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class ADDON {
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class Bandaging {
// Field dressing is normal average treatment
// packing bandage is average treatment, higher reopen change, longer reopening delay
// elastic bandage is higher treatment, higher reopen change, shorter reopen delay
// quickclot is lower treatment, lower reopen change, longer reopening delay
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class BasicBandage {
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effectiveness = 5 ;
reopeningChance = 0 ;
reopeningMinDelay = 0 ;
reopeningMaxDelay = 0 ;
} ;
class FieldDressing {
// How effect is the bandage for treating one wounds type injury
effectiveness = 1 ;
// What is the chance and delays (in seconds) of the treated default injury reopening
reopeningChance = 0.1 ;
reopeningMinDelay = 120 ;
reopeningMaxDelay = 200 ;
class Abrasion {
effectiveness = 3 ;
reopeningChance = 0.3 ;
reopeningMinDelay = 200 ;
reopeningMaxDelay = 1000 ;
} ;
class AbrasionMinor : Abrasion {
effectiveness = 3 ;
} ;
class AbrasionMedium : Abrasion {
effectiveness = 2.5 ;
reopeningChance = 0.7 ;
} ;
class AbrasionLarge : Abrasion {
effectiveness = 2 ;
reopeningChance = 0.9 ;
} ;
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class Avulsion : Abrasion {
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effectiveness = 1 ;
reopeningChance = 0.5 ;
reopeningMinDelay = 120 ;
reopeningMaxDelay = 200 ;
} ;
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class AvulsionMinor : Avulsion {
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effectiveness = 1 ;
} ;
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class AvulsionMedium : Avulsion {
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effectiveness = 0.9 ;
} ;
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class AvulsionLarge : Avulsion {
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effectiveness = 0.75 ;
} ;
class Contusion : Abrasion {
effectiveness = 1 ;
reopeningChance = 0 ;
reopeningMinDelay = 0 ;
reopeningMaxDelay = 0 ;
} ;
class ContusionMinor : Contusion { } ;
class ContusionMedium : Contusion { } ;
class ContusionLarge : Contusion { } ;
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class Crush : Abrasion {
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effectiveness = 1 ;
reopeningChance = 0.2 ;
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reopeningMinDelay = 200 ;
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reopeningMaxDelay = 1000 ;
} ;
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class CrushMinor : Crush {
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effectiveness = 1 ;
reopeningChance = 0.2 ;
} ;
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class CrushMedium : Crush {
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effectiveness = 0.7 ;
reopeningChance = 0.3 ;
} ;
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class CrushLarge : Crush {
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effectiveness = 0.6 ;
reopeningChance = 0.4 ;
} ;
class Cut : Abrasion {
effectiveness = 4 ;
reopeningChance = 0.1 ;
reopeningMinDelay = 300 ;
reopeningMaxDelay = 1000 ;
} ;
class CutMinor : Cut {
effectiveness = 4 ;
reopeningChance = 0.1 ;
} ;
class CutMedium : Cut {
effectiveness = 3 ;
reopeningChance = 0.3 ;
} ;
class CutLarge : Cut {
effectiveness = 1 ;
reopeningChance = 0.5 ;
} ;
class Laceration : Abrasion {
effectiveness = 0.95 ;
reopeningChance = 0.3 ;
reopeningMinDelay = 100 ;
reopeningMaxDelay = 800 ;
} ;
class LacerationMinor : Laceration {
effectiveness = 0.95 ;
reopeningChance = 0.3 ;
} ;
class LacerationMedium : Laceration {
effectiveness = 0.7 ;
reopeningChance = 0.5 ;
} ;
class LacerationLarge : Laceration {
effectiveness = 0.5 ;
reopeningChance = 0.6 ;
} ;
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class VelocityWound : Abrasion {
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effectiveness = 2 ;
reopeningChance = 0.7 ;
reopeningMinDelay = 100 ;
reopeningMaxDelay = 500 ;
} ;
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class VelocityWoundMinor : VelocityWound {
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effectiveness = 2 ;
} ;
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class VelocityWoundMedium : VelocityWound {
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effectiveness = 1.5 ;
} ;
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class VelocityWoundLarge : VelocityWound {
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effectiveness = 1 ;
} ;
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class PunctureWound : Abrasion {
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effectiveness = 2 ;
reopeningChance = 0.5 ;
reopeningMinDelay = 200 ;
reopeningMaxDelay = 850 ;
} ;
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class PunctureWoundMinor : PunctureWound {
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effectiveness = 2 ;
} ;
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class PunctureWoundMedium : PunctureWound {
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effectiveness = 1.3 ;
} ;
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class PunctureWoundLarge : PunctureWound {
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effectiveness = 0.9 ;
} ;
} ;
class PackingBandage : fieldDressing {
class Abrasion {
effectiveness = 3 ;
reopeningChance = 0.6 ;
reopeningMinDelay = 800 ;
reopeningMaxDelay = 1500 ;
} ;
class AbrasionMinor : Abrasion {
effectiveness = 3 ;
} ;
class AbrasionMedium : Abrasion {
effectiveness = 2.5 ;
reopeningChance = 0.9 ;
} ;
class AbrasionLarge : Abrasion {
effectiveness = 2 ;
reopeningChance = 1 ;
} ;
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class Avulsion : Abrasion {
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effectiveness = 1 ;
reopeningChance = 0.7 ;
reopeningMinDelay = 1000 ;
reopeningMaxDelay = 1600 ;
} ;
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class AvulsionMinor : Avulsion {
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effectiveness = 1 ;
} ;
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class AvulsionMedium : Avulsion {
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effectiveness = 0.9 ;
} ;
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class AvulsionLarge : Avulsion {
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effectiveness = 0.75 ;
} ;
class Contusion : Abrasion {
effectiveness = 1 ;
reopeningChance = 0 ;
reopeningMinDelay = 0 ;
reopeningMaxDelay = 0 ;
} ;
class ContusionMinor : Contusion { } ;
class ContusionMedium : Contusion { } ;
class ContusionLarge : Contusion { } ;
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class Crush : Abrasion {
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effectiveness = 1 ;
reopeningChance = 0.5 ;
reopeningMinDelay = 600 ;
reopeningMaxDelay = 1000 ;
} ;
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class CrushMinor : Crush {
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effectiveness = 1 ;
reopeningChance = 0.6 ;
} ;
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class CrushMedium : Crush {
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effectiveness = 0.7 ;
reopeningChance = 0.7 ;
} ;
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class CrushLarge : Crush {
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effectiveness = 0.6 ;
reopeningChance = 0.8 ;
} ;
class Cut : Abrasion {
effectiveness = 4 ;
reopeningChance = 0.4 ;
reopeningMinDelay = 700 ;
reopeningMaxDelay = 1000 ;
} ;
class CutMinor : Cut {
effectiveness = 4 ;
reopeningChance = 0.6 ;
} ;
class CutMedium : Cut {
effectiveness = 3 ;
reopeningChance = 0.7 ;
} ;
class CutLarge : Cut {
effectiveness = 1 ;
reopeningChance = 0.8 ;
} ;
class Laceration : Abrasion {
effectiveness = 0.95 ;
reopeningChance = 0.65 ;
reopeningMinDelay = 500 ;
reopeningMaxDelay = 2000 ;
} ;
class LacerationMinor : Laceration {
effectiveness = 0.95 ;
reopeningChance = 0.65 ;
} ;
class LacerationMedium : Laceration {
effectiveness = 0.7 ;
reopeningChance = 0.8 ;
} ;
class LacerationLarge : Laceration {
effectiveness = 0.5 ;
reopeningChance = 0.9 ;
} ;
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class VelocityWound : Abrasion {
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effectiveness = 2 ;
reopeningChance = 1 ;
reopeningMinDelay = 800 ;
reopeningMaxDelay = 2000 ;
} ;
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class VelocityWoundMinor : VelocityWound {
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effectiveness = 2 ;
} ;
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class VelocityWoundMedium : VelocityWound {
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effectiveness = 1.5 ;
} ;
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class VelocityWoundLarge : VelocityWound {
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effectiveness = 1 ;
} ;
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class PunctureWound : Abrasion {
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effectiveness = 2 ;
reopeningChance = 1 ;
reopeningMinDelay = 1000 ;
reopeningMaxDelay = 3000 ;
} ;
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class PunctureWoundMinor : PunctureWound {
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effectiveness = 2 ;
} ;
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class PunctureWoundMedium : PunctureWound {
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effectiveness = 1.3 ;
} ;
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class PunctureWoundLarge : PunctureWound {
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effectiveness = 0.9 ;
} ;
} ;
class ElasticBandage : fieldDressing {
class Abrasion {
effectiveness = 4 ;
reopeningChance = 0.6 ;
reopeningMinDelay = 80 ;
reopeningMaxDelay = 150 ;
} ;
class AbrasionMinor : Abrasion {
effectiveness = 43 ;
} ;
class AbrasionMedium : Abrasion {
effectiveness = 3 ;
reopeningChance = 0.9 ;
} ;
class AbrasionLarge : Abrasion {
effectiveness = 2.5 ;
reopeningChance = 1 ;
} ;
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class Avulsion : Abrasion {
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effectiveness = 2 ;
reopeningChance = 0.7 ;
reopeningMinDelay = 100 ;
reopeningMaxDelay = 160 ;
} ;
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class AvulsionMinor : Avulsion {
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effectiveness = 2 ;
} ;
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class AvulsionMedium : Avulsion {
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effectiveness = 1.4 ;
} ;
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class AvulsionLarge : Avulsion {
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effectiveness = 1 ;
} ;
class Contusion : Abrasion {
effectiveness = 2 ;
reopeningChance = 0 ;
reopeningMinDelay = 0 ;
reopeningMaxDelay = 0 ;
} ;
class ContusionMinor : Contusion { } ;
class ContusionMedium : Contusion { } ;
class ContusionLarge : Contusion { } ;
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class Crush : Abrasion {
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effectiveness = 2 ;
reopeningChance = 0.5 ;
reopeningMinDelay = 60 ;
reopeningMaxDelay = 100 ;
} ;
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class CrushMinor : Crush {
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effectiveness = 2 ;
reopeningChance = 0.6 ;
} ;
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class CrushMedium : Crush {
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effectiveness = 1.7 ;
reopeningChance = 0.7 ;
} ;
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class CrushLarge : Crush {
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effectiveness = 1.6 ;
reopeningChance = 0.8 ;
} ;
class Cut : Abrasion {
effectiveness = 5 ;
reopeningChance = 0.4 ;
reopeningMinDelay = 70 ;
reopeningMaxDelay = 100 ;
} ;
class CutMinor : Cut {
effectiveness = 5 ;
reopeningChance = 0.6 ;
} ;
class CutMedium : Cut {
effectiveness = 3.5 ;
reopeningChance = 0.7 ;
} ;
class CutLarge : Cut {
effectiveness = 2 ;
reopeningChance = 0.8 ;
} ;
class Laceration : Abrasion {
effectiveness = 2 ;
reopeningChance = 0.65 ;
reopeningMinDelay = 50 ;
reopeningMaxDelay = 200 ;
} ;
class LacerationMinor : Laceration {
effectiveness = 2 ;
reopeningChance = 0.65 ;
} ;
class LacerationMedium : Laceration {
effectiveness = 1.5 ;
reopeningChance = 0.8 ;
} ;
class LacerationLarge : Laceration {
effectiveness = 1 ;
reopeningChance = 0.9 ;
} ;
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class VelocityWound : Abrasion {
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effectiveness = 2.2 ;
reopeningChance = 1 ;
reopeningMinDelay = 80 ;
reopeningMaxDelay = 200 ;
} ;
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class VelocityWoundMinor : VelocityWound {
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effectiveness = 2.2 ;
} ;
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class VelocityWoundMedium : VelocityWound {
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effectiveness = 1.75 ;
} ;
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class VelocityWoundLarge : VelocityWound {
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effectiveness = 1.5 ;
} ;
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class PunctureWound : Abrasion {
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effectiveness = 2.5 ;
reopeningChance = 1 ;
reopeningMinDelay = 100 ;
reopeningMaxDelay = 300 ;
} ;
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class PunctureWoundMinor : PunctureWound {
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effectiveness = 2.5 ;
} ;
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class PunctureWoundMedium : PunctureWound {
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effectiveness = 2 ;
} ;
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class PunctureWoundLarge : PunctureWound {
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effectiveness = 1.5 ;
} ;
} ;
class QuikClot : fieldDressing {
class Abrasion {
effectiveness = 2 ;
reopeningChance = 0.3 ;
reopeningMinDelay = 800 ;
reopeningMaxDelay = 1500 ;
} ;
class AbrasionMinor : Abrasion {
effectiveness = 2 ;
} ;
class AbrasionMedium : Abrasion {
effectiveness = 1 ;
reopeningChance = 0.4 ;
} ;
class AbrasionLarge : Abrasion {
effectiveness = 0.7 ;
reopeningChance = 5 ;
} ;
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class Avulsion : Abrasion {
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effectiveness = 0.7 ;
reopeningChance = 0.2 ;
reopeningMinDelay = 1000 ;
reopeningMaxDelay = 1600 ;
} ;
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class AvulsionMinor : Avulsion {
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effectiveness = 0.7 ;
} ;
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class AvulsionMedium : Avulsion {
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effectiveness = 0.65 ;
} ;
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class AvulsionLarge : Avulsion {
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effectiveness = 0.5 ;
} ;
class Contusion : Abrasion {
effectiveness = 1 ;
reopeningChance = 0 ;
reopeningMinDelay = 0 ;
reopeningMaxDelay = 0 ;
} ;
class ContusionMinor : Contusion { } ;
class ContusionMedium : Contusion { } ;
class ContusionLarge : Contusion { } ;
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class Crush : Abrasion {
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effectiveness = 0.6 ;
reopeningChance = 0.5 ;
reopeningMinDelay = 600 ;
reopeningMaxDelay = 1000 ;
} ;
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class CrushMinor : Crush {
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effectiveness = 0.6 ;
reopeningChance = 0.3 ;
} ;
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class CrushMedium : Crush {
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effectiveness = 0.5 ;
} ;
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class CrushLarge : Crush {
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effectiveness = 0.4 ;
} ;
class Cut : Abrasion {
effectiveness = 2 ;
reopeningChance = 0.2 ;
reopeningMinDelay = 700 ;
reopeningMaxDelay = 1000 ;
} ;
class CutMinor : Cut {
effectiveness = 2 ;
reopeningChance = 0.3 ;
} ;
class CutMedium : Cut {
effectiveness = 1 ;
} ;
class CutLarge : Cut {
effectiveness = 0.6 ;
} ;
class Laceration : Abrasion {
effectiveness = 0.7 ;
reopeningChance = 0.4 ;
reopeningMinDelay = 500 ;
reopeningMaxDelay = 2000 ;
} ;
class LacerationMinor : Laceration {
effectiveness = 0.7 ;
reopeningChance = 0.4 ;
} ;
class LacerationMedium : Laceration {
effectiveness = 0.7 ;
} ;
class LacerationLarge : Laceration {
effectiveness = 0.5 ;
} ;
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class VelocityWound : Abrasion {
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effectiveness = 1 ;
reopeningChance = 0.5 ;
reopeningMinDelay = 800 ;
reopeningMaxDelay = 2000 ;
} ;
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class VelocityWoundMinor : VelocityWound {
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effectiveness = 1 ;
} ;
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class VelocityWoundMedium : VelocityWound {
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effectiveness = 0.75 ;
} ;
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class VelocityWoundLarge : VelocityWound {
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effectiveness = 0.5 ;
} ;
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class PunctureWound : Abrasion {
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effectiveness = 1 ;
reopeningChance = 0.5 ;
reopeningMinDelay = 1000 ;
reopeningMaxDelay = 3000 ;
} ;
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class PunctureWoundMinor : PunctureWound {
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effectiveness = 1 ;
} ;
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class PunctureWoundMedium : PunctureWound {
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effectiveness = 0.7 ;
} ;
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class PunctureWoundLarge : PunctureWound {
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effectiveness = 0.4 ;
} ;
} ;
} ;
class Medication {
// How much does the pain get reduced?
painReduce = 0 ;
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// How much will the heart rate be increased when the HR is low (below 55)? {minIncrease, maxIncrease}
hrIncreaseLow [ ] = { 0 , 0 } ; // _heartRate < 55
hrIncreaseNormal [ ] = { 0 , 0 } ; // 55 <= _heartRate <= 110
hrIncreaseHigh [ ] = { 0 , 0 } ; // 110 < _heartRate
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// How long until this medication has disappeared
timeInSystem = 120 ;
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// How long until the maximum effect is reached
timeTillMaxEffect = 30 ;
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// How many of this type of medication can be in the system before the patient overdoses?
maxDose = 4 ;
// Function to execute upon overdose. Arguments passed to call back are 0: unit <OBJECT>, 1: medicationClassName <STRING>
onOverDose = " " ;
// The viscosity of a fluid is a measure of its resistance to gradual deformation by shear stress or tensile stress. For liquids, it corresponds to the informal concept of "thickness". This value will increase/decrease the viscoty of the blood with the percentage given. Where 100 = max. Using the minus will decrease viscosity
viscosityChange = 0 ;
// specific details for the ACE_Morphine treatment action
class Morphine {
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painReduce = 0.8 ;
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hrIncreaseLow [ ] = { - 10 , - 20 } ;
hrIncreaseNormal [ ] = { - 10 , - 30 } ;
hrIncreaseHigh [ ] = { - 10 , - 35 } ;
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timeInSystem = 1800 ;
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timeTillMaxEffect = 30 ;
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maxDose = 4 ;
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incompatibleMedication [ ] = { } ;
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viscosityChange = - 10 ;
} ;
class Epinephrine {
painReduce = 0 ;
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hrIncreaseLow [ ] = { 10 , 20 } ;
hrIncreaseNormal [ ] = { 10 , 50 } ;
hrIncreaseHigh [ ] = { 10 , 40 } ;
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timeInSystem = 120 ;
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timeTillMaxEffect = 10 ;
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maxDose = 10 ;
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incompatibleMedication [ ] = { } ;
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} ;
class Adenosine {
painReduce = 0 ;
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hrIncreaseLow [ ] = { - 7 , - 10 } ;
hrIncreaseNormal [ ] = { - 15 , - 30 } ;
hrIncreaseHigh [ ] = { - 15 , - 35 } ;
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timeInSystem = 120 ;
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timeTillMaxEffect = 15 ;
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maxDose = 6 ;
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incompatibleMedication [ ] = { } ;
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} ;
class Atropine {
painReduce = 0 ;
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hrIncreaseLow [ ] = { - 2 , - 5 } ;
hrIncreaseNormal [ ] = { - 10 , - 15 } ;
hrIncreaseHigh [ ] = { - 5 , - 20 } ;
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timeInSystem = 120 ;
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timeTillMaxEffect = 15 ;
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maxDose = 6 ;
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incompatibleMedication [ ] = { } ;
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} ;
class PainKillers {
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painReduce = 0.1 ;
timeInSystem = 600 ;
timeTillMaxEffect = 60 ;
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maxDose = 10 ;
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incompatibleMedication [ ] = { } ;
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viscosityChange = 5 ;
} ;
} ;
class IV {
// volume is in millileters
volume = 1000 ;
ratio [ ] = { } ;
type = " Blood " ;
class BloodIV {
volume = 1000 ;
ratio [ ] = { " Plasma " , 1 } ;
} ;
class BloodIV_500 : BloodIV {
volume = 500 ;
} ;
class BloodIV_250 : BloodIV {
volume = 250 ;
} ;
class PlasmaIV : BloodIV {
volume = 1000 ;
ratio [ ] = { " Blood " , 1 } ;
type = " Plasma " ;
} ;
class PlasmaIV_500 : PlasmaIV {
volume = 500 ;
} ;
class PlasmaIV_250 : PlasmaIV {
volume = 250 ;
} ;
class SalineIV : BloodIV {
volume = 1000 ;
type = " Saline " ;
ratio [ ] = { } ;
} ;
class SalineIV_500 : SalineIV {
volume = 500 ;
} ;
class SalineIV_250 : SalineIV {
volume = 250 ;
} ;
} ;
} ;