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Addiction & withdrawal

Addiction and withdrawal

This is the part that makes a drug script worth running. A substance that only plays an effect is a consumable. A substance that changes what a character has to do tomorrow is a storyline.

Getting hooked

Field Meaning
Chance Percent chance per dose of the addiction level rising
Doses A guaranteed hook at this many doses, regardless of chance
Tolerance How much tolerance each dose adds
Ceiling The maximum tolerance can reach, 100 to 1000
Decay Hours of staying clean before the level starts falling
Cross-tolerance Doses also raise tolerance on other substances in the same category, at half rate
Hidden The player is not told they are addicted until withdrawal actually starts

Tolerance starts at 100 and climbs. It is the reason a long-term user needs more of the same thing to feel anything, and it does not reset when the addiction level does.

With Config.ToleranceDamping on, tolerance actually weakens the high — the more tolerant a character is, the fainter the effects feel, so they end up chasing it with bigger and more frequent doses. That is the loop that drives an addict deeper.

Hidden is the setting most servers underuse. With it on, a player has no HUD entry and no notification until the first withdrawal stage lands — they find out they have a problem the same way a person would.

Withdrawal stages

Stages are driven by time since the last dose, not by a countdown that starts when the effect ends. A player who tops up every hour never sees stage one; a player who runs out at 3am wakes up in stage three.

The four default stages:

Stage After Symptoms
Restless 120 min craving, sweating
Shaking 240 min tremor, aim sway, wobble
Sick 360 min blur, vomiting, stumbling, health drain
Crisis 480 min seizure, blackout

Add, remove and retime them freely. All twelve symptoms are available on any stage: craving, sweating, tremor, aimsway, wobble, blur, slowed, vomiting, stumbling, healthdrain, seizure, blackout.

Crises

Mark a stage as a crisis and it stops being a constant drag and starts being an event.

Field Meaning
Repeat every Seconds between attacks while in this stage
Warning Seconds of warning the player gets first
Blackout How long the screen goes out for
Death timer Seconds before the crisis kills, if nobody helps

The warning is what turns a crisis into roleplay. A player who feels it coming has time to pull over, get inside, or shout for a medic. Turn the warning off with Config.UI.ShowCrisisWarning = false if you want a crueller server.

Offline progression

By default the clock keeps running while a player is logged off, so somebody who logs out in withdrawal comes back worse. Config.Withdrawal.OfflineCap limits how far it can progress — 12 hours by default — so a player returning after a fortnight is not dropped straight into a crisis.

Set Config.Withdrawal.RunsOffline = false to freeze it entirely at logout.