Docs · Roadmap
Hospital robbery
docs/roadmap/scopes/crime/hospital-robbery.mdEdit on GitHub
Phase: Release
Extends: forced entry, Crime, Money
Player loop
Civilians rob the hospital till for cash, and breach a locked cabinet for medical supplies. The supplies are ordinary items. They become illegal only when config marks them contraband.
In scope
- Till: the existing cash-robbery gates (civilian, cooldown, minimum police on duty), placed at the hospital, paying MoneyStack cash.
- Cabinet: a forced-entry container. On open it spawns a config list of base-game medical items.
- If those items are flagged contraband, police confiscation can take them (see contraband).
- One alert per site action, not per menu refresh.
Out of scope
- A chemistry set, precursor items, or a lab process inside the hospital.
- Custom medical meshes.
- Healing as a side effect of the theft. Using the items stays on the survival and medical systems.
Assets
Building: Prefabs/Structures/Military/Houses/HospitalMilitary_E_01/. Till uses EL_RobAction and MoneyStack. Cabinet loot, config, defaults:
Prefabs/Items/Medicine/FieldDressing_01/FieldDressing_US_01.etPrefabs/Items/Medicine/MorphineInjection_01/MorphineInjection_01.etPrefabs/Items/Medicine/SalineBag_01/SalineBag_US_01.etPrefabs/Items/Medicine/Tourniquet_01/Tourniquet_US_01.et
Prefabs/Items/Medical/Bandage.et is not a base-game file. It is only a matcher string in EL_Test_ShopPrices. LNGC has no hospital robbery. See sources.
First slice
One DebugWorld clinic: till pays cash, cabinet yields the configured medical prefabs, wanted rises, bank balance unchanged.
Depends on
- Forced entry for the cabinet
EL_RobActiongates for the tillMoney
Proof
- Logic: cabinet loot is exactly the config list; a missing medical prefab logs and skips that line.
- World: till and cabinet both work once per cooldown.