CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Adding Doctor and Pharmacist Professions #74643

Closed theyareclose closed 14 hours ago

theyareclose commented 1 week ago

Summary

Content "This adds a Doctor and Pharmacist profession. It also generalizes the "MD" trait description to include more medical professionals."

Purpose of change

Previously, there was only the option to be a Medical Resident or Combat Medic, but not just a normal Doctor or Pharmacist. Both are fairly common professions, so this adds them to the game. The previous description of the medical degree trait, "MD" was very specific to the Medical Resident profession, so this generalizes it for use with more medical professions. Finally, I added Introduction to Chemistry to the Medical Resident as having a basic knowledge of chemistry is a typical requirement for medical school in the US.

Describe the solution

I added the Doctor and Pharmacist profession, edited the description for the MD trait, and added the Introduction to Chemistry proficiency to the Medical Resident. I achievement-gated the Doctor and Pharmacist behind the "Find a hospital" achievement, as that seemed fun and appropriate.

Describe alternatives you've considered

I considered adding Organic Chemistry as well for Medical Resident and Doctor as it's a common requirement, but I figured Physiology would cover the basics like the Krebs Cycle, etc. which is good enough. I considered Principles of Chemical Synthesis and Pharmaceutical Production for the Pharmacist, but Pharmacists don't really create drugs (outside of simple compounding), and I think those proficiencies are meant for actual Chemists.

Testing

I loaded up the Doctor, Pharmacist, and Medical Resident professions, walked around a bit, and saw that they had the right items and proficiencies. Doctor and Pharmacist are tied to an achievement, so I did unlock all achievements to make them.

Venera3 commented 1 week ago

Pharmacists shouldn't get wound/burn care - their training unsurprisingly doesn't include too much hands-on time with wounds.

Just casually starting with a bit of morphine and a scalpel is pretty overblown for a GP as well and I'm not familiar enough with US regs regarding opiates in out-of-hospital settings to say if a pharmacist would get their hands on it but I'm doubtful.

theyareclose commented 1 week ago

Pharmacists shouldn't get wound/burn care - their training unsurprisingly doesn't include too much hands-on time with wounds.

Just casually starting with a bit of morphine and a scalpel is pretty overblown for a GP as well and I'm not familiar enough with US regs regarding opiates in out-of-hospital settings to say if a pharmacist would get their hands on it but I'm doubtful.

Yeah, you're right that the morphine really doesn't make sense for either. For pharmacists, there actually is morphine available in community pharmacies in the US, but it's usually in pill form (which isn't in CDDA afaik), so yes I will remove it for both of them.

I imagined for the scalpel that it could've been grabbed during evacuation. Since there had been some chaos up to that point, I figured a doctor might think to do it. Plus I think it's kind of fun... BUT if it seems that implausible, I can remove it.

Good call on the wound/burn care for the pharmacist, not sure where I got that idea. My partner is even a pharmacist, and apparently I overestimated their skills! I'll remove for sure. To make them more interesting, I'm going to add in some extra pharmaceuticals instead.

When testing, I noticed some mistakes I made in item quantities too, so I'm going to work on your changes and some item quantity fixes. Thanks for the feedback!