Addiction & withdrawal
Addiction and withdrawal
This is the part that makes a drug script worth running. A substance that only plays an effect is a consumable. A substance that changes what a character has to do tomorrow is a storyline.
Getting hooked
| 字段 | 含义 |
|---|---|
| 几率 | 每次使用使成瘾度上升的百分比几率 |
| 剂量 | 达到此使用次数时必定成瘾,不受几率影响 |
| 耐药性 | 每次使用增加多少耐药性 |
| 上限 | 耐药性能达到的最大值,100 到 1000 |
| 衰减 | 保持清醒多少小时后,成瘾等级开始下降 |
| 交叉耐药性 | 使用该物质会以一半的比率同时提升同类别其他物质的耐药性 |
| 隐藏 | 在真正开始戒断之前,不会提示玩家已经成瘾 |
Tolerance starts at 100 and climbs. It is the reason a long-term user needs more of the same thing to feel anything, and it does not reset when the addiction level does.
开启 Config.ToleranceDamping 后,耐药性实际上会削弱快感——角色的耐药性越高,效果就会越微弱,因此他们最终只能通过更大剂量和更频繁的使用来追求快感。这就是让瘾君子越陷越深的恶性循环。
隐藏是大多数服务器没有充分利用的设置。开启此功能后,玩家在进入第一个戒断阶段之前不会有 HUD 提示,也不会收到任何通知——他们发现自己出问题的方式将和现实生活中如出一辙。
Withdrawal stages
Stages are driven by time since the last dose, not by a countdown that starts when the effect ends. A player who tops up every hour never sees stage one; a player who runs out at 3am wakes up in stage three.
The four default stages:
| 阶段 | 触发时间 | 症状 |
|---|---|---|
| 不安 | 120 分钟 | 渴望、出汗 |
| 颤抖 | 240 分钟 | 震颤、准星晃动、摇晃 |
| 生病 | 360 分钟 | 模糊、呕吐、跌跌撞撞、生命值扣除 |
| 危机 | 480 分钟 | 发作、昏迷 |
Add, remove and retime them freely. All twelve symptoms are available on any stage: craving, sweating, tremor, aimsway, wobble, blur, slowed, vomiting, stumbling, healthdrain, seizure, blackout.
Crises
Mark a stage as a crisis and it stops being a constant drag and starts being an event.
| 字段 | 含义 |
|---|---|
| 重复间隔 | 处于此阶段时,发作之间的间隔秒数 |
| 警告时间 | 玩家首次受到的警告秒数 |
| 昏迷时长 | 屏幕变黑的时长 |
| 死亡计时 | 如果无人施救,危机导致死亡前的秒数 |
The warning is what turns a crisis into roleplay. A player who feels it coming has time to pull over, get inside, or shout for a medic. Turn the warning off with Config.UI.ShowCrisisWarning = false if you want a crueller server.
Offline progression
By default the clock keeps running while a player is logged off, so somebody who logs out in withdrawal comes back worse. Config.Withdrawal.OfflineCap limits how far it can progress — 12 hours by default — so a player returning after a fortnight is not dropped straight into a crisis.
Set Config.Withdrawal.RunsOffline = false to freeze it entirely at logout.