Medicine Tweaks (#8157)

* Medicine Tweaks

Mostly, these are based off of notes I have been collecting over the past year or so, and I just got the motivation to actually act on those notes.

- Adminordrazine buffed again
- Myelamine buffed slightly, to reduce the chances of a standard clotting injector failing to treat IB
- Bicaridine Overdose slightly more effective at treating IB
- Inaprovaline metabolizes slower, to make it more useful in its role of patient stabilization
- Bone repair autoinjector changed to a 5u autoinjector with 5u of osteodaxon. Considering how osteodaxon works, 10u is overkill and leaves the patient feeling the side effects for longer than they should.
- Clone loss autoinjector added, patterned off the new bone repair autoinjector. 5u of Rezadone to deal with clone loss. Added to uplink as well as random unknown autoinjector spawners.

* Adjusted percentages and comments

* More Tweaks
This commit is contained in:
Novacat
2021-06-27 20:49:52 -09:00
committed by GitHub
parent 6782e64891
commit 80c6493979
8 changed files with 73 additions and 32 deletions
@@ -163,7 +163,7 @@
name = "bone repair kit"
desc = "Contains chemicals to mend broken bones."
max_storage_space = ITEMSIZE_COST_SMALL * 7
starts_with = list(/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed = 8)
starts_with = list(/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed = 8)
/*
* Pill Bottles
@@ -92,7 +92,16 @@
desc = "A small case for safely carrying sharps around. This one is deluxe!"
max_w_class = ITEMSIZE_SMALL
starts_with = list(
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed
/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed
)
/obj/item/weapon/storage/quickdraw/syringe_case/clonemed
desc = "A small case for safely carrying sharps around. This one is deluxe!"
max_w_class = ITEMSIZE_SMALL
starts_with = list(
/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed
)
@@ -19,6 +19,8 @@ much more likely to show up. This is done for several purposes;
/obj/random/unidentified_medicine/item_to_spawn()
return pick(
/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed/unidentified,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed/unidentified,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/brute/unidentified,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/burn/unidentified,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/toxin/unidentified,
@@ -27,7 +29,6 @@ much more likely to show up. This is done for several purposes;
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/pain/unidentified,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/organ/unidentified,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/clotting/unidentified,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed/unidentified,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/combat/unidentified,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/healing_nanites/unidentified,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/stimm/unidentified,
@@ -62,9 +63,11 @@ much more likely to show up. This is done for several purposes;
// Medicine belonging to a place still being occupied (or was recently), meaning the goods might still be fresh, and better.
/obj/random/unidentified_medicine/fresh_medicine/item_to_spawn()
// More likely to get something good, and a chance to get rare medicines.
// 75 Good, 25 Bad. 75% chance of getting something good.
// 80 Good, 25 Bad. 76% chance of getting something good.
// Good odds, but the contents aren't super great unless someone gets lucky.
return pick(
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/brute/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/burn/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/toxin/unidentified,
@@ -73,7 +76,6 @@ much more likely to show up. This is done for several purposes;
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/pain/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/organ/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/clotting/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed/unidentified,
prob(25);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/expired/unidentified)
// For military PoIs like BSD. High odds of good loot since those PoIs are really hard.
@@ -82,12 +84,13 @@ much more likely to show up. This is done for several purposes;
// 75 Good, 30 Bad, roughly 71.4% chance to get something good.
// Very high but very hard to reach and still has a chance of ending poorly if injecting blind.
return pick(
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/brute/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/burn/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/pain/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/organ/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/clotting/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed/unidentified,
prob(30);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/combat/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/soporific/unidentified,
prob(30);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/cyanide/unidentified)
@@ -95,13 +98,14 @@ much more likely to show up. This is done for several purposes;
// Hyposprays found inside various illicit places.
/obj/random/unidentified_medicine/drug_den/item_to_spawn()
// Combat stims are common, but so are nasty drugs.
// 65 Good, 160 Bad, roughly 28.8% to get something good.
// 70 Good, 160 Bad, roughly 30% to get something good.
// Poor odds, but there are a lot of these scattered in the drug dens and illegal chem labs.
return pick(
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/pain/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/organ/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/clotting/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed/unidentified,
prob(40);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/combat/unidentified,
prob(20);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/stimm/unidentified,
prob(20);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/space_drugs/unidentified,
@@ -120,9 +124,10 @@ much more likely to show up. This is done for several purposes;
// 45 Good, 45 Bad, 50% chance to get something good.
// Do you feel lucky?
return pick(
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/bonemed/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/clonemed/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/organ/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/clotting/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/bonemed/unidentified,
prob(10);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/combat/unidentified,
prob(5);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/healing_nanites/unidentified,
prob(20);/obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/contaminated/unidentified,