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Sign upEarly onset symptoms for drug OD. #1291
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jvarnes
commented
May 30, 2013
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As well as a teaching aid for future play throughs. :) Also as suggested prescription drug item descriptions might contain a recommended dosage in the way real world medicines have warning labels (for example: "Dosage not to exceed 2 pills in a 24 period"). |
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Oh yea, meant to add that too, but forgot, thanks. |
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Could one do this by treating the "duration" argument of add_disease as drug concentration in the blood? I'd probably implement that by defining a certain overdose threshold for each drug. If you are over this threshold you have a high chance to receive a symptom message (chance dependent on how much you overdosed) and a low chance of instant death (also scaled by how much you overdosed). This way you could get lucky and survive a overdose (while receiving lots of symptom messages) or get unlucky and die from a overdose relatively quickly. |
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Aspirin probably has dosage instructions on the bottle too. I'd suggest picking whatever stat is considered "typical human"--I'd guess 8 but haven't seen that set in canon--and writing the pill directions with that ST in mind. |
ethankaminski
referenced this issue
May 31, 2013
Closed
Post-death messages not being shown to the player #1303
kevingranade
added
the
validated
label
Sep 5, 2014
illi-kun
closed this
Nov 21, 2016
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I consider this a ui bug. unless it's supplanted with another solution to the same problem I'd like it to stay open. |
kevingranade
reopened this
Nov 27, 2016
illi-kun
added
the
<Bug>
label
Nov 27, 2016
kevingranade
added this to the 0.D milestone
Jul 16, 2017
Coolthulhu
referenced this issue
Jul 24, 2017
Merged
Turn some hardcoded modifiers into effects #21485
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I can try to implement this, but I'm not sure what the consensus is on a few points.
For effects at both extremes of the |
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Both.
I'd say +75/-60 for |
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To put it another way, the minimum needed for 0.D is messages, in order to let people know that it's dangerous. As for levels, functionally there are a few:
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SpencerMichaels
referenced this issue
Dec 5, 2017
Merged
[CR] Add stimulant/painkiller overdose symptoms. #22558
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Here's another thought: should |
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Character shouldn't know how much |
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Oh, I meant the `stim` property of the medication itself (it's called that
in JSON at least, not sure about the code), i.e. how much your stim changes
upon taking one dose.
2017年12月6日 07:44,"Anton Burmistrov" <notifications@github.com>寫道:
Character shouldn't know how much stim he has at the moment.
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Medicines aren't normally labelled with lethal dosage levels, they usually
have a recommended dosage and a max dosage that's considered safe (if that,
prescription medicines will just have a dosage with no additional info),
but that is the dosage before you're expected to encounter side effects,
not anything related to lethality.
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Display max dosage then (= dosage for the first level of messages outlined in the PR)? |
kevingranade commentedMay 30, 2013
Currently you have 0 warning before a death from drug overdose occurs, which as has been pointed out in http://www.cataclysmdda.com/smf/index.php?topic=390.30 this is both unrealistic and confusing.
Add various early-onset indicators and symptoms for various drugs, not so much to get people to back off, as it's often too late, but for a less confusing experience and possibly to educate players about the dangers of drugs with near-misses.
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