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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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").
Oh yea, meant to add that too, but forgot, thanks.
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.
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.
I consider this a ui bug. unless it's supplanted with another solution to the same problem I'd like it to stay open.
I can try to implement this, but I'm not sure what the consensus is on a few points.
stim is considered "high but still normal", i.e. when should the warnings start? Right now death occurs at +250 and -200 respectively (or 240 for painkiller level).player::suffer(), where Chemical Imbalance and addiction checks occur? player::check_needs_extremes, where the "your heart stops" check occurs?For effects at both extremes of the stim spectrum, my cursory research produced the following, possibly all of which can stack as things get more serious.
* Stimulants: feeling cold -> shaking -> hypervigilance/paranoia -> hallucinations
* Painkillers: sleepy -> dizzy -> winded -> blackouts/fainting
What kinds of warnings are preferred? Should they be textual warnings only, or actual status effects?
Both.
What level of stim is considered "high but still normal", i.e. when should the warnings start? Right now death occurs at +250 and -200 respectively (or 240 for painkiller level).
I'd say +75/-60 for stim and 130 for pkill.
To put it another way, the minimum needed for 0.D is messages, in order to let people know that it's dangerous.
A nice to have is intermediate symptoms that cover a wider range of symptoms.
As for levels, functionally there are a few:
Here's another thought: should examining medications that can kill you display an automatically-generated "maximum safe doses" line in the interface? You could just take e.g. floor(STIM_LEVEL_THAT_KILLS_YOU / stim), and it would make sense that meds would be labeled with that information in the game world.
Character shouldn't know how much stim he has at the moment.
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.
Display max dosage then (= dosage for the first level of messages outlined in the PR)?