The mod is not working for me, debug notepad just says “item_factory.cpp[780]: Received unrecognized iuse function PKILL4, using iuse::none instead”.
Lets add cryooxydioline, basically liquid nitrogen when exposed to air. Great for grenades! Also it would cool the player down to ‘freezing’ if drank.
Double whammy!
Duly noted. I’m working on rewriting the whole crafting system. Matches, iodine, codeine is going to be the Krokodil recipe.
At some point, matches will be refinable into red phosphorus which will allow you to craft purer meth than just the “One Jug” method. Currently, only the shake and bake method of making meth is actually accurate to reality. Dayquil, aspirin, and adderall? Makes no sense. In making meth, you use the dayquil for the pseudoephedrine. You use the matches for the red phosphorus. You use the batteries for lithium. Aspirin has no place in a meth recipe.
And yes, damage causing objects are in a bit of a no-man’s land currently. I really wish the coders would fix it so that items can have multiple “USE_ACTIONS” or cause damage. I know that items can heal, so it’s got to be possible to do it in reverse. That’d really be a help if the coders would fix the goddamned JSON files so I don’t have to bother with compiling or dealing with CPP gibberish that I have absolutely no understanding of. But I digress. I’ve moved on from a worthless ideas guy to a modder, so I’m doing my damndest to give this game the debaucherific features it needs. And with that, I’ve finished the Krokodil recipe. Not sure if I made it addictive enough, but it sure is unhealthy. HOWEVER, it’s low enough cooking level for it to be a decent trade off if you can’t find heroin and need a quick fix.
I REALLY need the programmers to expand acddiction CPP and disease CPP and monster CPP to JSON files, if I’m gonna really elaborate this sort of thing, though. But I’m making damn good progress, if I may say so myself. Version 5 is out. Mess around in Debug to find out all that’s been added, and there’s a lot to find. Mess around with the professions. I’ve tried to balance things. Hope you like them. I sure did like it making this mod.
Give it a download, if you like. I’ve worked a good bit on it.
https://sourceforge.net/projects/cataclysmfearan/files/Cataclysm%20Fear%20And%20Loathing%20More%20Drugs%20Mod%20V5.rar/download
Zaweri, the new version should work. I must have misplaced a
{,
}
somewhere, and botched that bit. The new version, V5 works like a charm.
EDIT: Not working, still the same error :(…
I think you should be able to dip your cigs in liquid codeine…
Come on ;D
Hey ho, let’s not forget the wonders of nature. Perhaps new skills, botany (plant identification!) and chemistry (SCIENCE!) could find a home. Mix a little of this, dry some of that, let it all soak in some distilled water, aaaaand… voilà! It, uh… well, I’m sure it’ll do something.
Ugh… I’ve made the mistake of trying to update it to the bleeding edge. I’m still trying to convert the latest to the most recent stable build, but damn. Demoralizing.
Latest update is stable, but I’m running out of ideas. Trying to create fallout drugs, but you can’t really have Psycho without having a drug that creates a “to hit” bonus, and I have no clue how to. Anyone with any ideas, I’d love to hear them. I want as much community contribution as possible. Steal my code, incorporate it in your mod, the game, whatever. Open source as hell. I just wish modding was more accessible.
FWIW some of the Martial Arts give small but noticeable bonuses to to-hit, damage, and attack speed. I think those are actually coded as diseases, in case that helps.
How can I make a drug give a disease? I know they can give traits, like mutagen. And I know those traits can give positive health. So there’s no good reason why a trait can’t give negative health.
I wish traits were JSON files. I hate compiling. It’s such a damned chore. The code is still mostly greek to me.
I don’t really know. But I know that booze/painkillers give X amount of Drunk/PKILL# respectively.