Meds shop (no ontology)

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(Healing machine room)
(Healing machine room)
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*[[Addiction|Addictions are detected]]; 1000 P$ to cure the body of one addiction.
*[[Addiction|Addictions are detected]]; 1000 P$ to cure the body of one addiction.
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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$''', valid until the Contestant leaves. Hospital bedrooms feature beds which allow [[Resting]], as well as [[Room#Room furniture|furniture]] which can help alleviate stress: a radio, a television, and bookshelves with guaranteed books (at least 3 and up to 11).
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*[[Fatigue]] and [[Stress]] cannot be directly treated ; instead the medic can offer a hospital bedroom for the Contestant to use for the purpose of resting. The fee for the use of a hospital bedroom is '''400 P$''', valid until the Contestant leaves, and includes assigning one of the hospital nurses to that bedroom. 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).
==== Shop room ====
==== Shop room ====

Revision as of 19:33, 12 June 2018

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, and includes assigning one of the hospital nurses to that bedroom. 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).

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)
  • Identifies unknown meds for 10 P$ per item
  • 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