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Additional spell effects: mend wounds, quantum tunnel

Open RoyalFox2140 opened this issue 5 months ago • 0 comments

Is your feature request related to a problem? Please describe.

Two missing spell effects that we likely want at some point for items and spells.

Mending wounds AKA bandaging and disinfecting them without using player skill to determine quality. In item form this would be similar to a nano medkit or some form of spray/gel that would guarantee a specific quality of mending, without healing the wound at all. It could also be used to stop bleeding and splint bones.

Quantum tunneling CBM but in spell form for items and spells. Let you walk through a wall basically. In item form it would simply be a time limit, in spell form it would be mana per tile walked.

Describe the solution you'd like

New effect and effect_str for both. Spells like mutations already uses damage to determine chance, so something similar could be achieved without having to add new json fields for everything. Casting followup spells would also cover if an item should disinfect AND bandage AND stop bleeding via multi effects instead of new json fields.

Quantum tunnel would likely use damage to determine mana per wall walked through, possibly factoring in the bash strength as well. Mana cost should not add cost to the mana per wall, as authors may want high initial cost with low followup cost.

Additional context

No response

RoyalFox2140 avatar Sep 22 '24 03:09 RoyalFox2140