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.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.