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[WIP] Alcohol Rework #4
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I'd like to eventually deprecate the tokens themselves into more of an HDDrug system, but they'll have to be left for backwards compatibility, as I'm sure something out there directly looks for or checks for those tokens. Leaving them as a proxy makes sense, but we'll see how that shakes out as the rework continues. New things include blacking out after too much, crouching stabilizes you and prevents sumbling (Originally in Cozi's Offworld Wares); slower processing of alcohol/intoxication rather than immediately ingesting every token upon consumption, which is still being fine-tuned.
Jotting down notes from today's conversation on the HDest discord:
~ prettyFist Since this currently uses much of UaS Consumable's logic, stuff like Quality Notes:
~ UZ
~ Cozi
~ UZ |
The quality property will be a floating scale between -1.0 and 1.0, defaulting to 0, which will affect how often or how much of an affect both positive and negative effects of intoxication have on the player. Since the default is 0, existing drinks should behave the same as they have, and this will be a sort of opt-in effect, although it will technically bring the quality closer to mid-range in that case. The new values are still subject to change with testing, but so far things feel better than just taking a few swigs of whiskey and blacking out like you used to.
I'd like to eventually deprecate the tokens themselves into more of an HDDrug system, but they'll have to be left for backwards compatibility, as I'm sure something out there directly looks for or checks for those tokens. Leaving them as a proxy makes sense, but we'll see how that shakes out as the rework continues.
New things include blacking out after too much, crouching stabilizes you and prevents sumbling (Originally in Cozi's Offworld Wares); slower processing of alcohol/intoxication rather than immediately ingesting every token upon consumption, which is still being fine-tuned.