Idea for poisons

Specifically for code or policies you would like to see implemented.

Moderators: Maeve, Maeve

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Deedee
Posts: 119
Joined: Mon Mar 02, 2020 5:56 pm

Wed Sep 22, 2021 8:41 pm

Currently when a poison is taken, it's instantly apparent and leaves no doubt on what caused it. I had a thought to make poisoning more viable than it currently is. Though this could apply to all potions and pills, and the things laced with them, actually.

Currently when something with an affect, like a poison, is taken, it gives its own flavor message, and applies a warm-up message to affects.
My thought is that the flavor message would have a chance equal to the sniff command of being displayed, and that the affect only be visible after the warm up has ended and the actual affect has taken effect. Once the affect has started, it could echo to check the affects.

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