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[TM Only] Drug Fixes And Rework - #201

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halgmor wants to merge 14 commits into
Monkestation:masterfrom
halgmor:drug-fixes
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[TM Only] Drug Fixes And Rework#201
halgmor wants to merge 14 commits into
Monkestation:masterfrom
halgmor:drug-fixes

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@halgmor

@halgmor halgmor commented Aug 29, 2026

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About The Pull Request

Cannabis:

  • 4 new strains (OG Kush, Sour Diesel, Granddaddy Purple, and Girl Scout Cookies) (Credit: default base sprite by the awesome John Flavrius).
image
  • Each weed seed now grows a strain-specific plant that yields strain-specific cannabis. (Not color variation yet)
  • Each strain looks different under examination and tastes different when smoked. You also get strain-specific flavor text when smoking. Does not affect kindred.
  • +5 minutes to the cannabis bud rot timer.
  • To do (maybe): strain-specific drug effects (ex. upped color saturation)

Making a joint:

  • Creating a joint now keeps it in your hand instead of it dropping the resulting product on the floor
  • You can mix strains

Bongs:

  • Bongs now accept regular cannabis instead of only dried cannabis (joints already worked that way and SF has bongs but doesn't have drying racks).
  • Left clicking a lit packed bong used to turn your packed weed into ashes. Now left clicking a lit packed bong makes you take a hit.
  • Ctrl+Click to empty the bong. If none of the packed weed was smoked, you get the weed back.
  • You may cough on a hit.
  • When examined, packed bongs will now tell you the strain of the packed weed.

Cocaine (Yayo) and Meth (Crank):

For some unknown reason they were both the same drug and both subtypes of a glass cup which is why you drank them and the baggies shattered into glass shards when thrown.

  • You now snort them with an emote and a short progress bar.
  • The baggies now actually change to an empty bag sprite once used up.
  • Cocaine Package renamed to Yayo Baggie
  • Meth Package renamed to Crank Baggie
  • Cocaine/Yayo: Speeds up processing/progress bars by 1/4. When high: Heartbeat sfx. Color saturation upped. Pupils are blown up upon examine. Causes gradual heart damage with a heart-based OD.
  • Meth/Crank: Mostly the same as before (speed boost, tweaking) but with the addition that while high you are also immune to sleep and hunger. The longer you're high, the more the meth side effects start hitting. Pupils are blown up upon examine.
  • Updated the brain damage lines so players mumble random setting-relevant liens instead of SS13 space stuff.

Addiction:

  • 10% chance per hit to cause addiction, subsides automatically after 7 minutes and even faster when sleeping.
  • Notifies you when addicted. World turns slightly greyer when in withdrawal. Taking another hit temporarily relieves the withdrawal until you're sober again, then it's slowly back to grey until you kick it.

Kindred & Drugs:

  • Drugs no longer affect kindred
  • Drugs in kindred's system will slowly drain from their body over time
  • No more perma uberhigh when drinking drugged blood*

(*Note: The code has a lot of the framework in place for specific drug-infused blood bags, but until someone actually works on this drugged blood system for kindred, I'm disabling it)

Repricing:

The black market prices for drugs were insane. Now they're more reasonable.

  • Cannabis: $700 -> $175
  • Coke/Yayo: $800 -> $200
  • Meth/Crank: $800 -> $200

To balance the lower prices, the base sell price at the Fence for all 3 was quartered from $100 to $25 so you can't just buy from the black market and sell for profit at the Fence. This also means you will get less money for selling weed to the Fence which helps shrink moneymaking as it was a TON of money for a single bag of cannabis (up to $25,000 per stack on a good roll).

Why It's Good For The Game

  • Gives the game some more flavor and fleshes out some items.
  • Fixes oversights, bugs, gaps, and stuff that just didn't make sense.
  • Drugs are more available, no longer affect kindred, and have different effects and consequences.
  • -Meth and coke were literally the same.
  • Kindred no longer gain a permanent boost from drinking drugged blood (look, you want to do it, go for it, but the way it was set was just broken on every level in the code and in the game)

Changelog

🆑
add: Four new strains of cannabis with their own sprites, taste profiles, strain-specific cannabis plants, and when bought from the Black Market the strain is determined at random.
add: Coke and Meth are now separate drugs with their own unique effects.
add: 10% addiction chance per hit of coke and meth.
add: qol: Bongs now accept undried cannabis.
add: +5 minutes to the cannabis rot timer.
fix: Rolling a joint puts it in your hand instead of dropping it on the floor.
fix: Meth and cocaine baggies are now actually baggies, are snorted, and the baggies are no longer made out of glass.
fix: Kindred can no longer abuse the infinite drug accumulation bug to gain superpowers.
balance: Drugs are now cheaper to buy and the Fence pays less to match.
qol: Left click to use bong, Ctrl+Left click to empty it, unsmoked weed returned if ctrl clicked.
fix: Meth/Crank-induced brain damage mania no longer spouts lines about space-SS13, changed the lines to fit the theme/year/setting.
/:cl:

@halgmor
halgmor marked this pull request as draft August 29, 2026 04:24
@halgmor halgmor changed the title Drug Fixes And Rework [TM Only] Drug Fixes And Rework Sep 2, 2026
@halgmor
halgmor marked this pull request as ready for review September 2, 2026 22:19
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