlap too strongly with normal stims.
This is a draft to get feedback on ideas and to poll for other drink effects.
Why It's Good For The Game
Makes it so that club has more reason to make difficult drinks and for patrons to order drinks specific to their perks and context, even if they do not have a desire for those drink flavors.
Changelog
🆑
change: Devil's Kiss drink grants a speed boost if drinker is on fire
change: Demon's Blood drink grants a 10% burn damage resist if body temperature is above 311K
change: Aloe grants double sanity gain on ingest if the drinker has burn damage
change: Amasec grants up to 15 Toughness if the drinker has the Gunslinger perk
change: Hooch heals OXY at half the rate of tricordizine if the drinker is Alcoholic
change: Moonshine heals like tricordizine for BRUTE and BURN only if the drinker is Alcoholic
change: Beepsky Smash grants 15 ROB to characters with Survivor (IH job) perk, still stuns everyone else
change: Singulo treats weakness for characters with Exotic Inspiration (TM job perk), adds weakness for everyone else
/:cl: