[RMMV] ADDICTION SYSTEM
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Mhm, hey, how yah doin'? Thanks for clicking on this post, least your interested.
I'm attempting to implement another layer to regaining MP in a little project that I'm working on. I'm using sanity as MP, seeing as its not a fantasy title, and it can regained by consuming alchohol. But I want it to be more in-depths than just finding booze, with you instead needing to find different kinds of alchohol, like vodka, whiskey, ect. Evrey time you down a sixth of say, whiskey, for example, you get some sanity back (MP) but you also get a bit addicted to the stuff. Getting a 'bit addicted' has no downsides and goes away after a couple minutes, but if you chug another bottle of whiskey while you are still slightly addicted, you'll become completely in love with the stuff. However, knock back some red wine while slightly addicted to whiskey, you'll become 'a bit' addicted to wine in addition to the whiskey, but since they're not the same brew, you'll suffer no downsides, and both cases of minor addiction will close after some 10 minutes. Basically makes the player rotate consumables or suffer the consequences. But, more to point, how the hell should I pull this off? I initially tried to cause consuming one vodka give the player a state called 'MinorVodka", and if that state stacked the game(by consuming more vodka) would give the player the universal 'Addiction' state. But I'll be damned if I can figure out how to trigger one state by having another one stack.
Any ideas?
I'm attempting to implement another layer to regaining MP in a little project that I'm working on. I'm using sanity as MP, seeing as its not a fantasy title, and it can regained by consuming alchohol. But I want it to be more in-depths than just finding booze, with you instead needing to find different kinds of alchohol, like vodka, whiskey, ect. Evrey time you down a sixth of say, whiskey, for example, you get some sanity back (MP) but you also get a bit addicted to the stuff. Getting a 'bit addicted' has no downsides and goes away after a couple minutes, but if you chug another bottle of whiskey while you are still slightly addicted, you'll become completely in love with the stuff. However, knock back some red wine while slightly addicted to whiskey, you'll become 'a bit' addicted to wine in addition to the whiskey, but since they're not the same brew, you'll suffer no downsides, and both cases of minor addiction will close after some 10 minutes. Basically makes the player rotate consumables or suffer the consequences. But, more to point, how the hell should I pull this off? I initially tried to cause consuming one vodka give the player a state called 'MinorVodka", and if that state stacked the game(by consuming more vodka) would give the player the universal 'Addiction' state. But I'll be damned if I can figure out how to trigger one state by having another one stack.
Any ideas?
In the back of my head, I'm thinking these things might want to call a Common Event. It might be a little awkward, because if there's more than one controllable player character, you'll need to know who used the item. Which could be tracked with `$gameParty.menuActor()`, but I could be wrong. The function should return an instance of `$gameActor`, but, if you'd rather work with the actor's ID to store into a game variable and Conditional Branch of of that, it might be `$gameParty.menuActor().id`?
Anyways, the general idea here is that there would be multiple states per drink, according to the "addiction level" of the drink, as you surmised. However, the item(s) in question would call a Common Event to apply whichever addiction level is more relevant. Like, if the state "Vodka Addiction 1" is applied/exists on the actor, and they drink vodka again, remove "Vodka Addiction 1", and apply "Vodka Addiction 2", or what-have-you. Or, if these states actually are meant to stack, no, don't remove the "Addiction 1" state. Remove irrelevant addiction states as (if?) desired.
I don't know if it's relevant to your game, but do keep in mind that the Recover All event command would remove all states, including these addiction states, regardless of their potency/level.
Anyways, the general idea here is that there would be multiple states per drink, according to the "addiction level" of the drink, as you surmised. However, the item(s) in question would call a Common Event to apply whichever addiction level is more relevant. Like, if the state "Vodka Addiction 1" is applied/exists on the actor, and they drink vodka again, remove "Vodka Addiction 1", and apply "Vodka Addiction 2", or what-have-you. Or, if these states actually are meant to stack, no, don't remove the "Addiction 1" state. Remove irrelevant addiction states as (if?) desired.
I don't know if it's relevant to your game, but do keep in mind that the Recover All event command would remove all states, including these addiction states, regardless of their potency/level.
author=Marrend
In the back of my head, I'm thinking these things might want to call a Common Event. It might be a little awkward, because if there's more than one controllable player character, you'll need to know who used the item. Which could be tracked with `$gameParty.menuActor()`, but I could be wrong. The function should return an instance of `$gameActor`, but, if you'd rather work with the actor's ID to store into a game variable and Conditional Branch of of that, it might be `$gameParty.menuActor().id`?
Anyways, the general idea here is that there would be multiple states per drink, according to the "addiction level" of the drink, as you surmised. However, the item(s) in question would call a Common Event to apply whichever addiction level is more relevant. Like, if the state "Vodka Addiction 1" is applied/exists on the actor, and they drink vodka again, remove "Vodka Addiction 1", and apply "Vodka Addiction 2", or what-have-you. Or, if these states actually are meant to stack, no, don't remove the "Addiction 1" state. Remove irrelevant addiction states as (if?) desired.
I don't know if it's relevant to your game, but do keep in mind that the Recover All event command would remove all states, including these addiction states, regardless of their potency/level.
I think it would be fair that a full recovery would remove the "drunk" state, but maybe don't use the inn function, and use the full recovery function manually so that you could add a handler that adds a "hangover" state after the full recovery.
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