Jump to content

Okamikurainya

Member
  • Posts

    273
  • Joined

  • Last visited

Everything posted by Okamikurainya

  1. Released a new version for B41. https://steamcommunity.com/sharedfiles/filedetails/?id=1908499360
  2. ZombieZoneDefinition.lua in "ProjectZomboid\media\lua\shared\NPCs"
  3. They're all stored in "ProjectZomboid\media\lua\server\Items"
  4. What could be nice is the addition of a random incubation period before the onset of symptoms, based on the severity of the Bite/Scratch/Laceration and where you were injured. It would still be a death sentence, but would trick you into playing a bit longer. That said, it could also have some people crying "glitch!" 100% certain death mechanics are always hard to balance in high time investment games. 😅
  5. It's possible, but I wouldn't rely on it. Once it's in the blood, the chance that it's been circulated will go up every second and even then it's important to seek medical attention and get the shot. I don't think I'd take the risk of just disinfecting the wound. 😰 https://www.elsevier.com/connect/8-things-you-may-not-know-about-rabies-but-should
  6. I wouldn't say it's super rare... Despite what Zombie Hunter said, a quick Google search of yearly Rabies incidents in Kentucky will present numbers of around 20 to 40 cases per year, though that may be County based in some results, so the number may be higher. That isn't very large overall, but that's most likely people who are more likely to be bitten. If more people venture into the wilderness, it may very well increase the chances of them being bitten and thus increase the chances that the bite may pass on Rabies. Well, when 100% of the current enemies have a move that is 100% fatal, any additional enemies will lower that percentage, regardless of how many rabid animals are added, so I don't think it's unfair. 😜 And yeah, the discussion is enjoyable. 😁
  7. Hmm... I'm personally not a fan of swapping it out for something less lethal and generic in this case, but it's really up to the devs. We may get no rabies at all even anyway. My main goal was for it to be rare, but fatal. Something you'd have to always be afraid of when dealing with coyotes, feral dogs and the like. The rabies vaccine works by introducing a dead virus to your system, your immune system can then go and defeat this easily accessible and defeatable virus and learn how to create anti-bodies against it. Rabies is unique in that it can only reproduce in neural tissue and it takes a long time for the virus to reach that tissue, unless the animal bites right into your spine. So while the virus is traveling to the tissue it needs, and this can take anything from weeks to months, it is vulnerable to the antibodies produced thanks to the vaccine and so can be wiped out before it becomes dangerous.
  8. For gameplay purposes, I suggested that the vaccine would last for a month. You could very well take it right away and have immunity for the period of that month, if you find more than that then you could keep a constant monthly string of "boosters" going to keep you immune. But in the case you only find the one vial and syringe, that's 4 uses and I believe and have seen that people, myself included, like to hoard medication in games. Just look at the memes of folk slogging inventories full of health and mana potions they never use but keep just in case. 😂 Anyhow, this gets even more risky in multiplayer when you may need to share with a group. "Is it worth it? You don't know it was rabid, man. We only have the one vial." Rabies vaccines are actually most commonly administered post-bite and the effects don't last forever. In reality antibodies may persist in the body for years, but I'd suggest it be simplified. That said, it's also perfectly valid if the rabies vaccine would give permanent immunity in game, I just don't think it makes for good gameplay. Flu vaccinations can require yearly shots, or even more, as the influenza virus is highly mutagenic and can change to attach in a totally different way. Heck, a flu vaccination can fail if you simply leave the region and get exposed to flu from far away.
  9. I think the best possible option is to limit it to the most common types of animals which we associate rabies with, and even then to have it rare within those groups. I think bite and scratch protection from clothes will also play a big part for protection from animals, as well as from zombies... I also think that the amount of hostile animals will be relatively low... In my previous animal suggestion I listed the various animals you'd expect to find in Kentucky and most wouldn't actually aggro, and would rather flee from the player wherever possible... Heck, even the ones that would aggro would probably realistically flee rather. If an animal is coming at you as if it were something from The Elder Scrolls bestiary, then you'd already have a good guess that it may have something wrong with it and know that you may have to take a vaccine just to be safe. That could present an interesting scenario actually... Could the animal's randomly generated temperament have made it more likely to bite at you relatively unprovoked, or could it have been rabid? Do you risk taking the vaccine when it could have been harmless and so waste the rare and valuable item, or do you leave it and end up beyond recovery?
  10. 1063: A recently leveled indicator next to the skill that just leveled up. Now that leveling is automated, it can be hard to keep track of what just leveled up and I think a little icon would help that.
  11. Also happens if the rod breaks while fishing on fast forward.
  12. That's not all I'm doing... It feels like you've skipped 90% of my post. 😕 100% disagree, but then again of course I disagree since I made the suggestion in the first place. Disease is one of the most dangerous factors of the apocalypse, it always will be, and thus is important in PZ. It adds flavour and much needed danger to the post game, something desperately needed. That's a lot of value. That couldn't be further from the truth. You then go to state exactly what I suggested while saying I didn't suggest it... 😓 Please, just read through the opening post.
  13. I'm guessing that it isn't limited to the Welder Mask, but probably also a few other articles of clothing that shouldn't be able to be used as a source of fuel for fires.
  14. Not "always"... I used to have a base south of Dixie built around the concept that zombies would still try to walk directly at you, allowing you to pick them off through the fence. Which makes sense for an insatiable and stupid killing machine and leads to situations like that seen in the Prison saga of The Walking Dead.
  15. As the title suggests, they'll growl and moan and hiss in reaction to the player, but they'll remain rooted to the spot. IIRC, in previous versions they'd follow the player along the fence or path around it if easily available... Now they register that they've detected the player but make no move towards them.
  16. I'm saying you're reading into it too much. The two are defined, a bacterial cold vs a viral flu. Separated by vector and treatment for gameplay. Good thing that's exactly what I suggest. And thus easy management of the more common ones will be a huge boon. Duh. I think you may have misconstrued the idea that all animals that bite will give you Rabies. If so, then that's my bad, I'll make it clearer. I most likely got a little mixed up with this and my Animal suggestion a while back that goes into more depth on animal diseases: https://theindiestone.com/forums/index.php?/topic/25672-animal-fear-index-and-general-animal-ideas/ I'll clarify it in the OP now. That said, I did state to you directly: But yeah, again, it might be misinterpreted as having a 10% chance and lower from every animal... So I'll fix it in the opening post. But Rabies is a, relatively, prevalent Kentucky disease, a threatening disease that exists and I'd be remiss to forgo including it. https://nkyhealth.org/individual-or-family/healthy-life/animal-bites-and-rabies/ Edit: No, I clearly state in the OP that it is caught by being bitten by an infected animal. 😕 So no changes necessary there.
  17. Flu is an abbreviation for the literal Influenza Virus, a real virus that exists, while a Cold is a colloquial term for any number of upper respiratory tract infections. Though you're right, folk do use Flu incorrectly a lot of the time. For gameplay, having a catch all treatment for a disease that would be more common than others and can be caught ambiently lowers the amount of micro management. You can still treat individual symptoms, as I have stated above. I disagree with you here. That is in a world where a majority of people are not directly interacting with wildlife, like they would be forced to in the post-zombie-apocalypse. Rabies cases are mostly when a rabid animal happens to wander into civilization and bites someone or their pet which then may bite a person. The amount of incidences will go way up when large portions of survivors move into the wilderness. I live in a rural town and we have a case of Rabies in the stray animal population at least once or twice a year. This is Africa though, so there's that. That said, Tetanus is a great idea for an additional disease! Thanks! Just realized that Tetanus wouldn't be functionally different in the game's meta from the Common Infection, so I just left it at that. Added Vaccines in the Medications and added Syringe in the Items. :3
  18. Updated with some Nutritional Diseases. And I'm aware Anemia has to do with Iron and not Protein, but there's little reason to add a separate Nutrition type related to meat when one is enough in that case and the Protein deficiencies don't really lend themselves to the current game's meta. The way I've written it up is the same way it is in the game right now. Taking Hypochondria as a trait is the best way to make it even more ambiguous. The shivering listed is an inflammatory response, not anxiety. There's a separate moodle for that already. That said, I could probably stand to think of better wording for it... This is false, the opposite is actually true. Flu is often misrepresented as a cold. I know Colds are often used as a colloquial catch all, especially in America, but the design philosophy here is to separate it from the different and contagious "Flu". You're right, I'll remove the "(Botulism)" and leave it as the all encompassing "Stomach Flu". You just stated the gameplay value. You are as good as dead. Rabies is a major threat in Kentucky and that will get somewhat more precarious as the civilized world crumbles. The game is trying to kill you, there ain't a happy ending. Every bite, whether Zombie or Animal is a major risk. Of course not every animal is going to be a rabid mad thing, in game it may be in the 10% and lower chances, but you shouldn't be trying to tank an attack from anything, in fact it should be punished severely. With Zombies it's with the Zombification, with animals it's Rabies.
  19. I made a similar post to the OP over here: Food garbage is a good idea, and there are a lot of Kentucky staples and natural foods you could find in the wild that are currently not in the game.
  20. When selecting an item of clothing for Character Creation, all the clothing colours reset even if you had just manually set the colours.
  21. Seasonal crops would indeed be nice, have certain crops only be able to grow in their assigned seasons while quickly withering in the off seasons. Lowering seed gathering for "Seed-Bearing Crops" to just 2 and lowering the window to harvest them may help as well. Another thing could be the addition of Berry Bushes. While you could still forage for berries, perhaps they will be less likely to be fresh as you're finding them on the ground, as opposed to a bush where they will remain fresh for a greater amount of time, having fruiting bushes occur at certain intervals in the appropriate seasons.
  22. Facemasks is a brilliant idea! As for Doctors having a lower likelihood... You could maybe tie the immune system to the First-Aid skill, but it wouldn't really be significant, having it more down to genetics and care. Adding Facemasks in now. Vaccines would be nice, they'd simply give you a temporary immunity I imagine and not heal you, but I didn't want to go that indepth at first while I was still studying up on some of the ideas. During the 90s, most antiviral useage was aimed at Herpes with use for Flu being far less common due to flu-shots being a thing people weren't all conspiracy crazy about back then and given in schools. I'll do some more research though. Indeed, all you could do is treat the symptoms and make yourself as comfortable as possible.
  23. Edit: Fixed a few things up and added a few more diseases, an Items and an abilities list.
  24. 1061: Small chance to yell out in fear when suddenly stumbling upon a zombie and getting the Panic Moodle, with a larger chance for it to happen with Cowardly Characters. This may attract more Zombies.
  25. Right now, the way disease is handled contrasts starkly with the overall complexity of the game... My suggestion is to remove the ambiguity and turn certain Moodles into Symptoms, rather than have them as the disease themselves. Symptoms: Congestion: Congestion replaces the Cold Moodle, becoming a symptom. It functions near identically, giving the player a chance to sneeze loudly, attracting zombies. Can be aided with an equipped tissue and treated with Antihistamines. "Runny Nose" "The sniffles" "Congested" "Severe Congestion" Fever: Fever replaces the current Sick Moodle, becoming a symptom. Each stage will increase your character's temperature by a certain amount and will cause damage on its' highest level while also lowering healing, strength and increasing the rate at which a player gets sleepy. Can be treated with Antipyretics unless it is a symptom of Zombification. Equipping a Cold Pack that has been cooled in a freezer or a bag of Frozen Peas can also help. "Bit of a Temperature" "Temperature" "Severe Temperature" "Terminal Fever" Nausea: Nausea is the other half of the current Sick Moodle becoming a symptom in its' own right. It lowers healing, strength and speed. It can be treated with Antiemetics. "Bit Sick" "Sick" "Really Sick" "Severe Nausea" Sore Throat: A Sore Throat is similar to Congestion, but may cause pain when eating with an increasing chance to loudly cough which may attract nearby zombies. Can be treated with Cough Syrup. "Scratchy Throat" "Painful Throat" "Rough Cough" "Severe Coughing" Shivers: Shivering which will lower the accuracy of the player. Can be relieved with Painkillers. "A bit Shaky" "Shaky" "Shivering" "Severe Shivering" While those are direct symptoms, other Moodles such as Pain would also be symptoms, directly or indirectly. Medications: Painkillers: Relieves Pain and Shivers. Can cause Nausea if abused. Beta Blockers: Relieves Panic. Antidepressants: Relieves Sadness. Can cause Anger if abused. Sleeping Tablets: Helps you sleep. Can cause Nausea or loss of Health if abused or taken while Drunk. Vitamins: These should boost healing and help you recover some Immunity. Antibiotics: Speeds up healing of Colds, Pneumonia, Infection and Stomach Flu. Can cause Nausea if abused. Caffeine Pills: Relieves Sleepiness. Can cause Shivers if abused. Antihistamines: Relieves Congestion. Can cause Sleepiness if abused. Antipyretics: Relieves a traditional Fever. Can cause Nausea if abused. Antiemetics: Relieves Nausea. Cough Syrup: Relieves a Sore Throat, may also make you Drunk if taken in large quantities. Flu Vaccine Vial: A vial containing a Vaccine for the Flu Virus. Can be added to a syringe so that you can administer a Flu Shot. Each Vial can fill a Syringe 4 times. Taking a Flu Shot will cause the Severity of Flu to begin to decline and will provide you with a month of immunity to the Flu Virus. Common Infection Vaccine Vial: A vial containing a Vaccine for the Infection. Can be added to a syringe so that you can administer a Common Infection Shot. Each Vial can fill a Syringe 4 times. Taking a Common Infection Shot will cause the Severity of a Common Infection to decline and will provide you with a month of immunity to the Common Infection. Rabies Vaccine: A vial containing a Vaccine for the Rabies Virus. Can be added to a syringe so that you can administer a Rabies Shot. Each Vial Can fill a Syringe 4 times. Taking a Common Infection Shot will cure Rabies, provided you take it prior to the manifestation of symptoms, and will provide you with a month of immunity to the Rabies Virus. There are a few others I'd like such as Morphine and so on that would have a chance to cause addiction, but the ones I've added are more to expand on what is present, rather than add too much new. Items: Pill Dispenser: A container with random pills inside. Water bottle with Dissolved Painkiller: As the name suggests. The Player can dissolve up to 4 units of Painkillers into a Water Bottle, allowing for Painkiller use to be stretched out, if a bit weakened. Surgical Mask: Surgical Masks (along with gasmasks) provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, as long as they are at least 50% clean with no damage. Hazmat Gear: A full set of Hazmat Gear will provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, so long as they are undamaged. Syringe: A medical syringe used for injecting yourself with a Vaccine. Maybe also for Addictive Drugs. Empty Vial: Garbage item left over when adding a Vaccine to a Syringe. Can hold water. Traits: Strong Immune System: Chance of catching a disease is halved. Can go well with Iron Gut and Outdoorsman for a Robust Genetics build. Weak Immune System: Replaces Prone To Illness. Chance of catching a disease is doubled, more likely for a wound to be infected and faster Zombification. Iron Gut: Chance of catching Stomach Flu from food or water is halved. Weak Stomach: Chance of catching Stomach Flu doubled. Outdoorsman: Being wet does not weaken your Immune System. Immune to Hayfever. Allergy Prone: Very prone to Hayfever. Hayfever gained this way bypasses Immune System Variable with there always being a 10% chance of contracting Hayfever when moving through thick Vegetation in off seasons and a 25% chance in Spring. Resilient: Less likely for wounds to become infected and slows Zombification. Asthmatic: 40% increase in running endurance loss, 30% increase in swing endurance lost and a chance to loudly cough when Exerted. Hypochondriac: May develop infection symptoms without being infected. Easily Amused: Slower rate of boredom and unhappiness. Depression: Becomes bored faster and gradually becomes sadder with time. The Immune System: The Immune System, or simply just the Immunity variable, determines the chance of becoming ill. At 0%, you are fully healthy and won't get sick. But any activity while Sick, Dirty, Bloody, Wet, Sleepy, Exerted, Sad, Injured or Hungry will cause it to gradually rise. At 1%, you have a 1% chance of catching a disease and so on. Sleeping will help you recover your Immunity most of the time, however putting yourself to sleep with Sleeping Pills or Alcohol will prevent this recovery. Being well fed will also help you recover. This variable is invisible to the player, as it is to a real person. Severity: When catching a disease, it will gradually rise in severity, before reaching a peak and lowering again in severity until the disease is gone. During this time, all you can do is treat symptoms and rest until you are better. There are 4 levels of Severity, based on when the disease's variable is at 1%-25%, 26%-50%, 51%-75% and 76%-100%. Certain diseases, when treated with certain medications and the disease's variable reaches 0% will then be cured. Nutrients: There are many nutrients which a player will gain with a balanced diet. Lacking certain nutrients in your diet for too long will result in a Nutritional Disease. Nutritional Diseases bypass the immune system. Calories: Calories are the main weight determining nutrient. This value must be balanced with hunger consistently, or else obesity or anorexia may sneak up on the player. Maximum: 3700 Minimum: -2200 Carbohydrates: Carbohydrates are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Carbohydrates, resulting in a multiplier of 2 or 3, respectively. Maximum: 1000 Minimum: -500 Lipids: Lipids, previously called fats, are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Lipids, resulting in a multiplier of 2 or 3, respectively. Maximum: 1000 Minimum: -500 Proteins: Proteins are a determining factor in the increase and decrease of the Player's strength stat. Without the necessary proteins, the player will not be able to level up their strength. If a player consumes more than 400 Protein units, they will increase their strength in the same way as in the same manner as B40/B41. If the player consumes more than 700 Protein units, they will gain a 1.5 multiplier for strength increase. If a player's protein units falls below -250, they will start to lose strength, and reaching the minimum Protein units of -500 will result in the loss of strength with a multiplier of 2. Maximum: 1000 Minimum: -500 Salts: Salts can alter the rate at which a player becomes thirsty. This value is ignored unless the player has consumed more than 400 or 700 Salts resulting in a multiplier of 2 or 3, respectively. Maximum: 1000 Minimum: -500 Sugars: Sugars are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Sugars, resulting in a multiplier of 2 or 3, respectively. Maximum: 1000 Minimum: -500 Vitamins: Vitamins are essential for keeping your Immune System strong. So long as the player consumes more than 400 Vitamins, their Immunity will recover as per normal while resting or sleeping. If the Sugar unit falls below 0, their Immunity will no longer recover. Maximum: 500 Minimum: -500 Diseases: Diseases are visible in the Health tab when you have a certain level of First-Aid, but otherwise you'll have to guess by symptoms and circumstances. Flu: Sometimes, Zombies, Pigs (when added) or Chickens (when added) will spawn as infected with the Flu Virus. Being within 5 tiles from an infected zombie, the infected Zombie's corpse, an infected Player, an infected Player's corpse, an infected Pig or Chicken and an infected Pig or Chicken's corpse will make you vulnerable to catching the flu. Pigs and Chickens will also be at risk of catching it. Symptoms are Congestion, Fever, Pain and a Sore Throat. After catching Flu, there is a cooldown time before you can catch it again of around a month. Severity 1: The Flu is Asymptomatic at this severity, increasing the likelihood that you will spread it to other players unwittingly. Severity 2: Level 2 symptoms. Severity 3: Level 3 Symptoms. Severity 4: Level 4 Symptoms, risk of death without treatment. Cold: A cold is an ambient bacterial infection that can be caught when being wet, hot, cold or tired. Similar to Flu but far less severe but also far quicker to show symptoms. Symptoms are Congestion, Fever and a Sore Throat. Can be directly treated with Antibiotics. Severity 1: Level 1 Congestion and Sore Throat, no Fever. Severity 2: Level 2 Congestion and Sore Throat, no Fever. Severity 3: Level 3 Congestion and Sore Throat, Level 1 Fever. Severity 4: Level 4 Congestion and Sore Throat, Level 2 Fever. Pneumonia: An ambient infection of the lungs that can be caught while Hypothermic. Similar to a Cold but far more severe. Symptoms are Fever, Sore Throat and Shivers. Can be directly treated with Antibiotics. Severity 1: Level 1 Sore Throat and Shivers, no Fever. Severity 2: Level 2 Sore Throat, Shivers and Fever. Severity 3: Level 3 Sore Throat, Shivers and Fever. Severity 4 Level 4 Sore Throat, Shivers and Fever. Risk of death without treatment. Hayfever: Can be caught by moving through dense vegetation during Spring. Symptoms are Congestion and a Sore Throat. Can be treated directly with Antihistamines. Severity 1: Level 1 Congestion, no sore throat. Severity 2: Level 2 Congestion, no Sore Throat. Severity 3: Level 3 Congestion, Level 1 Sore Throat. Severity 4: Level 4 Congestion, Level 2 Sore Throat. Stomach Flu: An infection of the stomach lining, can be caught by eating uncooked or rotten food as well as drinking tainted water. Symptoms are Nausea, Fever and Shivers. Can be treated directly with Antibiotics. Severity 1: Level 1 Nausea, no Fever or Shivers. Severity 2: Level 2 Nausea, no Fever or Shivers. Severity 3: Level 3 Nausea, Fever and Shivers. Severity 4: Level 4 Nausea, Fever and Shivers. Risk of Death if untreated. Bleach Poisoning: Bleach poisoning is a fast onset and fatal illness caused by directly drinking Bleach. It is always Severity 4. Symptoms are Sore Throat, Pain, Anxiety, Shivers and gradual loss of Health. Severity 4: Level 4 Symptoms. Death is certain. Food Poisoning: Food Poisoning is similar to Botulism but is caught by eating Poison Berries, Poison Mushrooms or food poisoned with Bleach. Symptoms are Nausea, Sore Throat, Pain, Shivers and gradual loss of Health. Severity 1: Level 1 Nausea and Sore Throat, no others. Severity 2: Level 2 Nausea and Sore Throat, Level 1 Pain and Shivers. No loss of Health. Severity 3: Level 3 Nausea and Sore Throat, Level 2 Pain and Shivers. No loss of Health. Severity 4: Level 4 Nausea, Sore Throat, Pain, Shivers and a gradual Loss of Health. Can be fatal even with treatment if health already low. Rabies: Caught by being Bitten by an infected animal. It is always Fatal if not treated with a Rabies Vaccine prior to Severity 2. Symptoms are Anger, Stress, Weakness, Sore Throat, Agoraphobia, Pain when Drinking or Eating and Gradual Loss of Health. Severity 1: No symptoms. Severity 2: Level 2 Symptoms, but no loss of Health. Severity 3: Level 3 Symptoms, but no loss of Health. Severity 4: Level 4 symptoms and gradual loss of Health. Death is certain. Infection: Caught by not properly treating a wound or spending a lot of time around corpses while your immune system is compromised. Symptoms are Nausea, Pain, Shivers and Fever. If playing as a Hypochondriac, the symptoms are identical to Zombification if contracted from a Zombie Scratch instead but not always fatal. Can be directly treated with Antibiotics or applying a sterilizing agent to the infected wound. Severity 1: Level 1 Nausea, no other symptoms. Severity 2: Level 2 Symptoms. Severity 3: Level 3 Symptoms. Severity 4: Level 4 Symptoms. Can be fatal if left untreated. Scurvy: Scurvy is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Vitamin intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Scurvy. Taking in the proper amount of Vitamins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate. Symptoms are Shivers, Pain and gradual loss of Health. Can be directly treated with food rich in Vitamins or Vitamins medication. Severity 1: Level 1 Shivers and Pain, no loss of Health. Severity 2: Level 2 Shivers and Pain, no loss of Health. Severity 3: Level 3 Shivers and Pain, no loss of Health. Severity 4: Level 4 Shivers and Pain and the gradual loss of Health. Can be fatal if left untreated. Anemia: Anemia is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Protein intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Anemia. Taking in the proper amount of Proteins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate. Symptoms are Sleepiness, Weakness, Decreased Spatial Awareness, lowered item transfer rate and the gradual loss of Health. Can be directly treated with food rich in Proteins. Severity 1: Level 1 symptoms, no loss of Health. Severity 2: Level 2 symptoms, no loss of Health. Severity 3: Level 3 symptoms, no loss of Health. Severity 4: Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated. Thyroditis: Thyroditis is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Salt intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Thyroditis. Taking in the proper amount of Saltss will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate. Symptoms are Sore Throat, Shivers and the gradual loss of Health. Can be directly treated with food rich in Salts. Severity 1: Level 1 symptoms, no loss of Health. Severity 2: Level 2 symptoms, no loss of Health. Severity 3: Level 3 symptoms, no loss of Health. Severity 4: Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated. Zombification: Caught by being Bitten or Scratched by a Zombie. It bypasses Immune system, with Bites always resulting in being infected and a 25% chance of being infected by a Scratch. Symptoms are Stress, Sadness, Nausea, Untreatable Fever and the eventual death and rising as a Zombie. Severity 1: Level 1 Stress, no other Symptoms. Severity 2: Level 2 Stress, Level 1 Sadness, no other Symptoms. Severity 3: Level 3 Stress, Nausea, Sadness and Fever. Severity 4: Level 4 Stress, Nausea, Sadness and Fever. Death is certain. Abilities: Players with high First-Aid or medical related Occupations/Traits will be able to deduce illnesses and administer medication directly to another Player, so Doctors and Nurses will have even more use in Multiplayer. And that's that! Did I miss anything? What did y'all think?
×
×
  • Create New...