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I've been thinking on an idea to add "Pain". It's just like some kind of broken bones 2.0 but without the need to break bones
- All organs will have a "Pain" variable, when an attack hits a body part (Those are also organs) they'll receive pain equal to double the damage received (Or some other function)
- Whenever organs have to be processed, they'll check the pain and each organ may have different reactions to pain, and then the pain will be reduced slowly over time. But for example, a head in pain would send messages to the chat, an arm in pain would have a chance to drop items, and the torso or internal organs in pain would make you scream.
- New chems and new additions to older chems to also reduce pain (Healing shouldn't reduce pain by itself, but things like sedatives or painkillers should reduce pain by a lot)
- Surgery should now cause a great amount of pain, so if you operate on someone without sedatives, even if you heal them, they'll have a massive amount of pain on themselves which will take a long time to heal.
- Of course there should be "levels" of pain, a head in LIGHT_PAIN wouldn't make you pass out for a few seconds, but a head in AGONY_PAIN has a chance to do so.
- This should be called with a "handle_pain()" proc on organs, which would then need the reagents in the host's body and the host.
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