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Intoxication Rework, Inhalers, Mental Medication, and Additional Medication


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Posted

INHALERS

Reagents can now be inhaled with inhalers. There are two types of inhalers:



  • Auto Inhalers
  • Cartridge Inhalers



Auto Inhalers are single use inhalers that administer reagents directly into the lungs, much like autoinjectors. Currently, auto inhalers replace dex pills in oxygen deprivation kits.

Autoinhalers are instant when injected into yourself. Autoinhalers take some time to inhaler into others for balance purposes. Cartridge Inhalers are multi-use inhalers that use cartridges of chemicals to administer drugs directly into the lungs. Cartridges and inhalers can be found in the chemist's locker.

Some reagents, like dexalin, are more effective when inhaled. Some drugs, like bicardine, have additional effects when inhaled, such as directly healing the lung.


INTOXICATION

Intoxication is now reworked. Intoxication is now more closer to real life than the current system. Intoxication lasts much longer, is less jarring when it comes to the effects, and is more severe at higher levels. The code for intoxication was absolute garbage so this fixes it. Important things to keep in mind:

  • You will likely die from alcohol poison if you drink an entire bottle of whiskey.
  • Alcohol now lingers in the system longer than normal, meaning that you won't be cured of your drunkenness in 5 minutes.
  • The effects of alcoholism are more gradual.
  • Intoxication now factors in blood levels. If you have 25% less blood than normal, then your blood alcohol content will be 25% higher than normal.



Stage 1: Buzzed

An blood alcohol level between 0.01 and 0.03. Being buzzed makes you move slightly faster than normal.

Stage 2: Tipsy

An blood alcohol level between 0.03 and 0.08. This is when the drinker comes a little more dizzy.

Stage 3: Drunk

A blood alcohol level between 0.08 and 0.10. This is when the user starts to slur mildly. Dizziness increases, and the speed bonus from buzzed is removed.

Stage 4: Really Drunk

A blood alcohol level between 0.10 and 0.12. The user is now slurring more, and has serious difficulty performing basic motor functions. Slurring is increased. Dizziness is increased.

Stage 5: Shitfaced

A blood alcohol level between 0.12 and 0.15. This is when the liver starts to strain under the amount of alcohol in the system, and the stomach vomits up contents. Slurring is increased. Dizziness is increased.

Stage 6: College Girl Drunk

A blood alcohol level between 0.15 and 0.2. The user falls over constantly, and sometimes blacks out for a short period of time. Slurring is increased. Dizziness is increased. Vomiting is more frequent.

Stage 7: College Girl Shitfaced

A blood alcohol level between 0.2 and 0.3. The user falls over more, and sometimes blacks out. Slurring is increased, Dizziness is increased, Vomiting is more frequent.

Stage 8: Consciousness Failure

A blood alcohol level between 0.3 and 0.45. The user periodically looses consciousness. Slurring is increased, Dizziness is increased. Vomiting increases.

Stage 9: Death

A blood alcohol level that exceeds 0.45. The liver at this point cannot filter out any more toxins, and the lungs eventually ceases to put oxygen in the blood. Death will occur.



MENTAL MEDICATION

Hextrasinel acts a heavy antipsychotic that devoids the user of emotion and feelings, including anger, hate, and love. At high doses, it can completely remove the antagonist status of users, as long as the current dosage always exceeds 30 for at least 5 minutes. However, the antagonist status can only be removed if the player consents to it, if the player refuses, intense pain will occur, simulating torture.

Syndites are nanobots that can remove loyalty implants as long as the dosage always exceeds 15 for at least 5 minutes. This is a painful process, and self-injection is not recommended. Syndites only work when injected directly into the bloodstream or breathed in, as the stomach acid melts the metal.



ADDITIONAL MEDICATION

Cardox can now remove phoron from the air when splashed on a tile, and also remove phoron from the bloodstream when injected, at the cost of toxin damage. This chemical is highly poisonous to vaurca.

Calomel is introduced, and can directly remove chemicals from the bloodstream, at the cost of toxin damage. Overdose causes the chemical to work much faster, at the cost of it draining blood from the bloodstream.

Pulmodeiectionem is introduced, and can directly remove chemicals from the respiratory system by inflaming the lungs. Causes minor lung damage, and oxyloss.



MISC

Coughing can now remove reagents from the repository system.

Acid now causes damage to the lungs when inhaled.

Breath Analyzers are introduced, and can be found where health analyzers normally spawn. Breath Analyzers can monitor the health of the lungs, the medical reagents inside the lungs, the blood alcohol levels of a person, and the oxygen loss from a person. A breath analyzer is located in the HoS' locker, as well as the Warden's locker.


https://github.com/Aurorastation/Aurora.3/pull/4648

Guest Marlon Phoenix
Posted

All of this has my full support. I have put more thought into it and can even see the merit of your current iteration of hextrasinel and syndites.

Guest Marlon Phoenix
Posted

Well, I do look forward to alcohol-poisoning related deaths. That'll be really fun.

 

rip

Posted

Where does the phoron go when you use cardox? Does the cardox eat it? Does the phoron vanish into the shadow realm? Is it making an inert phoron compound? How is conservation of mass being observed here (not in a mechanical sense, I mean ICly, I'm curious. How does this chemical work)

Posted

I'm really interested in this, except two factors.


- Any info you can get on a breathalyzer should be available on a standard health scan.

- Both syndites and hextrasinel sound grimdark as well as highly illegal. Will these be represented as illegal, or will they be standard chems?


Thanks.

Posted

just make sure the beer doesn't give heart damage please thanks :^)


anyways I don't think replacing the pills in emergency closets is a good idea, as a Vaurca i'd need to take off my mask I think, i'm not sure.


ALSO with alcohol, make it have you 'Feel warm' or 'Feel nice' or whatever when you're buzzed like you did with smoking

Posted

Well, I do look forward to alcohol-poisoning related deaths. That'll be really fun.

 

rip

 

I only just now realized how horrid this is to say out of context. It's darkly funny.

Posted

just make sure the beer doesn't give heart damage please thanks :^)


anyways I don't think replacing the pills in emergency closets is a good idea, as a Vaurca i'd need to take off my mask I think, i'm not sure.


ALSO with alcohol, make it have you 'Feel warm' or 'Feel nice' or whatever when you're buzzed like you did with smoking

 

You can use the autohaler in conjunction with a flexible mask, it has the same exact check that pills have.

You do receive notifications when you go past a threshold, but it only triggers once. I don't really want to implement another entirely new framework.

 

I'm really interested in this, except two factors.


- Any info you can get on a breathalyzer should be available on a standard health scan.

- Both syndites and hextrasinel sound grimdark as well as highly illegal. Will these be represented as illegal, or will they be standard chems?


Thanks.

 

I'll think about adding statistics to the health scanner. The only reason why it's not on a health scanner is because of how terrible I am with UIs.

Hextrasinel is covered by directive 4. It's an experimental object that can only be used in tests and whatnot, however if the Captain follows the approval process, they can be used legally.

Syndites are likely contraband as they are a weapon of the enemy.

 

Where does the phoron go when you use cardox? Does the cardox eat it? Does the phoron vanish into the shadow realm? Is it making an inert phoron compound? How is conservation of mass being observed here (not in a mechanical sense, I mean ICly, I'm curious. How does this chemical work)

 

I do not know the lore behind cardox, but it does what the lore developer behind cardox intended. I was thinking of contacting them and possibly talking about tramsuting the reagent into carbon or some basic chemical.

Posted

Hextrasinel is covered by directive 4. It's an experimental object that can only be used in tests and whatnot, however if the Captain follows the approval process, they can be used legally.

 

Much better. Marked improvement to the original concept.

Posted

I think if the breathalyzers' info was added to traditional health scans (as well as being separate for security purposes) I would entirely endorse this update.

Posted

Wasn't there some discussion between us with and Arrow as a mediator that we wouldn't use the silly meme names for those two medications? What happened to that?

Posted

Hextrasinel is covered by directive 4. It's an experimental object that can only be used in tests and whatnot, however if the Captain follows the approval process, they can be used legally.

 

Much better. Marked improvement to the original concept.

 

That was... actually part of the original concept...

Posted

Hextrasinel is covered by directive 4. It's an experimental object that can only be used in tests and whatnot, however if the Captain follows the approval process, they can be used legally.

 

Much better. Marked improvement to the original concept.

 

That was... actually part of the original concept...

I'm starting to think I cannot actually level with you and praise that something good came out of this without you returning to dwell on the previous disagreements. But, I won't make that assumption quite yet.


It took a document on the third page of your last thread to say, "Okay, wait, this isn't to be used as a standard use chem, it's for experimentation purposes only or if the captain approves it as a truth-serum-ish measure."


https://forums.aurorastation.org/viewtopic.php?f=18&t=10968&start=20#p97725


So no, that critical part of the fluff surrounding the rights and usage of the chem was not part of your original concept which I held negative qualms about. Now it's fine, because it's made clear that it's not supposed to be used as a first-case measure. But if you want to continue being hostile when there is quite literally no reason to be hostile about this subject anymore then I am more than willing to act like your enemy if you continue to treat me like one.

Posted

I'm sure you could've brought that point home better without posting with smugness in a reply to an otherwise innocuous comment I made. It looked malicious and did not give the impression of good intentions to me.

Posted

Question, how will inhalers be available?

Will they only be orderable from cargo? Science printing? Default in medical?

I'd prefer them being in science so I can provide medical with something useful for once.


EDIT: Ignore me I failed my reading classes apperantly they start in chemistry locker, would still like them to be in science or atleast more effective versions.

Posted

Question, how will inhalers be available?

Will they only be orderable from cargo? Science printing? Default in medical?

I'd prefer them being in science so I can provide medical with something useful for once.

 

Chemistry will get 2 boxes of inhalers, which contains 2 inhalers and 4 inhaler cartridges per box. More can be ordered from cargo if desired. The cargo warehouse can spawn with inhalers, it's a relatively low chance.

Could always make bluespace inhalers or some form of science stuff so that science can provide upgrades.

Posted

Added inhalers to the protolathe, the inhaler component itself can be produced, as well as the cartridge. There are 3 types of cartridges

Small, which contains 15u

Large, which contains 30u

Bluespace, which contains 60u


I will likely have to rework chemicals a little more to make it so that not all chemicals have full strength when inhaled. Don't want kids filling up inhalers with tricordizane and taking sniffs every time they get hurt for full health.

Guest Marlon Phoenix
Posted

Added inhalers to the protolathe, the inhaler component itself can be produced, as well as the cartridge. There are 3 types of cartridges

Small, which contains 15u

Large, which contains 30u

Bluespace, which contains 60u


I will likely have to rework chemicals a little more to make it so that not all chemicals have full strength when inhaled. Don't want kids filling up inhalers with tricordizane and taking sniffs every time they get hurt for full health.

 

Will it now be possible to add asthma as a disability, with the cure being dexalin?

Posted

Added inhalers to the protolathe, the inhaler component itself can be produced, as well as the cartridge. There are 3 types of cartridges

Small, which contains 15u

Large, which contains 30u

Bluespace, which contains 60u


I will likely have to rework chemicals a little more to make it so that not all chemicals have full strength when inhaled. Don't want kids filling up inhalers with tricordizane and taking sniffs every time they get hurt for full health.

 

Will it now be possible to add asthma as a disability, with the cure being dexalin?

 

That could be a thing, yes, but in a later update.

Posted

1) Seems nice, however i'm a bit worried about extended period of alcohol wearing off. It's a 2 hour shift, i wouldn't like to get shitfaced at the beginning of it and be unconcious all until the end. If the extension is not that big it's fine.

2) About breathalyzers, i would much want to have mass spectrometers to have some use. Detecting alcohol levels via a blood test makes a lot of sense, spectrometers are underused.

3) I wouldn't like for handheld scanners to be buffed. It's a bit too powerful of a tool as it is. Having it show "Unknown reagents detected in stomach/bloodstream" is good enough. I want medics to do anything apart from clicking someone with a handheld for a full diagnosis

Posted

I still don't understand what the point of removing someone's 'antag status' is if it doesn't actually cause them to lose anything other than some arbitrary tag they're assigned that identifies them as an antagonist oocly. This isn't something that is tracked in character, there is no antag sensor or antag hud for characters.

Posted

1) Seems nice, however i'm a bit worried about extended period of alcohol wearing off. It's a 2 hour shift, i wouldn't like to get shitfaced at the beginning of it and be unconcious all until the end. If the extension is not that big it's fine.

2) About breathalyzers, i would much want to have mass spectrometers to have some use. Detecting alcohol levels via a blood test makes a lot of sense, spectrometers are underused.

3) I wouldn't like for handheld scanners to be buffed. It's a bit too powerful of a tool as it is. Having it show "Unknown reagents detected in stomach/bloodstream" is good enough. I want medics to do anything apart from clicking someone with a handheld for a full diagnosis

 

Being unconscious for long periods of time is next to impossible given how vomiting is handled. Every time you vomit, your intoxication levels are reduced by 25%.

Implementing alcohol detection in mass spectrometers is difficult and I won't bother touching that.

Only medical reagents are detected in the respiratory system. Anything else is unknown.

 

I still don't understand what the point of removing someone's 'antag status' is if it doesn't actually cause them to lose anything other than some arbitrary tag they're assigned that identifies them as an antagonist oocly. This isn't something that is tracked in character, there is no antag sensor or antag hud for characters.

 

As mentioned before in the previous thread, they have the same exact code as loyalty implants.

Posted

I still don't understand what the point of removing someone's 'antag status' is if it doesn't actually cause them to lose anything other than some arbitrary tag they're assigned that identifies them as an antagonist oocly. This isn't something that is tracked in character, there is no antag sensor or antag hud for characters.

 

As mentioned before in the previous thread, they have the same exact code as loyalty implants.

 

That's not really an answer. What purpose does this drug serve? It doesn't matter that it's the same code as the loyalty implants. If I must expand the question to get an answer, what is the point of that bit of code in loyalty implants that removes this abstract 'antag status'?


Why does it matter that you say Yes and lose your antag status if it literally does nothing to impact your round or behavior. Please stop telling me it's the same as something else and give a real answer for what you hope to accomplish with this.

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