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Adds randomly generated diseases, which appear naturally within each different world

Description

Adds randomly generated diseases, which appear naturally within each different world, these diseases have different Transmission types, Symptoms, infectivity, latency periods, infectivity periods , and resistance to cures. These diseases apply to both players and mobs.

 

Medical Seringe:

This item can be used to tell if someone is infected, and if the disease is known ,which disease they have.

After every use (Right clicking, or hitting a mob), it must be steralised:

If a disease is unknown, use the Discovery table with a seringe to name the disease (This can only be done once ;) )

The diseases can also be researched and then you can view their stats in the research and study table

Research:

Research Unlocks data which can be viewed in the study table, however the clearer the data the more books have to be used

Study:

Medical Herbs

These herbs when consumed can cure any diseases based soon their stats. For example if a cure has an effectiveness of 5 it has a 5% chance of working. They also do not work on diseases with a resistance higher than their incurablity limit. They also can cause the addiction effect (Depending on the addiction level treated as a percentage chance), which damages the player once the effect expires. The effect time per an be increased by eating more of the same dr*g or one with a higher addictiveness level.


Transmission types: (These are randomly applied to diseases) (Addtionally some only be applied to diseases in different dimensions)

Water - (Being in any water carries the risk of this disease)

InjuryBorne - (Being damaged by selective mobs or any mob carries the risk of disease)

DeathBorne - (Killing a selective or any mob, carries the risk of a disease)

FoodBorne - (Eating a selective food or any food carries the risk of a disease)

 

Touch - (Being nearby a mob that is infected carries the risk of infection)

Air - (Being in range of a infected mob carries the risk of infection of any nearby diseases)

 

Nether Only:

Lava - (Being in any water carries the risk of this disease)


Symptoms: (They all have diffent liklyhoods of appling to a disease) (Addtionally some only be applied to diseases in different dimensions)

All dimensions:

Blindness

Nausa

Chills - (Gives the powered snow effect)

Weakend Breath - (Prevents the victim from holding their breath under water)

Apraxia - (Some items drop from the victims inventory)

Sweating - (A water souce block occationally appears on a victim)

Hydrophobia - (Damages the victim, when in water)

Nyctophobia - (Damages the victim, when in darkness)

Weak Grip - (Tools drop when held in either hand)

 

Cobweb Sneeze - (Shoot player slightly upwards and places cobwebs, randomly for the victim)

Compass Head - (Forces the victim to look at their spawn point)

Jonny - (Forces the victim to look at nearby mobs)

Endangerment - (Flings the victim at any mobs attacking them)

 

Nether Only:

Fire - (Lights the victim on fire, while not in water)

Lava Sweating - (A lava souce block ocationally appears on the victim)

 

End Only:

Levitation

 

Suggest Ideas for - Cure methods, Symptoms, And transmissions