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Injuries And Diseases 1.3.2

$19.99
   (4 reviews)
Message added by Mr01sam,

This plugin uses Simple Status now! You can download it for free here:
https://codefling.com/plugins/simple-status

Please check the changelog for other updates - there's a lot of them! Also any feedback about the plugin is greatly appreciated! 🙂

 

Message added by Mr01sam,

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Recommended Comments



Craft

Posted

Performance requirements?

Mr01sam

Posted (edited)

1 hour ago, Craft said:

Performance requirements?

This plugin uses Custom Status Framework, which can have performance issues when using dynamic timers on larger servers.

However, if you turn Show Duration off for all the conditions then you can avoid this performance impact.

In addition, there is little to no performance impact when player's do not have a condition.

Edited by Mr01sam
BetterDeadThanZed

Posted (edited)

Has this been evaluated for conflicts with Skill Tree, which has a medical section? Any known conflicts? For example, you can break your leg in this plugin, but Skill Tree has a perk that prevents fall damage, so will that prevent a broken leg?

Edited by BetterDeadThanZed
Mr01sam

Posted

11 minutes ago, BetterDeadThanZed said:

Has this been evaluated for conflicts with Skill Tree, which has a medical section? Any known conflicts? For example, you can break your leg in this plugin, but Skill Tree has a perk that prevents fall damage, so will that prevent a broken leg?

It does not currently have any formal integration with skill tree. However, that is something I can implement if needed.

Darth

Posted

Tarkov Health system Is it possible? 

Mr01sam

Posted

Yes, it can be configured to be similar to the tarkov health system!

BetterDeadThanZed

Posted

14 hours ago, Mr01sam said:

It does not currently have any formal integration with skill tree. However, that is something I can implement if needed.

I'd like to try to find out about this. I also found out that Epic Loot has a gear set that prevents damage. I am wondering how the chance of a broken leg is determined. If fall damage is prevented by either Skill Tree or Epic Loot, will it prevent a broken leg? I don't know for sure how these two plugins handle fall damage, if the player is damaged and instantly healed or if there's some other mechanic that prevents the damage all together.

Mr01sam

Posted (edited)

41 minutes ago, BetterDeadThanZed said:

I'd like to try to find out about this. I also found out that Epic Loot has a gear set that prevents damage. I am wondering how the chance of a broken leg is determined. If fall damage is prevented by either Skill Tree or Epic Loot, will it prevent a broken leg? I don't know for sure how these two plugins handle fall damage, if the player is damaged and instantly healed or if there's some other mechanic that prevents the damage all together.

They probably prevent fall damage by scaling the damage amount within the plugin hook. This plugin uses the same hook to determine if the leg should be broken. It determines this by checking how much damage is dealt to the player. It is possible that it will already work with these other plugins if their hook override is processed before this plugin, thus resulting in no damage and therefore no broken leg. But it would require someone to test it out.

Edited by Mr01sam
BetterDeadThanZed

Posted

17 hours ago, Mr01sam said:

They probably prevent fall damage by scaling the damage amount within the plugin hook. This plugin uses the same hook to determine if the leg should be broken. It determines this by checking how much damage is dealt to the player. It is possible that it will already work with these other plugins if their hook override is processed before this plugin, thus resulting in no damage and therefore no broken leg. But it would require someone to test it out.

This is the reply from the dev of those plugins:

"Depends how he handles it. If it is done when OnEntityTakeDamage is triggered, it should work fine as I don't return a non-null value (I simply scale the damage to 0)."

You'll understand his response better than me. Does that mean that your plugin would play nice with the others?

Mr01sam

Posted

2 hours ago, BetterDeadThanZed said:

This is the reply from the dev of those plugins:

"Depends how he handles it. If it is done when OnEntityTakeDamage is triggered, it should work fine as I don't return a non-null value (I simply scale the damage to 0)."

You'll understand his response better than me. Does that mean that your plugin would play nice with the others?

If that's the case, then yes, this plugin will not have any conflicts with those plugins.

Frejth King

Posted

I just had an Idea, you could add Vampirism as a disease, it will let you regenerate damage or take less damage from most sources, but you take normal damage from fire bullets or more from torches. you burn in sunlight  and get night vision when its dark. 

  • Like 1
Mr01sam

Posted

14 minutes ago, Frejth King said:

I just had an Idea, you could add Vampirism as a disease, it will let you regenerate damage or take less damage from most sources, but you take normal damage from fire bullets or more from torches. you burn in sunlight  and get night vision when its dark. 

That's an awesome idea actually

  • Love 1
Frejth King

Posted

is it possible to make the zombies from "ZombieHordes" give the zvirus thing? maybe if we make those zombies count as night vision scientists (since they are resonably rare in code) it would fix the problem of ranged npcs giving you the zombie disease. 

Mr01sam

Posted

8 minutes ago, Frejth King said:

is it possible to make the zombies from "ZombieHordes" give the zvirus thing? maybe if we make those zombies count as night vision scientists (since they are resonably rare in code) it would fix the problem of ranged npcs giving you the zombie disease. 

Yes - the code can be easily changed so that any type of entity can inflict zvirus. You would just have to know what kind of entity zombie hordes uses for their zombies, by default this plugin uses scarecrows, but if you want to change this, just message me and I can show you what you would have to update in the code. I'm planning on making the entities a setting in the config in the future.

  • Like 1
Persona

Posted

Good afternoon. 
1.I would like to see a more extensive configuration of effects settings. For example: Give the opportunity to specify a specific food product (short name) from which you can get poisoning. And the chances of each of them.
2. If you disable
the "Death removes conditions" function:
When you break your leg, you get injured while moving. After suicide, only the status remains. The damage does not go away, you can always prescribe suicide and not worry about these negative consequences. 
3. I would also like to see more precise settings for rabies. Who and with what probability can infect. 
4. It is not entirely clear whether the concussion effect works in the case of bots? 
5. It's the same with the z13 virus, it's not clear. What are the chances and will it be possible to replace zombies with other NPCs
6. "Death Removes Conditions": true, contradicts Rabies treatment. Death.
7. Effect statuses do not support localization. 
I installed the plugin only yesterday, I haven't had time to check everything yet. I hope for feedback.

  • Like 1
Mr01sam

Posted

6 minutes ago, Persona said:

Good afternoon. 
1.I would like to see a more extensive configuration of effects settings. For example: Give the opportunity to specify a specific food product (short name) from which you can get poisoning. And the chances of each of them.
2. If you disable
the "Death removes conditions" function:
When you break your leg, you get injured while moving. After suicide, only the status remains. The damage does not go away, you can always prescribe suicide and not worry about these negative consequences. 
3. I would also like to see more precise settings for rabies. Who and with what probability can infect. 
4. It is not entirely clear whether the concussion effect works in the case of bots? 
5. It's the same with the z13 virus, it's not clear. What are the chances and will it be possible to replace zombies with other NPCs
6. "Death Removes Conditions": true, contradicts Rabies treatment. Death.
7. Effect statuses do not support localization. 
I installed the plugin only yesterday, I haven't had time to check everything yet. I hope for feedback.

Great feedback!

I agree about the config settings and the next update I will be focusing on expanding that - it's good to hear which aspects of configuration are important for people.

I'll look into some weirdness you've reported with the Death Removes Conditions.

Having more control over what entities cause diseases (for rabies and z13) will come with the expanded config settings.

The status localization is a valid complaint, however it's technically a limitation of the current implementation of Custom Status Framework... which I do develop as well, but just so it's clear where that feedback should go.

As for the rabies treatment contradicting death removal, I think that is okay, because you can currently configure rabies to have a cure if you wish (same for any of the conditions) the recommended treatment text is setup with the default configuration in mind. If an admin decides to change the config they should update the localization messages accordingly.

Again, thanks for the feedback, be on the lookout for updates in the future!

byond1991

Posted

My players said they still get unknown virus, even I disabled... he said "When I died I got that radiation unknown damage still.."

before I turned off they get 9 mil sec of unknown virus 

Mr01sam

Posted

2 hours ago, artjom said:

cool plugin, it remains only to finalize it, if it rains then there is a chance to get a cold, in winter you can get sick, and so on, and yes, you need an extensive configuration, and so the plugin is top!

Hey I'm glad you like it! I will continue to improve upon it for you guys!

YaMang -w-

Posted (edited)

none api? 

Edited by YaMang-w-
Mr01sam

Posted

44 minutes ago, YaMang-w- said:

none api? 

Not yet, next update!

  • Love 1
geekyplaster

Posted

Hi, Is it possible to change the name of the virus?

ie change zvirus displayed name from Unknown to ZombieVirus etc.

 

Mr01sam

Posted

2 hours ago, geekyplaster said:

Hi, Is it possible to change the name of the virus?

ie change zvirus displayed name from Unknown to ZombieVirus etc.

 

Yup, you just have to edit the lang file

geekyplaster

Posted

24 minutes ago, Mr01sam said:

Yup, you just have to edit the lang file

Thanks 

  • Like 1
geekyplaster

Posted

Hi, is it possible to mix n match to create your own virus?

ie change the effects of the zombie virus further than the config.

I opted for the paid version but seems more limited than the free umod version.

  • Haha 1
Mr01sam

Posted (edited)

1 hour ago, geekyplaster said:

Hi, is it possible to mix n match to create your own virus?

ie change the effects of the zombie virus further than the config.

I opted for the paid version but seems more limited than the free umod version.

Really this is a different plugin that the diseases one available on umod. This plugin is more of a polished gameplay feature and less of a simulation than Diseases.

As such custom conditions are not a feature of this particular plugin, however, the plan is to have the conditions (there are 6 of them at the moment) that are included be highly customizable. You can already customize their durations, effectiveness, triggers, icons, names, cures, and likeliness, or disable/enable each of them all together. I am planning on expanding the configuration in the next update, so you can have even more control of these conditions as well as include an API that will let you add new status conditions through code. However, you will not be able to add new conditions through the config - they will have to be coded, but I will be providing the tools to do so soon.

Just curious, what kind of changes did you have in mind? It may be something I can prioritize in the configuration update.
 

Edited by Mr01sam

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