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Epidemic -----

Bringing real survival to your server



Bio-Warfare!
Change Log 1.7.0

It's finally here - the long awaited Bio-Warfare Update!!

This is a BIG update, and impacts multiple configuration files, language file, as well as significant gameplay updates.

Note: If you are updating and run into any issues, please double check the default files: https://torpkev.github.io/epidemic_docs/defaults/ to make sure you have the equipment files in the /Epidemic/equipment folder.

Bio-Warfare is added with the introduction of Infected Arrows, Infected Splash Potions, and Infected blood filled syringes.

Protective Equipment has been added (Hazmat Suit & Gas Mask)

First (but not last) multi-block Epidemic equipment has been added with the Incubation Chamber (used to culture infected blood into workable samples)

New symptom: Sudden Death - Players can now be at risk of randomly dropping dead from an illness

New Ailment Cause: Weapon damage - When a player is hurt with a weapon (sword, axe, stick) - Set this if you don’t want people getting injured from being punched (for example, broken leg)

Health Command now reports no ailments correctly, previously, if you hadn’t been told you’re sick yet, it wouldn’t list the ailment, but the No ailments found message was left off, which could alert the player they were sick with something.

Thirst damage is now configurable in config.yml

Code (YAML):

#Amount of damage to inflict on the player if they reach 0 hydration left
thirst_damage
: 1
 
Biomes can now influence if a player gets sick - configurable in the ailment yml file (example: bubonic_plague.yml)

Code (YAML):

# Applies a modifier based on biome.  A negative number would indicate less chance
# while a positive number would indicate more chance.  If we had an infectious_chance
# of 100, and a swamp modifier of 24900 it would jump to 25000 every minute. So a random
# number of 1-100000 would now be <= 25000 would get you sick instead of the 100, so a
# 1/4 chance instead of a 1/1000.  You could also have an infectious_chance of 0, and
# a positive biome_infectious_chance for the biome you're in, meaning you could only
# get sick in that particular biome.  If you use a negative biome infectious chance and
# is less than the infectious chance, the overall infectious chance could drop below
# 0, which would mean you cannot get that ailment in that biome.
# In example below, being in a swamp would add 500 to the 100 already applied, so a
# (500+100) = 600 in 100000 chance, but if you were in a desert, you'd have (100 + -100)
# leaving a 0 chance and therefore meaning you could not get it in the desert. However,
# if you were in Plains, your chance would be (100 + 0) = 100 as plains is not included
# Note: example does not take contagious chance boost into consideration

biome_infectious_chance
:
  SWAMP
: 500
  DESERT
: -100
 
You can now cure some ailments by sleeping - configurable in the ailment yml file (example, wound.yml)

Code (YAML):

# Chance of the ailment being cured while you sleep.  This number is out of 1000
# Lower numbers have less chance of curing the player.  Set to 0 to never cure the
# player, or 1000 to always cure them when sleeping

cure_with_sleep_chance
: 300

# Message to send to the player when they are cured by sleeping

cure_with_sleep_message
: "The wound closed over while you were sleeping"
[/code [

Adds full support for 1.19.*

Finally, a ton of bug fixes and optimizations, with massive amounts of code being rewritten

Due to the size of the update - it is recommended you add the new features to your ailment files as needed.

Full info is here
:

[URL ]https://torpkev.github.io/epidemic_docs/ [/URL ]

As always, reach out on Discord if you have questions, or if you'd like a FREE trial.
----------, Dec 24, 2022
Resource Information
Author:
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Total Downloads: 197
First Release: Feb 16, 2019
Last Update: Oct 24, 2023
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