> It should add 2+ to bow and crossbow and blowdart and misc object user skills. It is the only way to truly reduce spread, like Steady should.
I do not think that syndromes can raise skills.
> 15% drop from a MoP crate is too much I think. In any case, healing potions and Med-X would be more common.
Changed to the original 5%.
Yep, standardise things to reduce complexity.
Anyways, I am going to skip RAD-X and RadAway since I am kinda aching to update the raws.
Description [disclaimer: Some of the fluff descriptions have stuff that is not officially in the wiki]
During the war, the MWT developed a whole plethora of drugs in partnership with the MoP. These drugs had a wide range of effects, ranging from powerful elixirs capable of regenerating entire limbs to hallucinogens creating rage-filled soldiers who know no pain. To this day, canisters of these drugs have survived within MoP crates, proving themselves of great benefit to any creature capable of cracking them open.
However, these powers come at a cost. Every drug, except for healing potions which are magic-based, carries side effects, ranging from decreased Focus and Endurance for a short period of time to a short bout of intense pain.
All drugs can be found in MoP crates. In addition, every drug, except for Hydra, needs to be made into an auto-injector at the Workbench before they can be directly used by ponies. All drug reactions use the Brewing labour and skill.
A new workshop, the Drug Lab, has been added. All drug making related activities are done here, as well as the emptying of drug canisters. In addition, reactions to dismantle Rage and MED-X autoinjectors have been added to the Workbench.
The Drugs:
- Healing Potions
> Healing potions are unique among drugs. Rather than relying on a variety of chemicals to produce a desired effect, healing potions are instead a special liquid designed to hold a unicorn's healing magic, rejuvenating the user when consumed.
> Production: Potion base canisters can either be produced in the Drug Lab (new building) or found in MoP crates. These are then enchanted, also at the Drug Lab, with a healing restoration hologem and a spark battery.
- MED-X
> Out of everything, pain is perhaps one of the most crippling aspects of battle. Thus, it is no surprise that one of the first drugs developed in the MoP-MWT partnership was designed to kill pain. MED-X is a powerful painkiller capable of numbing even the worst pain, at the cost of phantom pains later on that may distract the user.
> Production: Opium is extracted from poppies, which can be grown above-ground in Spring, in the Drug Lab or found in MoM or civilian crates. MED-X can be then distilled from the opium at the Drug Lab, requiring fuel.
- Hydra
> Not long into the war, the MoP begun its own research into helping soldiers who have lost their limbs during the war. It was not long before their attention turned to the hydra, of creature of astounding regenerative powers. They quickly found that a chemical, aptly named Hydra, found in a gland of a Hydra granted the consumer the ability to regenerate every wound with great pain. However, owing to the rarity of Hydras, Hydra never entered mass production.
> Hydra must be consumed at the Drug Lab by the pony within sight of the pony you intend to heal, very much like reactions to upgrade robots.
> Hydra can only be found very rarely in MoP crates. Alternatively, if you are lucky enough to domesticate a Hydra...
- Dash
> It was not long before the MWT turned its attention to actively boosting a soldier's abilities during combat, as opposed to just mitigating the effects of combat on the soldier. Dash was the first of these so-called 'combat drugs'. A powerful amphetamine, it causes the user to become virtually fearless, as well as boosting their reaction speed by slowing down their perception of time. This, however, comes at a cost, Dash has severe withdrawal effects, causing the user to become disorientated when not using it.
> During the war, a large amount of rations were contaminated by the chemicals used to manufacture Dash. These contaminated rations were stored in silos across the land until a solution could be found to safely dispose of them. Alas, this solution never came, for the Last Day arrived before it could be found, scattering the rations far and wide. When it was discovered that Dash could be extracted from the dung of Brahmin fed these rations, a resurgence of Dash begun.
> Production: Contaminated rations, which can only be gathered above-ground with herbalism, are fed to brahmin at the Drug Lab. These Brahmin become sterile, but lay brahmin dung in a nest box. Dash can be extracted from Brahmin dung with fuel at the Drug Lab.
> Dash is an inhaled drug and its auto-inhaler requires a gas mask.
- Buck
> While Dash helped boost a soldier's combat skill by aiding his mental faculties, Buck focused on the physical aspect. A powerful steroid, it briefly boosts the user's strength, reflexes and endurance, but leaves the user feeling drained afterwards. To this day, the genetically modified tubers that Buck was once extracted from still grow, proving remarkably resilient in the harsh, irradiated wastes.
> Production: Tubers can be grown above ground during the Summer. They are then crushed into paste which Buck is extracted from at the Drug Lab. Tubers can also be cooked.
- Rage
> Not satisfied with Dash and Buck, researched continued into creating the ultimate super-soldier. Rage was the result of this research, filling the user with a rage so intense that they wish to destroy all foes with unwavering might, regardless of the odds that are stacked against them. A powerful hallucinogenic compound, its origins are all but a mystery, but rumours of strange glowing mushrooms deep underground may prove more real than most realise...
> Production: Two types of mushroom, the spotted mushroom and the glowing mushroom, can be grown underground during the Autumn. These two mushrooms can be brewed at the Still to net hallucinogens of respective colour, or be dissected at the Drug Lab to yield additional spawn. These two hallucinogens are then mixed at the Drug Lab to yield Rage
- Stampede
> The origins of Stampede are perhaps the strangest yet. Discovered by Fluttershy's pet bunny, Angel, Stampede is literally a mixture of Rage and MED-X, creating rage-filled super soldiers who feel no pain. An odd effect of this is that only the after effects of rage are felt. Its original recipe has been long forgotten, but it has been rediscovered so many a time by a Rage and MED-X junkie that its production is almost common knowledge.
> Production: Rage and MED-X are mixed to yield Stampede at the Drug Lab
- Steady
> Not all the combat drugs developed were designed for close range combat. Steady is a variant of Dash, designed to help snipers steady their aim by calming their nerves. However, being only a variant, it carries the same after-effects as Dash. Although the original methods of producing Steady are no longer available, it has been discovered that Dash reacts with Sunrise Sarsaparilla to produce a drug with effects almost like that of the original Steady.
> Production: Dash and a single unit of Sunrise Sarsaparilla are mixed in the Drug Lab with fuel to yield Steady.
and copy the files in the folder raws into the raws folder of a fresh install of the mod. Replace as needed and regen a new world.