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Heavyweight Drunk Trait + Drunk Traits Rework #512
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before i undraft this im actually going to move |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Is this something that's possible to replicate for being high?
Signed-off-by: VMSolidus <[email protected]>
Had to update it to include the new engine version, this was one I think where I had to very much by hand modify the merge conflict, rather than pick one. |
Description
Adds the inverse of lightweight drunk, which makes you less susceptible to the effects of ethanol.
(more specifically, it halves the damage of alcohol and you need to drink twice as much to feel the effects in the first place)
To make the change happen,
LightweightDrunk
component was reworked to:I chose this route in particular, because the other option of multiplying the amount of ethanol gained from alcohols is nonsense.
TODO
TryMetabolizeReagent
event toMetabolizerSystem.cs
so aLightweightDrunkSystem.cs
can listen to the event and multiply the effects of "Ethanol" specifically.Fix a minor spelling mistake that caused the trait condition to not show upMedia
Changelog
🆑