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Health Command Disease Feedback

I've encountered some issues in the past few days with disease feedback messages, in that it can become really unclear what a character's state is, or even if they're sick at all in order to roleplay them, when the gaps in the feedback scripts are sometimes so long.

This isn't as big a deal when dealing with nausea that comes and goes but becomes a little more ambiguous when it's not clear whether a character is currently bleeding from their face, or not.

It would be pretty useful to be able to get some sense of how diseased a character is feeling when using 'health me' and having that information folded into their HP/Stamina condition somehow.

I don't see why this couldn't draw from the withdrawal script but be modified for diseases with unique symptoms. I agree it would be helpful for people experiencing diseases beyond when prompted by the script firing, especially those who aren't familiar with any of the various Sindome's pleasantries.
Yes now that you mention those, it's not terribly consistent how the game handles non-HP persistent health effects is it?. Withdrawal scripts show up on look and health, mutations and flashboost scripts set @lps, and then diseases get randomized feedback messages delivered sometimes to the room and sometimes player-side only.

A simple 'do I feel sick, y/n' would be helpful, but a 'is my character bleeding from their eyes and mouth this moment' confirmation is really kind of vital even if it's a rare thing.

I realize this is a bit theoretical since we're in dev time triage mode, but just to run with the idea for the sake of future potential designs: You could imagine like a list of dedicated status lines on 'health' checks, call them debuff states with @odebuff and @debuff messages whether they display visible effects to others or internal feelings to the player.

So you could have like withdrawal states, PDS status, disease effects, radiation effects, boost state, mutation state, and whatever other persistent effects I'm forgetting all reporting either one or both messages there as required. For example like:

@debuff ebola_1 is "You feel dangerously ill and are coughing blood and bleeding from your ears."

@odebuff ebola_1 is "%N appears to be coughing blood and bleeding from %p ears."

@debuff pds_1 is "You feel a cold, hollow intensity."

@odebuff pds_1 is "%N stares fixedly with a hollow intensity."

@debuff flashboost is "Your nose is bleeding."

@odebuff flashboost is "%N's nose is bleeding."

You could imagine a way of expanding that kind of system in the future into something like @mdebuff and @fdebuff as messages that would only show up with the requisite medical or forensics check. It would require a fair amount of putting new messages into old scripts but not too too much compared to what Fix-It can sometimes tackle. Something to consider in the future maybe.