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Vekter's booze overhaul thread

Posted: Tue Feb 10, 2015 12:38 am
by Vekter
I've been fiddling around with the booze system over the last few days. Here's what I've got so far:

* Added shot glasses. 15 unit small glass designed for quick drinks. Functionally identical to a normal drinking glass, except that shots can be mixed in them. Mostly for flavor. (15 is a lot for a shot glass, but this way you can still mix shots in them without having to use a shaker.)
* Ported over the B-52 and the Toxins Special to mix properly in a shot glass. Makes sense as they're both sprited as shots.
* Added the functionality for us to start actually putting more shots into the game. I want to start adding more drinks/booze, so this lets us get more ~thematically correct~ with certain drinks. Stupid easy to add this, so if there are any shots/drinks that aren't in the game that you guys wanna see, post 'em.
* Added a new vodka variant. Can only be found in the safe and in a secluded area in maint (Hint: The RD's known as a bit of a boozehound...)

I'm up for suggestions for other fixes/additions.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 12:50 am
by Bluespace
I'm not sure if you're able to, but i'd love to have beneficial uses for drinks.
3 shots of vodka? You'll bleed out faster but you won't feel the pain, you'll be sprinting even with large amounts of brute.
Downing a toxins special? After you get over the vomit, your body can now process toxins at a small rate!
Nuke ops rampaging and the bar is the only place not on fire? Down those manly dorfs to get absolutely shitfaced while your fists do more damage.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 12:52 am
by Vekter
We used to have a few drinks that produced useful chems when imbibed (Doctor's Delight gave inaprovaline, IIRC), but they got stripped when goonchem got implemented.

I'd like to see this come back in some form, but I don't know about them actually giving you buffs. We'll see closer to when they finish balancing goonchem.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 1:13 am
by M0nsoon
Bluespace wrote:I'm not sure if you're able to, but i'd love to have beneficial uses for drinks.
3 shots of vodka? You'll bleed out faster but you won't feel the pain, you'll be sprinting even with large amounts of brute.
Vodka should be used to reduce radiation.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 1:47 am
by Wyzack
Can you raise alcohol tolerance some? As is two sips of whiskey gets you right hammered. This is bullshit, as mostly just drink whiskey straight and i can down a few small glasses before i feel a good buzz. I also weigh 120 pounds so my tolerance is far from optimal.

I also wonder if you might consider porting bay drunkspeech. They have a system for slurring words rather than stuttering. This is nice because in real life NO ONE EVER STUTTERS EXCLUSIVELY WHEN THEY ARE DRUNK. Literally no one. Muh immulsions ect.

Whether you take my suggestions or not i am so glad you are working on this, i have been calling for better alcohol biz since the NT days

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 1:57 am
by Vekter
Wyzack wrote:Can you raise alcohol tolerance some? As is two sips of whiskey gets you right hammered. This is bullshit, as mostly just drink whiskey straight and i can down a few small glasses before i feel a good buzz. I also weigh 120 pounds so my tolerance is far from optimal.

I also wonder if you might consider porting bay drunkspeech. They have a system for slurring words rather than stuttering. This is nice because in real life NO ONE EVER STUTTERS EXCLUSIVELY WHEN THEY ARE DRUNK. Literally no one. Muh immulsions ect.

Whether you take my suggestions or not i am so glad you are working on this, i have been calling for better alcohol biz since the NT days
This is something I can definitely look into. I can probably just tone down all the booze in general. I think the idea is that we don't really want it at a realistic level (everything's generally scaled down from RL) but it's kinda silly how little you have to drink to get sloshed.

As for bay drunkspeech, I'll let a more experienced coder handle that.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 2:11 am
by AnonymousNow
Vodka USED to reduce radiation (oddly, at my request), but if Goonchem fucked this bit up as well, I'd like to humbly request that it be fixed, please.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 2:20 am
by Vekter
I'll look at the code and see if it still does that.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 2:32 am
by lumipharon
Lots of drinks did cool things before goonchem. For example most people know doctor's delight healed the main 4 damage types really well, but most people didn't know that it's juice ingredients (orange, cream, tomato and lime) each healed one of those damage types seperately.

Also yeah, NT had more reasonable alcohol levels, and stuttering in general is pretty awful. What kind of alcoholic stutters?
Someone should make people stutter when really cold though.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 4:30 am
by Vekter
Goof says vodka should still reduce radiation, but he's unsure about everyything else. DD's healing being removed was a balance issue.

E: The numbers across the board for boozepwr (the variable that effects how strong alcohol is) are pretty high. I'm gonna see if we can't make it take more booze to make you more drunk tomorrow morning. I need sleep now.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 4:48 am
by QuartzCrystal
A bit of a silly request, but it'd be great/hilarious if tequila specifically gave you the message "You don't feel drunk at all!" while still having all the effects of being drunk.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 5:13 am
by Vekter
Funfact!

Code: Select all

datum/reagent/consumable/ethanol/on_mob_life(var/mob/living/M as mob)
	if(!data)
		data = 1
	data++
	M.jitteriness = max(M.jitteriness-5,0)
	if(data >= boozepwr)
		if (!M.stuttering) M.stuttering = 1
		M.stuttering += 4
		M.Dizzy(5)
	if(data >= boozepwr*2.5 && prob(33))
		if (!M.confused) M.confused = 1
		M.confused += 3
	if(data >= boozepwr*10 && prob(33))
		M.adjustToxLoss(2)
	..()
	return
tl;dr Drunkenness is coded as RNG! We'll try toning down the chance a bit. The only other thing I think we could do would be to recode the entire thing to be based on how much booze of what boozepwr is in your system, but I don't know if that'd be very effective.

As for slurring vs stuttering, I'll need to do a good bit more legwork for that one. We'll poke into that in a bit in the morning.

E: All the code for the extra effects booze had beforehand is still here and working. The only thing that was removed was the DD healing proc.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 7:49 am
by Scott
Please make it not RNG.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 8:17 am
by Vekter
I'm considering ways to do that. I have no idea how to go about it aside from basically just keeping track of how much booze is in someone's system and running it off of that.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 9:33 am
by DemonFiren
As far as fixes go, I do believe Neurotoxin (the drink, not the goonchem) can no longer be mixed. Please confirm?

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 9:34 am
by mrpain
Alcohol needs to give you actual fucking alcohol poisoning. Being able to literally chug down an entire keg of beer and entire fifths of beer within a 30 minute time frame should absolutely fuck me up.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 9:35 am
by DemonFiren
mrpain wrote:Alcohol needs to give you actual fucking alcohol poisoning. Being able to literally chug down an entire keg of beer and entire fifths of beer within a 30 minute time frame should absolutely fuck me up.
Let's just port Bay's liver mecha...nope.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 9:44 am
by Vekter
mrpain wrote:Alcohol needs to give you actual fucking alcohol poisoning. Being able to literally chug down an entire keg of beer and entire fifths of beer within a 30 minute time frame should absolutely fuck me up.
Not a fan of this. Most booze doesn't give you any kind of advantage, so why add a disadvantage on top of another one?
DemonFiren wrote:As far as fixes go, I do believe Neurotoxin (the drink, not the goonchem) can no longer be mixed. Please confirm?
I'll take a look. If the reagents are gone I'll make up a new recipe.

E: Note to self, make sure all the drinks that require tequila are working since the name fix.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 9:55 am
by DemonFiren
Noticed that sleeptox evaporates on mixing. That might be the issue.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 1:30 pm
by Wyzack
QuartzCrystal wrote:A bit of a silly request, but it'd be great/hilarious if tequila specifically gave you the message "You don't feel drunk at all!" while still having all the effects of being drunk.
+1 to this idea, it is friggin hilarious

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 4:44 pm
by peoplearestrange
So i'm guessing bebesky smash doesn't knock you out almost instantly anymore? Cause that was always hilarious in watching people drink that.

It also be nice if the Pan-galatic gargleblaster made you scream "AHHHHH!" or give a knock down for every few sips you took. I mean goldbrick with a lemons gota hurt a little bit right?

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 5:03 pm
by Vekter
Beepsky Smash's stun isn't related to the drunkenness proc, it's an actual function of the drink.

Gargleblaster already applies like five different effects when you drink it, I'd rather that than you just getting stunned like Beepsky.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 5:36 pm
by Wyzack
Beepsy smash doesn't knock you out, it paralyses you so you cannot move or use items

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 6:11 pm
by Vekter
Wyzack wrote:Beepsy smash doesn't knock you out, it paralyses you so you cannot move or use items
This, it doesn't "knock you out", it's an actual STUN. It's equivalent to getting hit with a stunbaton.

You used to be able to scan Smash with the Odysseus' syringe gun and fire it at people for ranged bullshit stuns. Not too sure if that still works or not.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 6:24 pm
by Wyzack
Bug i think, shot glasses turn back to regular drinking glasses after use but retain their 1ou max volume. Can we also somehow make it so when you drink from a shot glass you get all 10u at once rather than needing to take two sips?

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 6:42 pm
by Vekter
I fixed that last night, should be merged with the booze changes tonight.

As for the drinking thing, I'll look into it.

Re: Vekter's booze tweaks

Posted: Tue Feb 10, 2015 7:11 pm
by Vekter
Violaceus wrote:Just chage default transfer amount to 10, so people can still drink it in parts if they want to.
It doesn't matter IIRC, transfer amount isn't tied into the drinking rate (so you can't hurl down 100 units in one go).

E: There seems to be a way to fuck with gulp_rate on a per-drink basis, lemme see if that pans out. Also Danno is working on improving Bay's slur for us to use.
E2: Yeah, I think I got a full shot working now. Sweet.
E3: https://github.com/tgstation/-tg-station/pull/7635 PR merged, should be in game tomorrow providing SoS updoots.

Re: Vekter's booze tweaks

Posted: Wed Feb 11, 2015 12:54 am
by Iceb3rg
Thats nice and all... buuut when can we start adding shots to guns and shoot them in our own mouths?

Re: Vekter's booze tweaks

Posted: Wed Feb 11, 2015 1:16 pm
by deathhoof
Vekter wrote:
Wyzack wrote:Beepsy smash doesn't knock you out, it paralyses you so you cannot move or use items
This, it doesn't "knock you out", it's an actual STUN. It's equivalent to getting hit with a stunbaton.

You used to be able to scan Smash with the Odysseus' syringe gun and fire it at people for ranged bullshit stuns. Not too sure if that still works or not.
Last i checked, odyseus syringe gun was completely broken by goon chem.

Re: Vekter's booze tweaks

Posted: Thu Feb 12, 2015 12:47 am
by lumipharon
So when that PR went live/got merged, I noticed a few drinks became 'only mixable in shotglasses' or something. This makes no sense in that
A: IRL there's nothing physically stopping you from doing so in a normal glass/beaker/paper cup or whatever (evenif it might look shit)
and
B: Ingame can't you just mix it in a shotglass thne put it in another container anyway?

Edit: And someone needs to sprite a drink called the holy hand grenade - containing holy water and some other shit, heals the chaplain like banana honks for clowns.

Re: Vekter's booze tweaks

Posted: Thu Feb 12, 2015 12:52 am
by Saegrimr
lumipharon wrote: Edit: And someone needs to sprite a drink called the holy hand grenadine
ftfy

Re: Vekter's booze tweaks

Posted: Thu Feb 12, 2015 1:28 am
by Vekter
lumipharon wrote:So when that PR went live/got merged, I noticed a few drinks became 'only mixable in shotglasses' or something. This makes no sense in that
A: IRL there's nothing physically stopping you from doing so in a normal glass/beaker/paper cup or whatever (evenif it might look shit)
and
B: Ingame can't you just mix it in a shotglass thne put it in another container anyway?

Edit: And someone needs to sprite a drink called the holy hand grenade - containing holy water and some other shit, heals the chaplain like banana honks for clowns.
So maybe I worded things poorly. You can still mix a b-52 in a regular glass, but it'll show up as a glass of hooch. Remie suggested I do that to prevent issues later with the code, but I'm okay with reverting that change.

Technical terms: I removed the sprite change from glasses when you pour either a B-52 or a Toxins Special in them. You can still mix the drink in those glasses (and in fact, I think you have to use a glass or a shaker to mix a Toxins Special because it's 20 units), but the sprite won't change, it'll just be a "glass of hooch".

I'll talk to the other coders and see if there's any negative to leaving that functionality in.