Meds shop (no ontology)

From Mazeworld

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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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=== Rules of a meds shop ===
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*Sells '''medical assistance''', which can cure the [[Contestant|contestant]]'s (and any eventual [[Ally|allies]]') physical ailments.
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*''Healing machine room'': Sells '''medical assistance''', which can cure the [[Contestant|contestant]]'s physical ailments as well as that of [[Ally|allies]].
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*Where applicable, hospital rooms are also capable of treating non-human creatures and curing any ailments they may be affected with.
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*''Shop room'': Sells '''medical items'''.
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==== Healing machine room ====
*[[Hunger]] is treated 1 P$ per 1 kcal to refill, if current nutrition is under baseline value (2100 for humans). Satiation and oversatiation can't be treated.
*[[Hunger]] is treated 1 P$ per 1 kcal to refill, if current nutrition is under baseline value (2100 for humans). Satiation and oversatiation can't be treated.
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*[[Secondary effect|Secondary effects are detected]] and treated, 100 P$ per effect
*[[Secondary effect|Secondary effects are detected]] and treated, 100 P$ per effect
*[[Addiction|Addictions are detected]], a rough estimation of how long is left until the withdrawal counter runs out, and addiction treatment is offered; 500 P$ to remove 150 turns from the withdrawal counter of one addiction.
*[[Addiction|Addictions are detected]], a rough estimation of how long is left until the withdrawal counter runs out, and addiction treatment is offered; 500 P$ to remove 150 turns from the withdrawal counter of one addiction.
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==== Shop room ====
*Sells '''8''' random types of [[Medical aid|meds]] + 1 guaranteed [[First Aid Kit]] (never sells placebos)
*Sells '''8''' random types of [[Medical aid|meds]] + 1 guaranteed [[First Aid Kit]] (never sells placebos)
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*'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit.
*'''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; though neither are armed.
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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/>
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]].
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 medic and the nurse will drop the same items if either dies, which are the following:
 
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*[[Clothing and armor]] (same as scientists and nurses):
 
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** (male/X-male): Shirt with tie, Lab coat, Regular pants, Regular shoes
 
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** (female/X-female): Formal workshirt, Lab coat, Formal skirt, Regular shoes
 
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*[[Load-bearing gear]]: 1x Utility rig
 
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*All the meds of the shop, as well as the shop's till, are permanently '''locked''' in the crate they came from. The medical scanner also turns offline.
 
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=== Products sold ===
 
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*Medical assistance
 
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*DNA change system
 
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*[[Medical aid|Medical aids]]
 
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*[[Identification]] of medical aids
 
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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/X-male): Shirt with tie, Lab coat, Pants with belt, Regular shoes
 
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* [[Scientist]] / [[Nurse]] / [[Hospital room|Medic]] (female/X-female): Shirt with tie, Lab coat, Formal skirt, Regular shoes
 
== See also ==
== See also ==

Revision as of 19:49, 9 February 2016

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.

Rules of a meds shop

  • Healing machine room: 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

  • Hunger is treated 1 P$ per 1 kcal to refill, if current nutrition is under baseline value (2100 for humans). Satiation and oversatiation can't be treated.
  • 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 1% to remove
  • Secondary effects are detected and treated, 100 P$ per effect
  • Addictions are detected, a rough estimation of how long is left until the withdrawal counter runs out, and addiction treatment is offered; 500 P$ to remove 150 turns from the withdrawal counter of one addiction.

Shop room

  • Sells 8 random types of meds + 1 guaranteed First Aid Kit (never sells placebos)
  • 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)
  • Buys back meds for 50% of their value
  • Identifies unknown meds for 50 P$ per item
  • Accepts credit.
  • Accepts valuables and will exchange them for money or credit.

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