Medassist module: Difference between revisions

1,325 bytes added ,  08:33, 31 May 2022
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{{No Description}}
Aside from significantly decreasing the action cost of using [[tonics]], the {{name}} can be loaded with tonics which will hopefully be used appropriately. The internal AI will never overdose the player and will pick the highest utility tonic of its available stock, injecting it if it has positive utility. Utility equations are generally detailed below.{{Code Reference|class=CyberneticsMedassistModule}}
 
{| class="wikitable"
! Tonic
! Positive Factors
! Negative Factors
|-
| {{favilink|Blaze injector}}
| Player loses more than 1/2 of their [[HP]] from one source of [[Heat damage|heat]] damage
|
|-
| {{favilink|Hulk honey injector}}
| Player is [[terrified]]
|
|-
| {{favilink|Luminous hoarshroom}}
| Player loses more than 1/2 of their HP from one source of [[Cold damage|cold]] damage
|
|-
| {{favilink|Rubbergum injector}}
| Player loses more than 1/2 of their [[HP]] from one source of [[Cold damage|cold]] or [[Electrical damage|electrical]] damage
| Player is [[bleeding]]
|-
| {{favilink|Salve injector}}
| Player is below full health
|
|-
| {{favilink|Shade oil injector}}
| Player loses more than 3/4 of their HP from one source of damage
|
|-
| {{favilink|Sphynx salt injector}}
| Player is [[confused]]
|
|-
| {{favilink|Ubernostrum injector}}
| Player has been [[dismembered]]
|}
When the player drops below 10% HP,
{{Cybernetics data infobox}}
{{Cybernetics data infobox}}
{{Cybernetics Navbox}}
{{Cybernetics Navbox}}
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