code/__DEFINES/diseases.dm
DISEASE_SEVERITY_POSITIVE | Diseases that buff, heal, or at least do nothing at all |
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DISEASE_SEVERITY_NONTHREAT | Diseases that may have annoying effects, but nothing disruptive (sneezing) |
DISEASE_SEVERITY_MINOR | Diseases that can annoy in concrete ways (dizziness) |
DISEASE_SEVERITY_MEDIUM | Diseases that can do minor harm, or severe annoyance (vomit) |
DISEASE_SEVERITY_HARMFUL | Diseases that can do significant harm, or severe disruption (brainrot) |
DISEASE_SEVERITY_DANGEROUS | Diseases that can kill or maim if left untreated (flesh eating, blindness) |
DISEASE_SEVERITY_BIOHAZARD | Diseases that can quickly kill an unprepared victim (fungal tb, gbs) |
DISEASE_SEVERITY_UNCURABLE | Diseases that are uncurable (hms) |
DISEASE_CYCLES_POSITIVE | Positive diseases should not self-cure by themselves, but if they do, they cure fast |
DISEASE_CYCLES_NONTHREAT | Roughly 6 minutes for a harmless virus |
DISEASE_CYCLES_MINOR | Roughly 5 minutes for a disruptive nuisance virus |
DISEASE_CYCLES_MEDIUM | Roughly 4 minutes for a medium virus |
DISEASE_CYCLES_DANGEROUS | Roughly 3 minutes for a dangerous virus |
DISEASE_CYCLES_HARMFUL | Roughly 2 minutes for a harmful virus |
DISEASE_CYCLES_BIOHAZARD | Roughly 1 minute for a biohazard kill-death-evil-bad virus |
DISEASE_RECOVERY_CONSTANT | Recovery Constant - starting point, 'base' recovery when you get initially infected. / Minimum stage_prob is 1 for most advanced diseases. Don't raise it above that if you don't want those diseases to start naturally curing themselves. |
DISEASE_RECOVERY_SCALING | Recovery Scaling - the divisor of the number of adjusted cycles at max_stages divided by Severity Guaranteed Cycles. / Raise to make over-time scaling more aggressive as you get further away from Severity Guaranteed Cycles. / Basically, once you hit Severity Guaranteed Cycles or equivalent, this will be your flat recovery chance, increasing by 1% for every Severity Guaranteed Cycles/this value cycles. So, if SGC = 30 and this = 3, every 10 cycles should give you another 1% per-cycle chance to recover. |
DISEASE_PEAKED_RECOVERY_MULTIPLIER | Peaked Recovery Multiplier - Once we hit max_stages, multiplicative bonus to recovery scaling. / Adjust to make it faster or slower to cure once the virus has reached its peak. |
DISEASE_SLOWDOWN_RECOVERY_BONUS | Slowdown Recovery Bonus - set this to the maximum extra chance per tick you want people to get to recover from spaceacillin or other slowdown/virus resistance effects |
DISEASE_SLOWDOWN_RECOVERY_BONUS_DURATION | Slowdown Recovery Bonus Duration - set this to the maximum # of cycles you want things that cause slowdown/virus resistance to be able to add a bonus up to DISEASE_SLOWDOWN_RECOVERY_BONUS. / Scales down linearly over time. |
DISEASE_MALNUTRITION_RECOVERY_PENALTY | Negative Malnutrition Recovery Penalty / Flat penalty to recovery chance if malnourished or starving |
DISEASE_SATIETY_RECOVERY_MULTIPLIER | Satiety Recovery Multiplier - added chance to recover based on positive satiety / Multiplier of satiety/max_satiety if satiety is positive or zero. Increase to make satiety more valuable, decrease for less. |
DISEASE_GOOD_SLEEPING_RECOVERY_BONUS | Good Sleeping Recovery Bonus - additive benefits for various types of good sleep (blanket, bed, darkness, pillows.) / Raise to make each factor add this much chance to recover. |
DISEASE_SLEEPING_RECOVERY_MULTIPLIER | Sleeping Recovery Multiplier - multiplies ALL recovery chance effects by this amount. / Set to 1 for no effect on recovery chances from sleeping. |
DISEASE_FINAL_CURE_CHANCE_MULTIPLIER | Final Cure Chance Multiplier - multiplies the disease's cure chance to get the probability of moving from stage 1 to a final cure. / Must be greater than zero for diseases to self cure. |
DISEASE_SYMPTOM_OFFSET_DURATION | Symptom Offset Duration - number of cycles over which sleeping/having spaceacillin or a slowdown effect can prevent symptoms appearing / Set to maximum # of cycles you want to be able to offset symptoms. Scales down linearly over time. |
DISEASE_SYMPTOM_FREQUENCY_MODIFIER | Symptom Frequency Modifier / Raise to make symptoms fire less frequently, lower to make them fire more frequently. Keep at 0 or above. |
DISEASE_MINIMUM_CHEMICAL_CURE_CHANCE | Minimum Chemical Cure Chance / Minimum per-cycle chance we want of being able to cure an advanced disease with the chemicals present. |
Define Details
DISEASE_CYCLES_BIOHAZARD
Roughly 1 minute for a biohazard kill-death-evil-bad virus
DISEASE_CYCLES_DANGEROUS
Roughly 3 minutes for a dangerous virus
DISEASE_CYCLES_HARMFUL
Roughly 2 minutes for a harmful virus
DISEASE_CYCLES_MEDIUM
Roughly 4 minutes for a medium virus
DISEASE_CYCLES_MINOR
Roughly 5 minutes for a disruptive nuisance virus
DISEASE_CYCLES_NONTHREAT
Roughly 6 minutes for a harmless virus
DISEASE_CYCLES_POSITIVE
Positive diseases should not self-cure by themselves, but if they do, they cure fast
DISEASE_FINAL_CURE_CHANCE_MULTIPLIER
Final Cure Chance Multiplier - multiplies the disease's cure chance to get the probability of moving from stage 1 to a final cure. / Must be greater than zero for diseases to self cure.
DISEASE_GOOD_SLEEPING_RECOVERY_BONUS
Good Sleeping Recovery Bonus - additive benefits for various types of good sleep (blanket, bed, darkness, pillows.) / Raise to make each factor add this much chance to recover.
DISEASE_MALNUTRITION_RECOVERY_PENALTY
Negative Malnutrition Recovery Penalty / Flat penalty to recovery chance if malnourished or starving
DISEASE_MINIMUM_CHEMICAL_CURE_CHANCE
Minimum Chemical Cure Chance / Minimum per-cycle chance we want of being able to cure an advanced disease with the chemicals present.
DISEASE_PEAKED_RECOVERY_MULTIPLIER
Peaked Recovery Multiplier - Once we hit max_stages, multiplicative bonus to recovery scaling. / Adjust to make it faster or slower to cure once the virus has reached its peak.
DISEASE_RECOVERY_CONSTANT
Recovery Constant - starting point, 'base' recovery when you get initially infected. / Minimum stage_prob is 1 for most advanced diseases. Don't raise it above that if you don't want those diseases to start naturally curing themselves.
DISEASE_RECOVERY_SCALING
Recovery Scaling - the divisor of the number of adjusted cycles at max_stages divided by Severity Guaranteed Cycles. / Raise to make over-time scaling more aggressive as you get further away from Severity Guaranteed Cycles. / Basically, once you hit Severity Guaranteed Cycles or equivalent, this will be your flat recovery chance, increasing by 1% for every Severity Guaranteed Cycles/this value cycles. So, if SGC = 30 and this = 3, every 10 cycles should give you another 1% per-cycle chance to recover.
DISEASE_SATIETY_RECOVERY_MULTIPLIER
Satiety Recovery Multiplier - added chance to recover based on positive satiety / Multiplier of satiety/max_satiety if satiety is positive or zero. Increase to make satiety more valuable, decrease for less.
DISEASE_SEVERITY_BIOHAZARD
Diseases that can quickly kill an unprepared victim (fungal tb, gbs)
DISEASE_SEVERITY_DANGEROUS
Diseases that can kill or maim if left untreated (flesh eating, blindness)
DISEASE_SEVERITY_HARMFUL
Diseases that can do significant harm, or severe disruption (brainrot)
DISEASE_SEVERITY_MEDIUM
Diseases that can do minor harm, or severe annoyance (vomit)
DISEASE_SEVERITY_MINOR
Diseases that can annoy in concrete ways (dizziness)
DISEASE_SEVERITY_NONTHREAT
Diseases that may have annoying effects, but nothing disruptive (sneezing)
DISEASE_SEVERITY_POSITIVE
Diseases that buff, heal, or at least do nothing at all
DISEASE_SEVERITY_UNCURABLE
Diseases that are uncurable (hms)
DISEASE_SLEEPING_RECOVERY_MULTIPLIER
Sleeping Recovery Multiplier - multiplies ALL recovery chance effects by this amount. / Set to 1 for no effect on recovery chances from sleeping.
DISEASE_SLOWDOWN_RECOVERY_BONUS
Slowdown Recovery Bonus - set this to the maximum extra chance per tick you want people to get to recover from spaceacillin or other slowdown/virus resistance effects
DISEASE_SLOWDOWN_RECOVERY_BONUS_DURATION
Slowdown Recovery Bonus Duration - set this to the maximum # of cycles you want things that cause slowdown/virus resistance to be able to add a bonus up to DISEASE_SLOWDOWN_RECOVERY_BONUS. / Scales down linearly over time.
DISEASE_SYMPTOM_FREQUENCY_MODIFIER
Symptom Frequency Modifier / Raise to make symptoms fire less frequently, lower to make them fire more frequently. Keep at 0 or above.
DISEASE_SYMPTOM_OFFSET_DURATION
Symptom Offset Duration - number of cycles over which sleeping/having spaceacillin or a slowdown effect can prevent symptoms appearing / Set to maximum # of cycles you want to be able to offset symptoms. Scales down linearly over time.