The Cathedral of Attnam

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The amount of nutrition one receives upon eating a food item is determined by the '''item's edible volume''' and its '''nutritional value''' divided by its '''spoil level'''.<br>
That is to say a food item will fill up the player more if it is high is in volume and/or nutritional value, and will fill you up less if it is spoiled.
<pre>material* organic::EatEffect(character* Eater, long Amount)
== Fullness ==
Every character that can eat has a "fullness " value, measured as in '''NP''' (Nutrition Points). This is initially set at default to 50,000 for the a hunger state between NOT_HUNGRY and SATIATED.<br>
Eating food directly increases a character's NP by the value found during the "ReceiveNutrition(...)" process detailed above.<br>
A character's nutrition hunger level changes once it crosses the threshold into the next fullness level, or drops below its current one. When a character's NP hits zero, the character will die.
The NP thresholds are detailed below as found within ivandef.h:
</pre>
A character's fullness also influences its experience gains, with hunger states abusing ASTR and LSTR, and full states abusing AGI.<br>Once a character reaches STARVING they will begin falling unconscious at random, whereas trying to eat while at maximum NP will induce [[vomiting]] and thus stat abuse.
<pre> switch(GetHungerState())
{
== Spoiling ==
Every organic material in the game rots away at a steady pace influenced by its '''SpoilModifier'''. Initially, every food item has a small grace period before it can start spoiling. After this the game will start checking against its spoil modifier in order to add to the item's spoil level. The higher the item's SpoilModifier, the slower it will rot. When an item reaches the maximum spoil levelof 8, it will rot away to nothing. The player can gauge an item's spoil level by the number of flies circling it.
Eating a spoiled item comes with some risks - particularly with meats. Firstly, spoiled food is less nutritious. Second and much more important is that any food that has even a single level of spoiling can inflict confusion upon the eater for a period influenced by its volume and spoil level divided by its nutritional value. In addition, if the item can contain parasites (e.g. most meats) there is a chance that the eater will also gain a tapeworm or broad tapeworm which will inflict damage over time and can only be removed via vomiting.<br>
*[[Blink Dog]] flesh will grant [[telecontrol]].
*[[Chameleon]] flesh will inflict [[polymorph|polymorphitis]].
*Human meat will shift the player's alignment toward chaotic.
*Leper meat will cause leprosy (e.g. [[Zombie]] flesh.)
*[[Giant Mushroom|Mushroom]] and Magical Mushroom flesh will grant a random status effect.
*Meat that is the same material as your torso will shift your alignment toward chaotic.
*Mutant flesh (e.g. [[mutant rabbit]], [[Mutant Ass|mutant ass]]) will inflict [[polymorph|polymorphitis]].
*Poisonous flesh (e.g. spiders, [[Snake|snakes]]) will inflict poison.
'''Unique:'''
*[[Carrot|Carrots]] raise your PER.
*The [[Holy Banana of Oily Orpiv]] buffs all of your stats by 1 a large amount of XP and maximizes your fullness.*[[School food]] raises has a chance to raise your END at the cost of poisoning you.
'''Liquids:'''
*[[Pea soup]] produces a puff of [[Brown Gas|brown gas]] on the tile where you stand.
*[[Pepsi]] causes a small amount of damage, but raises PER.
*[[Sulphuric acid]] causes internal acid burnsand kills parasites.*[[Troll blood]] restores HPand has a smaller chance to re-grow limbs.
*[[Water]] relieves exhaustion.
*[[Vodka]] and [[Valdemar]] inflict confusion. Vodka cures [[panicked]].
[[Category:Game Mechanics]]
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