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Posted (edited)

When status effects or debuffs are finally implemented, the following could be some neat ones to add. (Some rework existing mechanics) each status effect/debuff will be listed first with one or more triggers, and then one or more cures. Some will have varying levels of intensity.

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STARVING:

Gotten by: Hunger Meter tries to drop while already at 0

Effect: Block breaking speed decreased by 15%. vision sometimes shakes. Take a bit of damage every few seconds. Can eat raw meat if you have this debuff.

Cured by: filling hunger meter by 20% or more.

 

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FOOD POISONING:

 

Gotten by: Chance to get food poisoning after eating raw or spoiled food.

 

Effect: Walk speed decreased by 15%. Stomach gurgle sounds here and there. Every few real-life minutes, chance to "throw up"....emptying hunger meter by a good chunk if it happens. After throwing up, take extra damage from all sources for a little while. 

 

Cured by: Either waiting it out, Throwing up, or sleeping. Be careful sleeping, it could cause you to wake up and then throw up halfway through.

 

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DISEASED: 

 

Gotten by: Small chance to get this debuff in a few in-game hours after being in close proximity to flies. 

 

Effect: -10% walk speed, -10% mine speed, +10% saturation drain, take 10% extra damage from all sources, and deal 10% less damage by all sources- vision is also slightly distorted. Percentages increase by 10% in the evening, then by another 10% at night, before resetting in the morning. If in close proximity to other players, they can get this debuff as well a few in-game hours after contact.

 

Cured by:  Waiting a few days. If the amount of blocks walked in a 24-hour period is below a certain amount, cures itself in much less time. Taking medicine (if it gets added) will cure disease within a few in-game hours. Once the debuff ends, it will prevent you from getting the debuff again for a full in-game month. 

 

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HICCUPS:

 

Gotten by: very small chance to get after drinking liquids, like beer or wine.

 

Effect: little hiccup noises come from you every now and then.

 

Cured by: After a few in-game hours, status effect removes itself.

 

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TIPSY:

 

Gotten by: Drinking alcohol has a chance to give you this status effect.

 

Effect: a lot of screen distortion. If you drink more alcohol while you already have this debuff, you have a chance to throw up. Walk speed is randomly increased or decreased by 15% every real-life minute.

 

Cured by: Either waiting several in-game hours, or sleeping.

 

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CHILLED

 

Gotten by: Body temperature dropping below a certain point. 

 

Effect: Screen shiver effect. Can turn into the freezing status effect if body temperature gets lower. -15% block break speed and -5% walk speed.

 

Cured by: increasing body temperature above a certain point. 

 

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FREEZING:

 

Gotten by: Body temperature drops a certain amount after getting the chilled effect. 

 

Effect: Take damage here and there. -25% walk speed, and mine speed. Take 20% more damage from all sources. If temperature isn't increased soon, can give you the frostbitten debuff every few real-life minutes.

 

Cured by: Increasing body temperature to turn it back into the "chilled" debuff. 

 

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FROSTBITTEN:

 

Gotten by: Having the Freezing status effect has a chance to give you this debuff every few real life minutes.

 

Effect: Same effect as freezing, with the added effect of taking damage every time you break a block. 

 

Cured by: Raising temperature. Use a bandage after raising temperature to cure it quicker.

 

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OVERHEATED:

 

Functions the same as chilled, but for hot weather. (Character makes panting noises instead of chilled screen. Screen wobbles here and there as well)

 

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HEATSTROKE:

Functions the same as freezing, but for hot weather. Instead of giving frostbitten it has a chance to give the burnt debuff. (Character makes panting noises instead of chilled screen. Screen wobbles here and there as well)

 

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BURNT:  

Functions the same as frostbitten, just for hot weather. You have a chance to get this debuff after catching on fire or stepping on something really really hot. 

 

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BLEEDING:

 

Gotten by: When below 50% HP, every bit of health lost past this point has a chance to give this debuff.

 

Effect: drop little blood puddles here and there. (Blood puddles attract wolves) Take a tiny bit of damage every time it happens.

 

Cured by: Using a bandage or waiting it out after HP is above 50%.

 

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LIMP

 

Gotten by: When below 50% HP, every bit of health lost past this point has a chance to give this debuff.

 

Effect: visual limp effect, -30% walk speed

 

Cured by: using a bandage, or waiting it out once HP is above 50%. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Edited by Josiah Gibbonson
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