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New trait: Incapable Healer #40532

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CodeBandit
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@CodeBandit CodeBandit commented May 13, 2020

Summary

SUMMARY: Content "'Added 'Incapable Healer' trait"

Purpose of change

Add a new 12 point negative trait that's extremely debilitating for the player. This is meant only for the seasoned veterans who are confident with their ability to avoid danger or tackle the Cataclysm.

This trait completely disables "natural" healing. This doesn't, however, disable alternative means of healing. Healing from certain mechanics such as JET, hypermetabolism, bionics, spells etc. are not disabled.

Describe the solution

Add a new negative trait with -1 resting healing and 0 mending modifier. To ensure no healing, add a check to enforce_minimum_healing for the trait as well as to relevant areas in regen().

Testing

Debug damage and let time clock for a week with self-aware. HP stayed the same.
Follow in the footsteps of Mama Murphy and inject some jet to check healing is still possible through alternative means.

@ZhilkinSerg
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Isn't it possible via multipliers/modifiers without hardcoding trait id?

@CodeBandit
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CodeBandit commented May 13, 2020

I tried to rely only on that at first, but it's needed to prevent minimum healing in enforce_minimum_healing(). Since the flag is there from that, I used it as a gate to go around a minuscule float allowing some healing to occur even after setting resting healing to -1. Essentially, It's for a total "no natural healing"

@curstwist curstwist added the Mutations / Traits / Professions/ Hobbies Mutations / Traits / Professions/ Hobbies label May 13, 2020
@wapcaplet
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wapcaplet commented May 13, 2020

Is there a real-world basis for a trait like this?

@CodeBandit
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There is none, I was using Genetic Downward Spiral as "inspiration" for feasibility, though it's quite farfetched. Supposing a trait like this is unwelcome and not to be merged, would a challenge scenario involving said trait be a valid alternative instead?

@Zireael07
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@wapcaplet: Wound healing is affected by a lot of factors: https://www.diabetes.co.uk/symptoms/slow-healing-of-wounds.html
https://www.woundcareinc.com/resources/factors-that-affect-wound-healing

I imagine the trait could be some sort of a chronic conditions that impedes both absorbing nutrients from what you eat and blood flow?

RoyBerube and others added 6 commits May 14, 2020 11:25
View offset fix after using the vehicle menus for set turret targeting modes and set turret firing modes.
Ramza13 and others added 19 commits May 17, 2020 20:31
Revamped flaming eyes' attack and made Tindalos rifts not be hardcoded to teleglow so it can be used by other enemies or events
…uctures-houses-34-36

mainline fuji structures houses 34 to 36
* Add spell flag SPAWN_GROUP to summon monster group

With this flag, a spell with "summon" effect spawns not a specific
monster type ID, but rather a monster type from a monster group ID.

* Add GROUP_STRAY_CATS monster group with cat types

* Make "Bag of Cats" summon a paw-pourri of felines

* Document spell flags and summon effect

* Swap position of damage and range in spell info

This makes the typically shorter strings (Range and AOE) share a line in
two colums, while Damage (or Summon, Spawn, etc.) gets its own line.

* Show "N from GROUP" for group summon spells
@Fris0uman
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Can't you use this instead of hardcoding it?

    "healing_awake": 0.0,
    "healing_resting": 0.0,

@CodeBandit
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Trait has been updated to include healing_awake to 0. Healing resting is additional on top of other multipleirs, so setting it to 0 is just default, so I left it at -1.

To prevent hard-coding, I deleted enforce_minimum_healing which looks to have been arbitrarily added in the healing rate nerf #31611

@CodeBandit
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Big yikes, history wasn't preserved on rebasing and push -closing the issue and re-PR'ing in the future.

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