> Hmm, this brings the question of which attributes to lower.
I'm not sure. Look at the attributes and things that can be influenced with syndromes on magmawiki. Ther's blisters, internal bleeding and all that nasty stuff too. In any case, this shouldn't be very long or very severe. Look at what the tired effect after time stop and time dilatation do. The net effect should be positive.
Come to think of it, negative after-effects give you more room to make primary effects pretty strong without out-performing the pipbuck.
> On that matter, I think that MED-X should carry a small chance of lowered Focus for a short while (phantom pains and the such).
Heh, I didn't even read the interaction page on magmawiki to remember you can have a chance of an effect rahther than 100%. Well then, instead of (or in addition to) short term mild negative effects, you can have 5-30% chance for a more severe effect, lasting up to a month. As long as it is not a death sentence in combat and the net expected effect is positive, it should be fine.
> As for Steady, to be honest, I have never heard of it. Still going to add it though.
It is a drug from project horizons and FNV that decreases spread from ranged weapons. It was on that wiki page I linked earlier. If you don't like it, maybe mint-als could buff mental attributes and be
useable out of combat (not that this would be much good anyway).
> [IT_CANNOT_HAVE_SYNDROME_CLASS:STAMPEDE_COMPONENT]
Looks good, but did you add this syndrome class to Med-X and Rage? I also think Med-X and Rage must not work with syndrome class from Stampede, but I don't see it here.
> Recipes
If there are any recipes for drugs, they could come from studying pre-war books, if they are added for other things.
Stampede:
> [CDI:WAIT_PERIOD:1800]
> [...]
> [CE_ADD_TAG:NOPAIN:START:0:END:250]
> [CE_PHYS_ATT_CHANGE:TOUGHNESS:125:0:START:0:END:250]
> [CE_MENT_ATT_CHANGE:WILLPOWER:125:0:START:0:END:250]
Med-X:
> [CDI:WAIT_PERIOD:1200]
> [CE_ADD_TAG:NOPAIN:START:0:END:600]
> [CE_PHYS_ATT_CHANGE:TOUGHNESS:125:0:START:0:END:600]
> [CE_MENT_ATT_CHANGE:WILLPOWER:125:0:START:0:END:600]
What? So Stampede is actually worse than having separate Med-X and Rage autoinjectors?
I think, Stampede should be slightly better than just the sum of it's ingredients. You might want to add reactions to disassemble rage and med-x autoinjectors to get to get the carnisters back.
> Copy this into [REACTION:OPEN_CRATE_CIVILIAN] in reaction_depot.txt
> [PRODUCT:5:1:TOOL:ITEM_CANISTER_STAMPEDE:INORGANIC:CANISTER_MEDICAL]
Civilian? Those are common and it is supposed to be a Tier 2 drug. Civilian crates just have junk in any case. If anything, there should be a 1-2% chance (lower than for Rage and Med-X) in MoP crates. And come to think of it, combat drugs are more up the alley of MoP than MWT. Sure, soldiers got some crates of healing potions and drugs, but MoP was responsible for making and distributing them. Besides, MWT crates have a lot of good stuff already. MoP crates, not so much.
I suggest this for Stampede: (and lower the 250% strength to 150% for Rage)
[CDI:WAIT_PERIOD:1200]
[CE_PHYS_ATT_CHANGE:STRENGTH:150:0:START:0:END:300]
[CE_ADD_TAG:LIKESFIGHTING:START:0:END:600]
[CE_ADD_TAG:NOPAIN:START:0:END:600]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:125:0:START:0:END:600]
[CE_MENT_ATT_CHANGE:WILLPOWER:125:0:START:0:END:600]
[CE_PHYS_ATT_CHANGE:ENDURANCE:80:0:START:400:END:1200]
Oh and magmawiki says those numbers STRENGTH:N1:N2 are N1 - percent change and N2 is probably just added to the outcome.
For clearing radiation and addiction, you might try CE_REMOVE_TAG, but I doubt it will work.
Rage could have CE_SKILL_ROLL_ADJUST to give Discipline skill... no wait, that's 0.40 stuff.
I checked WH40k Underhive mod and it has Frenzon, a pretty good analogue to Rage. That mod uses workshop reaction rather than autoinjector, so the effects last for a long time. They're also more severe than I think they should be in FoE.
[INORGANIC:FRENZONGAS]
[STATE_NAME_ADJ:ALL_SOLID:frozen frenzon]
[STATE_NAME_ADJ:LIQUID:frenzon]
[STATE_NAME_ADJ:GAS:frenzon gas]
[BASIC_COLOR:6:1]
[BUILD_COLOR:3:0:0]
[TILE_COLOR:7:7:1]
[SPEC_HEAT:4181]
[BOILING_POINT:10015][MAT_FIXED_TEMP:11000]
[SOLID_DENSITY:920]
[LIQUID_DENSITY:1000]
[NO_STONE_STOCKPILE]
[MATERIAL_VALUE:250]
[SYNDROME]
[SYN_NAME:frenzon]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[SYN_INGESTED]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0:END:67200]
[CE_ADD_TAG:NOPAIN:NOFEAR:NOSTUN:NO_SLEEP:NOEXERT:LIKES_FIGHTING:START:0:END:67200]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:INORGANIC:LEAD:1:2:START:0:END:67200]
[CE_SPEED_CHANGE:SPEED_PERC:150:START:0:END:67200]
[CE_PHYS_ATT_CHANGE:PROB:5:AGILITY:75:0:START:67200]
[CE_MENT_ATT_CHANGE:PROB:25:FOCUS:65:0:START:67200]
[CE_MENT_ATT_CHANGE:PROB:35:PATIENCE:75:0:START:67200]
[CE_MENT_ATT_CHANGE:PROB:25:ANALYTICAL_ABILITY:50:0:START:67200]
[CE_MENT_ATT_CHANGE:PROB:40:EMPATHY:50:67200]
[CE_ADD_TAG:PROB:15:CRAZED:START:0:END:67200]
Here's spook and since it is a workshop reaction, 5% chance to go berserk is manageable and acceptable. With an autoinjector it would be a ticking time bomb.
[INORGANIC:SPOOKGAS]
[STATE_NAME_ADJ:ALL_SOLID:frozen spook]
[STATE_NAME_ADJ:LIQUID:spook]
[STATE_NAME_ADJ:GAS:spook gas]
[BASIC_COLOR:6:1]
[BUILD_COLOR:3:0:0]
[TILE_COLOR:7:7:1]
[SPEC_HEAT:4181]
[BOILING_POINT:10015][MAT_FIXED_TEMP:11000]
[SOLID_DENSITY:920]
[LIQUID_DENSITY:1000]
[NO_STONE_STOCKPILE]
[MATERIAL_VALUE:350]
[SYNDROME]
[SYN_NAME:wyrdness]
[SYN_AFFECTED_CLASS:HUMANOID]
[SYN_INHALED]
[SYN_INGESTED]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:50000]
[CDI:ADV_NAME:Shoot firebolt]
[CDI:USAGE_HINT:ATTACK]
[CDI:FLOW:FIREBALL]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:25]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:50]
[CDI:VERB:throw warp fire:throws warp fire:NA]
[CE_ADD_TAG:PROB:80:EXTRAVISION:START:0:END:300000]
[CE_MATERIAL_FORCE_MULTIPLIER:PROB:40:MAT_MULT:INORGANIC:LEAD:1:100:START:0:END:50000]
[CE_SKILL_ROLL_ADJUST:PERC:200:PERC_ON:40:START:0:END:50000]
[SYNDROME]
[SYN_NAME:warp madness]
[SYN_AFFECTED_CLASS:HUMANOID]
[SYN_INHALED]
[SYN_INGESTED]
[CE_ADD_TAG:PROB:5:NOT_LIVING:OPPOSED_TO_LIFE:START:0:END:30000]