Sickness System - Testers Needed

alchemy

Citizen
Dec 21, 2016
26
2
3
FRANCE
www.rpg-paradize.com
Shard Name
CALYPSO
I have set one two years ago, that NPC and players transmit when they are close enough each other.
Some are dangerous (can die) some are annoying (scratch message), all are evolving with the time and can be cured.
ex: scabies, flue, tuberculosis...

Thinking of covid20 ...
 
  • Like
Reactions: GoldDraco13

GoldDraco13

Squire
Aug 1, 2014
366
239
43
48
Canada
mycy4.com
Donate
Donate money to this user
**For anyone following this project, I'm uploading a beta version here, it does not have Vampire or Werewolf implemented yet as I want to test the base system first, this is also not refactored yet, don't mind the mess(Unused Values/Notations etc etc)!

Please help with the following
+Test for Bugs
+Make Suggestions (in this thread)


Instructions : This is a Plug and Play System that runs on One Time(Will need to install as well)

In game once the system is installed, the random illness is already running so players will have a chance to get sick without anything being done, but this will be no good without a way to cure themselves, so spawn a medic in popular towns or hubs. They will provide medicine to cure the illnesses.

If you want to increase the chance for players to get sick, spawn unseenillness, they are hidden mobs that when in contact with players will at random infect them!

Once infected, the heart will appear, this will represent the level of the virus, once a player reaches level 100 on a stage, the illness progresses and does more harm to the player, there are three stages to illnesses, each stage changes the heart beat, stage one is red, two is yellow and three is white!

Each stage also gets faster, so it might take a few days to get through stage one, it will only take 2/3 of that time for stage 2 and 2/3 of that for stage 3

Also the heart will react to the players hits, if the player is getting closer to death, the heart beats faster!
Post automatically merged:

*Fixes Potential Crash on gump move
Post automatically merged:

Use the 17.5 kb
 

Attachments

Last edited:
  • Like
Reactions: Exale

GoldDraco13

Squire
Aug 1, 2014
366
239
43
48
Canada
mycy4.com
Donate
Donate money to this user
Last update for today!

+Fleshed out the skills for Vamp/Were
+Code refactoring/Value Adjustments
Post automatically merged:

+Added one more thing : Thump Thump .......................................................................Thump Thump...........................
 

Attachments

Last edited:

GoldDraco13

Squire
Aug 1, 2014
366
239
43
48
Canada
mycy4.com
Donate
Donate money to this user
Last update for today, Added weakness's for Vampire/werewolf

Vampire needs to stay out of light, either by being inside or covering up enough to qualify good protection.

Werewolf gets damaged by silver coins being within a short distance of them, only coins atm, will expand on silver items that will be harmful just by being presence.
 

Attachments

  • Like
Reactions: sahisahi