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Doctors & treatment

Doctors and treatment

An addiction nobody can diagnose is just a debuff. This is the half that makes medics matter.

Examining a patient

A player whose job is listed in Config.Medical.Jobs at or above Config.Medical.MinGrade can run /examine next to somebody, or use the target option if you run a targeting resource. They get a toxicology chart.

config.lua
Config.Medical = {
    Jobs = { 'ambulance', 'ems', 'doctor' },
    MinGrade = 0,
    Distance = 2.0,
    NotifyPatient = true,
    Command = 'examine',
}

The distance is enforced on the server, and so is treatment — neither can be triggered from across the map.

What the chart shows

This is set per substance, on the Medical tab, and it is where the roleplay is:

Toggle Effect when off
Show substance The drug's name is hidden; the medic sees only a category and symptoms
Show level No addiction percentage or tolerance figure
Show stage No withdrawal stage name
Show last dose No idea how long ago they used
Show history Recent doses and how they were taken (off by default)

A designer substance with everything hidden but the category forces a medic to work from what the patient looks like. A common street drug with everything visible reads like a real screen. Mixing the two across your economy is what stops every examination feeling identical.

Config.Medical.NotifyPatient tells the patient they were examined. Leaving it on is usually right — a doctor quietly reading somebody's chart behind their back tends to annoy players more than the notification does.

Treatment

Each substance defines its own treatment items, each with a scope:

Scope Does
overdose Brings a downed player back
withdrawal Resets the withdrawal clock, holding symptoms off without curing anything
addiction Reduces the addiction level by the treatment's value, ten points per unit

Treatments are matched against the patient's actual condition, so an item shared by two substances is applied to the one they are genuinely suffering from.

Rehab

Field Meaning
Rehab days In-game days of a clean stay before the addiction clears
Relapse Percent chance the addiction returns afterwards
Rehab cost What the stay costs

The relapse chance is the reason to set Config.Withdrawal.ClearOnDeath = false. If dying wipes addictions, nobody ever pays for rehab.

Drug testing

Medics read the full chart; police get something blunter. Any job in Config.DrugTest.Jobs can run /drugtest [id] on a nearby player and get a straight answer — a positive with the substances found, or a clean result. It ignores the per-substance visibility toggles, because a test looks for everything.