Files
crystall-punk-14/Resources/ServerInfo/Guidebook/Medical/MedicalDoctor.xml
UBlueberry c6ff1e44fb Guidebook Updates for the Amateur Spessman (#28603)
* Created NewPlayer.xml

* Created NewPlayer.yml and added it to guides.ftl

* shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later

* switched some stuff between the New? entry and the Space Station 14 entry

* Made everything so nice!!!!!!!!!!!!!!

* fixed formatting inconsistencies

* added a How to use this guidebook section

* build correction and guidebook clarification for other servers

* wrote character creation ig probs fo shizzle

* added new terms to the glossary and alphabetized it

* meh this seems important enough to add

* okay no more shitsec bad idea

* I HATED Roleplaying.xml ANYWAY!!!

* I REALLY REALLY HATED IT ACTUALLYLLL

* Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete

* Separated the character creation bits that are just cosmetic from the ones that matter

* also put all the related new player xml files in their own folder

* expanded Radio.xml, kinda fixed survival.xml

* removed the line that mighta maybe sorta possibly could encourage self antag

* thought about this randomly but ICK OCK

* talking is no longer a key part of this game

* moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around

* ah probably should make sure this works first also me when i lie on the internet

* don't be such a grammar nukie

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* okay nevermind that's justified

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* prepare. it is coming. the great reorganization...

* yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP.

* rename that real quick

* step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete.

* update shiftandcrew.yml to only have departments as children also fuck it alphabetization

* consolidated salvage into cargo

* made a new entry for command

* gave salvage a home and service an existence

* made some XML files to be filled out later

* quick rename...

* took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml

* The Great Writing about Departments (25XX, black and white)

* added a bunch of links everywhere

* biochemical is no longer a thing

* service formatinaaaaaaa

* shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,,

* let's get that fixed

* second time i made a typo there as well

* we hate fun around here

* grammar?!???/

* various fixes and more linkings

* oops

* wewlad lol!!

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-06-09 01:00:43 +02:00

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4.3 KiB
XML

<Document>
# Medical Doctor
It's time to heal. Or at least, try to heal, anyway. Medical Doctors are the primary caretakers of every boo boo and ouchie crewmembers get on the station, be it a small scratch, or boiled skin.
This guide will give you a basic outline of the treatment options you have available, triage, and other avenues of care.
## The Basics
There are two ways to tell what's ailing someone: Taking a scan (with a health analyzer or a medical PDA), or examining them, with a shift-click, and clicking the heart symbol.
Using a health analyzer is often more powerful than examination, as some things (such as poison, or radiation) don't show up on examination. However, using an analyzer has its drawbacks, as it makes noise and uses up a battery.
<Box>
<GuideEntityEmbed Entity="SignExamroom" Caption="examine patient"/>
<GuideEntityEmbed Entity="MedicalPDA"/>
<GuideEntityEmbed Entity="MedicalInternPDA" Caption="intern PDA"/>
<GuideEntityEmbed Entity="HandheldHealthAnalyzer"/>
</Box>
## Medication and Treatment Options
Before we go any further, it's probably a good idea to go over damage types, and what will heal them. The wiki has more extensive info available, but these are commonly used.
An important note: Most medication has an overdose level, which will cause harm to your patient. Chemicals also take time to metabolise in pill form, if you want things to act quickly, use a syringe.
- Brute Damage: Bicaridine or Bruise Packs
- Burn Damage: Dermaline or Ointment
- Toxin (Poison): Dylovene
- Toxin (Radiation) Hyronalin or Arithrazine
- Airloss: Dexaline or Inaprovaline
- Bloodloss: Dexaline (Examine the patient, if pale, they still need blood or iron.)
- Bleeding: Tranexamic acid and Gauze (Bleeding can also be cauterized with burn damage.)
Many stations are stocked with kits in storage, and all medics have some equipment in their starting belt.
<Box>
<GuideEntityEmbed Entity="MedkitFilled"/>
<GuideEntityEmbed Entity="MedkitBruteFilled" Caption="brute kit"/>
<GuideEntityEmbed Entity="MedkitRadiationFilled" Caption="radiation kit"/>
<GuideEntityEmbed Entity="MedkitBurnFilled" Caption="burn kit"/>
<GuideEntityEmbed Entity="MedkitToxinFilled" Caption="toxin kit"/>
</Box>
<Box>
<GuideEntityEmbed Entity="Brutepack"/>
<GuideEntityEmbed Entity="Ointment"/>
<GuideEntityEmbed Entity="EmergencyMedipen"/>
<GuideEntityEmbed Entity="Bloodpack"/>
<GuideEntityEmbed Entity="Gauze"/>
</Box>
## Basic Treatment and Triage
Examine your patient, and note down the important details: Are they alive? Bleeding? What type of damage?
If alive, treat them as best as you can. Patients are in critical condition at 100 damage, and dead at 200. Keep this in mind when choosing how to treat them. Emergency Pens and Epinephrine are often used to keep patients stable.
If possible, buckle them to a medical bed, if you need time to treat them, strap them to a stasis bed instead. Just keep in mind that metabolism (and by extension, healing chemicals) are slowed to a crawl when on stasis, they'll need to be taken off of it for the medicine to be effective. (But Blood Packs, Ointment, and Brute packs all work as normal.)
<Box>
<GuideEntityEmbed Entity="MedicalBed"/>
<GuideEntityEmbed Entity="StasisBed"/>
</Box>
## Assessing Corpses
You can't save them all, sometimes, death happens. Depending on the [color=#a4885c]status[/color] of the body, there are a few things that can be done.
1. Do they have a soul attached? You can tell if, when examining, the following phrase is displayed: "Their soul has departed." If this isn't displayed, there is still a player who can be revived.
2. Is the body rotting? If it is, sadly, they'll have to be cloned. A rotting body can't be brought back with a defibrillator. (See Cloning)
3. If they have a soul, and aren't rotten, it's possible to revive them. Consider storing the body in a morgue tray if you don't have enough time to revive someone, as the body will rot if you wait too long.
## Revival
Not counting airloss, Defibrillator's can be used to revive patients under 200 total damage. Chemicals don't metabolise in the dead, but brute packs and ointment can still patch them up. Use them to bring their numbers down enough for revival.
<Box>
<GuideEntityEmbed Entity="Brutepack"/>
<GuideEntityEmbed Entity="Defibrillator"/>
<GuideEntityEmbed Entity="Ointment"/>
</Box>
</Document>