Full rename of all real chems to bone apple tea'd versions. (#9400)

As a continuation of #9389
As a bonus, any drugs that mentioned their IRL counterpart in their description now describe their predecessor as ancient, and the new ones as modern. The biggest difference here is just the Antihistamine which was given a full new name. They're similar enough that they'll be recognized (most of them) but different enough for us to call our own and not care what the real medicines are/do since these are our sci-fantasy versions just inspired by them.
This commit is contained in:
Chada-1
2020-07-26 13:19:41 +03:00
committed by GitHub
parent 639400ea99
commit d7e680a575
51 changed files with 417 additions and 418 deletions
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@@ -1,6 +1,6 @@
//Brain Traumas are the new actual brain damage. Brain damage itself acts as a way to acquire traumas: every time brain damage is dealt, there's a chance of receiving a trauma.
//This chance gets higher the higher the mob's brainloss is. Removing traumas is a separate thing from removing brain damage: you can get restored to full brain operativity,
//but keep the quirks, until repaired by mannitol (for mild/special ones) or brain surgery (for severe ones).
//but keep the quirks, until repaired by Cataleptinol (for mild/special ones) or brain surgery (for severe ones).
/datum/brain_trauma
var/name = "Brain Trauma"
var/desc = "A trauma caused by brain damage, which causes issues to the patient."
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//Mild traumas are the most common; they are generally minor annoyances.
//They can be suppressed with escitalopram, but not chemically cured, although brain surgery still works.
//They can be suppressed with minaphobin, but not chemically cured, although brain surgery still works.
//Most of the old brain damage effects have been transferred to the dumbness trauma.
/datum/brain_trauma/mild
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//Severe traumas, when your brain gets abused way too much.
//These range from very annoying to completely debilitating.
//They can be suppressed with paroxetine, and require brain surgery to solve.
/datum/brain_trauma/severe
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@@ -11,7 +11,7 @@
belt = /obj/item/storage/belt/medical
back = /obj/item/storage/backpack/satchel_med
accessory = /obj/item/clothing/accessory/storage/white_vest
accessory_contents = list(/obj/item/reagent_containers/hypospray/cmo = 1, /obj/item/storage/pill_bottle/dexalin_plus = 1, /obj/item/storage/pill_bottle/tramadol = 1)
accessory_contents = list(/obj/item/reagent_containers/hypospray/cmo = 1, /obj/item/storage/pill_bottle/dexalin_plus = 1, /obj/item/storage/pill_bottle/mortaphenyl = 1)
id = /obj/item/card/id/distress/iac
l_ear = /obj/item/device/radio/headset/distress
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@@ -11,7 +11,7 @@
belt = /obj/item/storage/belt/medical
back = /obj/item/storage/backpack/satchel_med
accessory = /obj/item/clothing/accessory/storage/white_vest
accessory_contents = list(/obj/item/reagent_containers/hypospray/cmo = 1, /obj/item/storage/pill_bottle/dexalin_plus = 1, /obj/item/storage/pill_bottle/tramadol = 1)
accessory_contents = list(/obj/item/reagent_containers/hypospray/cmo = 1, /obj/item/storage/pill_bottle/dexalin_plus = 1, /obj/item/storage/pill_bottle/mortaphenyl = 1)
id = /obj/item/card/id/distress/iac
l_ear = /obj/item/device/radio/headset/distress
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@@ -182,7 +182,7 @@ They sell generic supplies and ask for generic supplies.
/obj/item/storage/box/beakers = TRADER_THIS_TYPE,
/obj/item/reagent_containers/glass/bottle/inaprovaline = TRADER_THIS_TYPE,
/obj/item/reagent_containers/glass/bottle/stoxin = TRADER_THIS_TYPE,
/obj/item/reagent_containers/glass/bottle/chloralhydrate = TRADER_THIS_TYPE,
/obj/item/reagent_containers/glass/bottle/polysomnine = TRADER_THIS_TYPE,
/obj/item/reagent_containers/glass/bottle/antitoxin = TRADER_THIS_TYPE,
/obj/item/device/handheld_medical = TRADER_THIS_TYPE,
/obj/item/stack/medical/advanced/bruise_pack/spaceklot = TRADER_THIS_TYPE