'Tempted' trait

A trait that makes it so that if you are suffering from addiction withdrawal, there is a chance depending on how strong the addiction/withdrawal is that you will auto-use any relevant addiction-related items in your inventory or nearby.

If there’s nothing immediately nearby or in your inventory, but within sight, the item becomes highlighted and your character will sometimes take a step towards it.

I had thrown around this idea as “addictive personality” a while back, as long as it’s opt in it’d be an extreme version of depicting addictive behavior.
Another tweak would be preventing the player from dropping items and paraphernalia related to their addiction.

…or adding a percentage “if”. Not being able to 100% would be pretty harsh even for an addict.

Could also add OCD for the “difficult to drop” function and add a auto pickup tweak for OCD as well.

Obsessive Compulsive Disorder.

The problem with having a chance to drop drugs/paraphernalia would be it leads to players standing around for hours spamming drop attempts, so a simple chance to succeed would be bad.
Perhaps if drop attempts both consumed focus and had a chance to succeed based on focus, then you could work yourself up to it and try to ditch it, but if you fail a few times it a hopeless. Also would probably need to ignore morale boost from drug use so you can’t just crank your happiness up with drugs and then throw them away.

You could still just drop everything by undressing and not having any storage capacity. And there are multiple ways of getting around the need to actually pick up any of the items.

Limitations of this kind are better managed by penalties for not meeting the requirements than by strict “you can’t do x”. For example, extra morale penalty for not having enough charges of a drug in the inventory when addicted, even if not in withdrawal.

[quote=“Coolthulhu, post:5, topic:13785”]You could still just drop everything by undressing and not having any storage capacity. And there are multiple ways of getting around the need to actually pick up any of the items.

Limitations of this kind are better managed by penalties for not meeting the requirements than by strict “you can’t do x”. For example, extra morale penalty for not having enough charges of a drug in the inventory when addicted, even if not in withdrawal.[/quote]

Good point!

Why not try to reduce morale, depending on focus, if the items its not in the inventory (low focus => bad morale => more low focus=>etc, but if there is high/normal focus the penalty is very small).
This way if the character has low focus and still drops the item s/he will suffer more loss of focus and morale (the character has thoughts about the item and using it/craving or generally fells worse about not being in control/not being able to stop withdrawal if it get to worse to suffer or etc).
Other mood modifiers (other drugs or not) may be ok to use as they provide a distraction from the current situation.

This should emulate the “I am felling bad, i want my drug back” and the “Its better without it, there is no need for it” effect depending on different focus values.

[quote=“Midaychi, post:1, topic:13785”]A trait that makes it so that if you are suffering from addiction withdrawal, there is a chance depending on how strong the addiction/withdrawal is that you will auto-use any relevant addiction-related items in your inventory or nearby.

If there’s nothing immediately nearby or in your inventory, but within sight, the item becomes highlighted and your character will sometimes take a step towards it.[/quote]

Depending on how strong the addiction/withdrawal is AND focus.