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Adds the Pharmacist #1576
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Adds the Pharmacist #1576
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Adds vicodilicaine, genesis of the pharmacology...
Moves the _CD folder to DeltaV folder as commit 336ae81 requested, also to avoid confusion
Adds Zepprocane, Barbituric Acid, Sodium Amalgam, Hydrogen Iodide, and future chem for Asparatine
Adds a lab coat and a suit for the pharmacist. Adds Asparatin, at least its effects (thx for the help solidus YES IM TAGGING YOU I WAS DESPERATE) Co-Authored-By: VMSolidus <[email protected]>
muahahaha it works muahahaha
RSI Diff Bot; head commit a9700ab merging into 7add23d Resources/Textures/DeltaV/Clothing/OuterClothing/Coats/labcoat_pharmacist.rsi
Resources/Textures/DeltaV/Clothing/Uniforms/Jumpskirt/pharmacist.rsi
Resources/Textures/DeltaV/Clothing/Uniforms/Jumpsuit/pharmacist.rsi
Resources/Textures/DeltaV/Clothing/Uniforms/Jumpsuit/pharmacistshirt.rsi
Resources/Textures/DeltaV/Objects/Specific/Chemistry/chem_bag_pharmacist.rsi
Resources/Textures/DeltaV/Structures/Wallmounts/signs.rsi
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Add any name, recipe, and effects of rp medications you'd like to see in-game for your character(s) or general use! |
I hope you don't plan to stick them in the same room as the chemists. As that can get rather crowded already |
READ WHAT I WROTE |
... Forget I said anything. Jedi mindtrick bullshittery. I missed that last section :blunt: |
I just skimmed this and I noticed the prescriptions, something I've wanted to add for a long time. I think it would be a massive RP booster for medical/chem/patients. Wondering if we need to give doctors stamps, or a stamp function in their PDA, or even a stamp they can eject from the PDA. Something to verify a script that the patient can take to the pharmacy to get filled and it's probably not a forgery |
shouldn't the reagents be in a seperate PR? |
I wouldn't add the reagents only for roleplay to put more pressure on the chemists. That's why I didn't choose to put the reagents in another PR. |
The outfit looks far too similar to the senior physician, and with its current relation to medical, will cause player confusion. Adding a new trim color to the white coat could be a better option. I'll also bring attention to the major issue, which is how similar this role is to Chemist. Roles for the game need to be designed in a way that is easy to understand at a glance, because the description strings and PR text will almost never be read by a majority of players. I don't see anything in the PR that would stop the chemist from doing their job, or would stop the pharmacist from being an extra chemist. In the current state, I can see Pharmacist acting as a chemist in med for a majority of the shift, because med outposts are lonely and the chemists will likely have many of the component compounds of the RP meds already made. I do think there are some solutions to this, both of which can be implemented together. Aside from these issues, I do enjoy the role and the RP it could present. Perhaps doctors and psychologists can gain access to these prescription papers to write them for patients, pending pharmacist approval |
Personally, I don't really see why'd you add a pharmacist when you could just add another chemist to a station. |
I tried to toy with colors unsuccessfully, I'm still toying with it but it's more placeholder colors than anything for now
I'm introducing new side reagents that will take a long process to make a decent amount or obtain them simply. Also, a lot of those rp reagents will be designed to be a pain in the ass to make to either test your chemistry skills or so that it can simply feel high standards since pharmacology is an unforgiving sector of medicine (trust me on this one).
That's what I'm trying to do; by making them separate from the main medical wing, like the psychiatrist, so they are their own booth that they can run independently, ready to help people with questions about health, or hand out their prescriptions.
I feel like adding another chemist to the station wouldn't add the more in-depth roleplay people could have, by having a person whose purpose is to get them their medication, and possibly also hook them up with a psychologist (which is deserted most of the time) |
modified the colors from light blue to light green
changed the light blue to light green
added discrete pharmacist chem bag + fixed pharmacistshirt.rsi
I do very agree with the fact that the pharmacist should be the linking factor of roleplay between the chemists, the psychiatrist, and medical, but it could also include being called a dispensary for perscription drugs such as cannabis and tobacco, and also work with the new Interdyne chemists you see occasionally to get more legal-skirting drugs. This way all of these become options that the pharmacy/dispensary can be involved in. All of this stuff needs to be webbed in to have as much interaction with the crew on the station as possible during their job, that way it's actually fulfilling to play and enjoyable to the rest of the crew. But, this is all my two-cents.
And the problem here with adding 'just another chemist' is because they're literally 'JUST ANOTHER CHEMIST'. A chemist has no obligation to interact with any crew whatsoever, and if you just add another chemist, they will just complain that the other chemists have already made all the medical drugs and have nothing to do, since it is almost entirely the chemist culture to only focus on medbay and that's it. We're trying to create a job similar in nature that does not have obligation to dispense to medbay other than the psychologist and/or psyciatrist so that they can focus on the rest of the crew's drug use. |
Adds Asparatine, Sodium Salicylate, Acetyl Chloride, Acetic Acid, Methyl Salicylate, Salicylic Acid, Methanol, Sodium Phenolate, Benzenesulforic Acid, Acetic Anhydride, Hydrogen Chloride and Hydrochloric Acid
Signed-off-by: BriBrooo <[email protected]>
god strike me down because i am done |
Actually I'm going to make the prescription paper a custom thing. . . |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: BriBrooo <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
nvm about the prescription thing... I'll add it later when I actually know what the hell I'm doing |
Signed-off-by: BriBrooo <[email protected]>
Signed-off-by: BriBrooo <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About the PR
Adds the Pharmacist role, a chemist who focuses on roleplay interactions, RP-meds, and others.
Works with the psychologist, chemists, or independently.
Has access to Chemistry and Psychologist.
Adds news access Pharmacist. Requires to have played 24h as Chemist.
Why / Balance
With the addition of more and more reagents, the chemists are often overwhelmed with requests, adding this role not only encourages chemistry players to finally become social (totally not like me), but can also prescribe the RP medication without approval of the CMO, still requiring it for any other reagent.
Spawn point, role, inventory, signs, description, icon, access, airlocks, closet, and stamp were already made and tested successfully.
It can probably be mapped independently or in station medical outposts since it is its own booth.
TO DO
Reagents to do
naturally when they're pressed together. causes no damage (0.0001 x 15 dmg)
Abandonned/Scrapped
Dawcicadone - cholinesterase inhibitors and glutamate regulators? memory loss. Vanlicylicane - Mild leg pain painkiller. Grahatrocine - light painkiller for shoulder pain. Scotycoine - mild painkiller for stomach pain.Media
https://github.com/user-attachments/assets/f99adbf1-8a04-418a-b5a3-3430ee373384
Changelog