More realistic treatment of healing food

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Yo_Yo
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Postby Yo_Yo » Sun Apr 10, 2005 7:17 pm

Stupidity huh?

Guess I do seem pretty dumb. What does Surly mean, btw?
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Nixit
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Postby Nixit » Sun Apr 10, 2005 7:32 pm

sur·ly ( P ) Pronunciation Key (sûrl)
adj. sur·li·er, sur·li·est
Sullenly ill-humored; gruff.
Threatening, as of weather conditions; ominous: surly clouds filled the sky.
Obsolete. Arrogant; domineering.

Probably the first one is the most accurate.
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UloDeTero
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Postby UloDeTero » Sun Jul 23, 2006 9:08 pm

*waves a hand over the thread, resurrecting it*

Um.. so, yeah. I don't think there should be two classes of foods. I don't want to have my charry collecting a whole load of food, only to find out that it's "the wrong kind" (ie: healing food). Food is food. If some food also heals as well as providing nutrition, then fine, but it should all be useable as food.

Also, I like what rklenseth said about having actual medicine. That's a good idea. Perhaps charries could make potions from certain foods.

:)
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Postby tiddy ogg » Mon Jul 24, 2006 7:22 am

But I thought the current thinking was to introduce a third class of food... energy food or some such.
But yes, eating some foods should produce healing + nourishment, like blueberries do. Now thinking a bit further... how is this implemented? Does the healing take place much slower, as you eat your normal rations? That makes sense, but you'd then have to be able to select which food from your inventory you want to eat for max healing... and we're getting into the complications again.
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T-shirt
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Postby T-shirt » Mon Jul 24, 2006 7:57 am

I do like the suggestion that healing food should not be actively eaten, but - like normal food - automatically up to a maximum each day; the bulkiest healing food first. When no healing food is in the inventory, no health will be gained during food processing.

It could even be changed so that you regain 1 percentage point of health each day and that this will be upped to 3% for weak healing food, 8% for medium healing food and 15% for strong healing food.
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Frits
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Postby Frits » Mon Jul 24, 2006 7:20 pm

No you can't do that! I have a damaged char who is holding on to healing food for trade, cos nearly every person around him is also wounded.
I noticed another char got handed healers, didn't eat them and got handed some more cos the patriarch had forgotten he'd already done that!
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T-shirt
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Postby T-shirt » Mon Jul 24, 2006 8:06 pm

I would also like to be able to deselect food from being eaten. Or healing food from being used. When gathering rice five towns away to make sushi in your hometown is tough when the rice is eaten while travelling.

The same goes for equipment; when I don't want to use a shield I should be able too, even if I have one in my inventory. For clothing it has been set that way already. You only wear stuff when you choose to do so.
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wichita
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Postby wichita » Mon Jul 24, 2006 9:46 pm

RD has been discussing more transportable storage devices like the apothecary kit that will let you pack foods that you don't want to eat while you are travelling. That should at least solve that problem for you, T-Shirt. :)

So...build an apothecary kit to segregate your sushi fixins. ;)
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Nosajimiki
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Postby Nosajimiki » Thu Oct 12, 2006 6:16 am

I don't like automatic healing (auto-eat or healing/time) b/c some charies RP rely on old injuries, one of mine in particular is missing a hand and I don't want him to get those 15 or so HP back b/c I want people to look at him and see that he is injured. If auto-healing is implemented it should require resting furnature. I also agree that all healing food should be nutritional food also, maybe make it so light non-healing foods can be eaten before heavy healing foods (ie: eat cooked meat before onions for sustainance)
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