Ideas for spice addiction code

Started by Lizzie, June 27, 2016, 10:00:45 PM

Quote from: Lizzie on June 30, 2016, 08:50:37 AM
Quote from: Chettaman on June 29, 2016, 10:21:49 PM
I want to speak generally about spice, because I don't know just how addictive all of these things are in the game world.

I would like if all spice types would addict people much more often.
And... depending on the endurance or whatever of the user, the withdrawals affect the user of a given spice accordingly. Be it reduced strength, health or stun - and the only way (one might think during this painful period of withdrawal) would be to smoke more. To end the shakes, the itching, the nervousness and such, doing terrible things to acquire their ''cure''.

But... I  don't actually know how addictive all of these things are.  I'm just saying that I wish they were more addictive codedly, but I mean... if it's just like cannabis then there's nearly no addiction if any and then the way it is makes sense. (still) I'd like to see it more addictive.

It's already addictive. If you have all your ducks in a row, you'll become codedly addicted to it with the effects you describe and more.


This pleases me.
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July 01, 2016, 11:40:13 AM #26 Last Edit: July 01, 2016, 11:56:31 AM by Yam
Addiction code probably needs looking at...

Nergal, did you change stuff with it lately?

Nope. It's been working the same as it always has. There's just been some clarification as to how it works in "help spice".
  

staff once gave a c-elf of mine an echo that his septum fell out after a few IG years of massive spice abuse.

that should happen after an obscene amount of snortage over time. kudos to the staff who did that.

snort spice. lose septum.

sold.
Czar of City Elves.

You probably wouldn't have felt the same way if it had been a rectal prolapse.