Meds shop (no ontology)

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{|
{|
| '''Shop type'''
| '''Shop type'''
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| colspan="2" | Hospital room
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| colspan="2" | Meds shop
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|-
| '''Vendor'''
| '''Vendor'''
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| colspan="2" | Medic
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| colspan="2" | Medic / Nurse
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|-
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| '''Scripted?'''
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| colspan="2" | '''Yes''', every 99 rooms
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|-
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| <span style="font-size:80%;">'''Random [[Room|roomstyle]]?'''</span>
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| colspan="2" | '''No'''
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|}
|}
</div>
</div>
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A '''hospital room''' is a resting haven where people, as well as the [[Contestant|contestant]], can purchase medical assistance and other related services. Hospital rooms are often very busy, due to [[Mazeworld]]'s dangerous nature. The '''medic''' is the main person in charge of a hospital room, and they are always accompanied by an assistant [[nurse]].
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A '''meds shop''' is a part of a hospital, specifically the outlet that sells medical equipment and services. The [[Contestant|contestant]] can purchase [[medical items]] as well as direct assistance. The meds shop is generally separated into two areas: the healing machine room, where the '''medic''' (and head of the hospital) works, and the shop room, where a nurse can be found and acts as the store manager.
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=== Rules of a hospital room ===
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There also exists extraneous meds shops, which are not part of a hospital and do not have the healing machine room.
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*Sells '''medical assistance''' which can cure the [[Contestant|contestant]]'s physical ailments as well as [[Ally Join|the ally]]'s
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*[[Hunger]] is treated back to 0%, 10 P$ per 1% to cure
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=== Rules of a meds shop ===
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*[[Poison]] is cured for 200 P$
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*''Healing machine room'' (in Hospitals only): Sells '''medical assistance''', which can cure the [[Contestant|contestant]]'s physical ailments as well as that of [[Ally|allies]].
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*[[Wound|Wounds]] are cured, 100 P$ per wound
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*''Shop room'': Sells '''medical items'''.
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*[[Bleeding]] counter reset to 0, 100 P$ multiplied by the counter's value
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*[[Broken limb|Broken limbs]] are repaired, 200 P$ per wound
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*[[Severed limb|Severed limbs]] cannot be replaced
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*[[Limb damage|Damaged limbs]] are healed, 20 P$ per 1 HP per limb.
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*[[Pain]] is treated 10 P$ per 1% to cure
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*[[Inebriation]] is treated, 10 P$ per 1% to cure
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*[[Impregnation]] is treated, 20 P$ per 1% to cure
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*[[Pregnancy]] is treated for 250 P$
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*[[Potency]] is treated, 20 P$ per 1% to refill
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*[[Secondary effect|Other effects]] are treated, 100 P$ per effect
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*Sells '''8''' random types of [[Medical aid|meds]]
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==== Healing machine room ====
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*Only sells '''one''' exemplary of every type of med for sale
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*Proposes a '''DNA change''' program for '''1500 P$'''
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*Buys back meds for '''50%''' of their value
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*Identifies unknown meds for '''50 P$''' per item
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*'''Accepts''' credit.
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*'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit.
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When threatened, a '''medic''' will call for help an assistant '''nurse''', to defend against its attacker. If the medic, the nurse, or both are killed, the [[Contestant|contestant]] will not be able to use ANY hospital room in the game anymore, and any subsequent room in which the hospital room was meant to be found will be instead considered a '''crime scene''' guarded by [[Maze Guard|Maze Guards]].<br />
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*[[Nutrition]] is treated 1 P$ per 1 ntri to replenish, if current nutrition is under baseline value (2100 for humans). Satiation and oversatiation can't be treated.
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Threatening or attacking a medic, nurse, or both gives the contestant a [[Wanted Level|code orange]], and killing one instantly increases it to a [[Wanted Level|code red]].
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*[[Hydration]] is treated 1 P$ per 1 wtr to replenish, if current hydration is under baseline value (700 for humans).
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*[[Poison]]:
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** Venom poisoning is cured, 10 P$ per 0.1 unit.
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** Cyanide poisoning is cured for 200 P$.
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*[[Wound|Wounds]] are cured, 100 P$ per wound
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*[[Blood]] counter refilled by 20 P$ per 0.1 unit.
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*[[Broken limb|Broken limbs]] are repaired, 200 P$ per fracture
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*[[Limb damage|Damaged limbs]] are healed, 20 P$ per 1 HP per limb, unless the limbs are severed, in which case no treatment is available
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*[[Pain]] is treated 5 P$ per 1% to cure
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*[[Inebriation]] is treated, 10 P$ per 0.1 unit.
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*[[Secondary effect|Secondary effects]] may be detected, but not treated directly - their cause must be treated instead, or the effect waited out if temporary.
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*[[Addiction|Addictions are detected]]; 1000 P$ to cure the body of one addiction.
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If the medic, the nurse, or both die, they will drop the following:
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*[[Fatigue]] and [[Stress]] cannot be directly treated ; instead the medic can offer a hospital bedroom for the Contestant to use for the purpose of resting. The fee for the use of a hospital bedroom is '''400 P$''', valid until the Contestant leaves.
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** Hospital bedrooms feature beds which allow [[Resting]], as well as [[Room#Room furniture|furniture]] which can help alleviate stress: a radio, a television, and bookshelves with guaranteed books (at least 3 and up to 11).
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** If the Contestant paid the fee to use a hospital bedroom, then a '''nurse''' will be assigned to that bedroom, available at all times should the Contestant require her presence. Nurses notably carry [[first aid kit|FAKs]], and are Skilled (Lv3) in Healing skill.
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*His/her clothes: A [[shirt with tie]], a [[lab coat]], [[pants with belt]] or [[formal skirt]], and [[regular shoes]] (Same clothes as [[Peaceful scientist|scientists]], applicable for both medic and nurse)
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==== Shop room ====
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*All the meds of the shop, as well as the shop's till, are '''locked''' in the crate they came from, and so permanently. The medical scanner also turns offline.
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=== Products sold ===
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*Sells '''8''' random types of pre-identified [[Medical aid|meds]] + 1 guaranteed [[First Aid Kit]]
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*Medical assistance
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*Sells '''1d6''' copies of each medical item for sale (except the guaranteed FAK which is always quantity 1, unless more are generated by the random types)
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*DNA change system
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** Excludes LifeVests - a maximum of '''1''' can be found for sale, and they do not include HITB batteries.
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*[[Medical aid|Medical aids]]
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*Identifies unknown meds and mushrooms for '''10 P$ per type'''
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*[[Identification]] of medical aids
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*Buys back meds for '''50%''' of their value (minus 10 P$ if they are unidentified)
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*'''Accepts''' credit.
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*'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit.
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*Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)
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=== DNA change system ===
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When threatened, hospital personnel will not hesitate to defend themselves with their personal weapons, which are the same as that of a [[Scientist]].<br/>
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The DNA change system is a service offered by hospital rooms, which uses technology derived from their healing machines. It works on contestants and certain allies, and will analyze the subject's [[Physio code|physio code]], before allowing the player to '''edit this physio code as he/she pleases'''. Even the age can be changed that way - it must be noted it only modifies physical age, and does not suppress real age nor any memories or past experiences.<br />
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Threatening or attacking a medic, nurse, or both can give the contestant a [[Wanted Level|code orange]], and killing either can  increase it to a [[Wanted Level|code red]].
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The service costs '''1500 P$''' per person.
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It must be noted that it is also possible to fine-tune specifics, even beyond simply modifying the physio code itself. For example, the fourth number of a human physio code governs its owner's height. A '''2''' means &quot;Small (140-150 cm)&quot;, but it is possible to choose a precise height between 140 and 150 cm, if the player wishes to do so.
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NOTE: A contestant [[Wanted Level|wanted by the Guards]] using this service will NOT help erasing the wanted level, as hospital rooms automatically send information about whom they healed or DNA-modified to authorities.
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=== Disguise ===
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This lists only the required clothing the [[contestant]] needs for the disguise to be successful. Note that wearing a HEV Suit or an EOD Suit cancels immediately the disguise as these suits cover the entirety of the wearer's clothes and are, as such, unsuitable for disguising.
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* [[Scientist]] / [[Nurse]] / [[Hospital room|Medic]] (male/otoko): Shirt with tie, Lab coat, Pants with belt, Regular shoes
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* [[Scientist]] / [[Nurse]] / [[Hospital room|Medic]] (female/Futa): Shirt with tie, Lab coat, Formal skirt, Regular shoes
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== See also ==
== See also ==
*[[Encounters#Shops_and_services|Other shops and services]]
*[[Encounters#Shops_and_services|Other shops and services]]
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*[[Resting area]]
 
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*[[Medical aid]]
*[[Medical aid]]

Latest revision as of 16:53, 2 March 2019

A meds shop is a part of a hospital, specifically the outlet that sells medical equipment and services. The contestant can purchase medical items as well as direct assistance. The meds shop is generally separated into two areas: the healing machine room, where the medic (and head of the hospital) works, and the shop room, where a nurse can be found and acts as the store manager.

There also exists extraneous meds shops, which are not part of a hospital and do not have the healing machine room.

Rules of a meds shop

  • Healing machine room (in Hospitals only): Sells medical assistance, which can cure the contestant's physical ailments as well as that of allies.
  • Shop room: Sells medical items.

Healing machine room

  • Nutrition is treated 1 P$ per 1 ntri to replenish, if current nutrition is under baseline value (2100 for humans). Satiation and oversatiation can't be treated.
  • Hydration is treated 1 P$ per 1 wtr to replenish, if current hydration is under baseline value (700 for humans).
  • Poison:
    • Venom poisoning is cured, 10 P$ per 0.1 unit.
    • Cyanide poisoning is cured for 200 P$.
  • Wounds are cured, 100 P$ per wound
  • Blood counter refilled by 20 P$ per 0.1 unit.
  • Broken limbs are repaired, 200 P$ per fracture
  • Damaged limbs are healed, 20 P$ per 1 HP per limb, unless the limbs are severed, in which case no treatment is available
  • Pain is treated 5 P$ per 1% to cure
  • Inebriation is treated, 10 P$ per 0.1 unit.
  • Secondary effects may be detected, but not treated directly - their cause must be treated instead, or the effect waited out if temporary.
  • Addictions are detected; 1000 P$ to cure the body of one addiction.
  • Fatigue and Stress cannot be directly treated ; instead the medic can offer a hospital bedroom for the Contestant to use for the purpose of resting. The fee for the use of a hospital bedroom is 400 P$, valid until the Contestant leaves.
    • Hospital bedrooms feature beds which allow Resting, as well as furniture which can help alleviate stress: a radio, a television, and bookshelves with guaranteed books (at least 3 and up to 11).
    • If the Contestant paid the fee to use a hospital bedroom, then a nurse will be assigned to that bedroom, available at all times should the Contestant require her presence. Nurses notably carry FAKs, and are Skilled (Lv3) in Healing skill.

Shop room

  • Sells 8 random types of pre-identified meds + 1 guaranteed First Aid Kit
  • Sells 1d6 copies of each medical item for sale (except the guaranteed FAK which is always quantity 1, unless more are generated by the random types)
    • Excludes LifeVests - a maximum of 1 can be found for sale, and they do not include HITB batteries.
  • Identifies unknown meds and mushrooms for 10 P$ per type
  • Buys back meds for 50% of their value (minus 10 P$ if they are unidentified)
  • Accepts credit.
  • Accepts valuables and will exchange them for money or credit.
  • Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)

When threatened, hospital personnel will not hesitate to defend themselves with their personal weapons, which are the same as that of a Scientist.
Threatening or attacking a medic, nurse, or both can give the contestant a code orange, and killing either can increase it to a code red.

See also