// 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;
classAbrasion{
effectiveness=3;
reopeningChance=0.3;
reopeningMinDelay=200;
reopeningMaxDelay=1000;
};
classAbrasionMinor:Abrasion{
effectiveness=3;
};
classAbrasionMedium:Abrasion{
effectiveness=2.5;
reopeningChance=0.7;
};
classAbrasionLarge:Abrasion{
effectiveness=2;
reopeningChance=0.9;
};
classAvulsions:Abrasion{
effectiveness=1;
reopeningChance=0.5;
reopeningMinDelay=120;
reopeningMaxDelay=200;
};
classAvulsionsMinor:Avulsions{
effectiveness=1;
};
classAvulsionsMedium:Avulsions{
effectiveness=0.9;
};
classAvulsionsLarge:Avulsions{
effectiveness=0.75;
};
classContusion:Abrasion{
effectiveness=1;
reopeningChance=0;
reopeningMinDelay=0;
reopeningMaxDelay=0;
};
classContusionMinor:Contusion{};
classContusionMedium:Contusion{};
classContusionLarge:Contusion{};
classCrushWound:Abrasion{
effectiveness=1;
reopeningChance=0.2;
reopeningMinDelay=20;
reopeningMaxDelay=1000;
};
classCrushWoundMinor:CrushWound{
effectiveness=1;
reopeningChance=0.2;
};
classCrushWoundMedium:CrushWound{
effectiveness=0.7;
reopeningChance=0.3;
};
classCrushWoundLarge:CrushWound{
effectiveness=0.6;
reopeningChance=0.4;
};
classCut:Abrasion{
effectiveness=4;
reopeningChance=0.1;
reopeningMinDelay=300;
reopeningMaxDelay=1000;
};
classCutMinor:Cut{
effectiveness=4;
reopeningChance=0.1;
};
classCutMedium:Cut{
effectiveness=3;
reopeningChance=0.3;
};
classCutLarge:Cut{
effectiveness=1;
reopeningChance=0.5;
};
classLaceration:Abrasion{
effectiveness=0.95;
reopeningChance=0.3;
reopeningMinDelay=100;
reopeningMaxDelay=800;
};
classLacerationMinor:Laceration{
effectiveness=0.95;
reopeningChance=0.3;
};
classLacerationMedium:Laceration{
effectiveness=0.7;
reopeningChance=0.5;
};
classLacerationLarge:Laceration{
effectiveness=0.5;
reopeningChance=0.6;
};
classvelocityWound:Abrasion{
effectiveness=2;
reopeningChance=0.7;
reopeningMinDelay=100;
reopeningMaxDelay=500;
};
classvelocityWoundMinor:velocityWound{
effectiveness=2;
};
classvelocityWoundMedium:velocityWound{
effectiveness=1.5;
};
classvelocityWoundLarge:velocityWound{
effectiveness=1;
};
classpunctureWound:Abrasion{
effectiveness=2;
reopeningChance=0.5;
reopeningMinDelay=200;
reopeningMaxDelay=850;
};
classpunctureWoundMinor:punctureWound{
effectiveness=2;
};
classpunctureWoundMedium:punctureWound{
effectiveness=1.3;
};
classpunctureWoundLarge:punctureWound{
effectiveness=0.9;
};
};
classPackingBandage:fieldDressing{
classAbrasion{
effectiveness=3;
reopeningChance=0.6;
reopeningMinDelay=800;
reopeningMaxDelay=1500;
};
classAbrasionMinor:Abrasion{
effectiveness=3;
};
classAbrasionMedium:Abrasion{
effectiveness=2.5;
reopeningChance=0.9;
};
classAbrasionLarge:Abrasion{
effectiveness=2;
reopeningChance=1;
};
classAvulsions:Abrasion{
effectiveness=1;
reopeningChance=0.7;
reopeningMinDelay=1000;
reopeningMaxDelay=1600;
};
classAvulsionsMinor:Avulsions{
effectiveness=1;
};
classAvulsionsMedium:Avulsions{
effectiveness=0.9;
};
classAvulsionsLarge:Avulsions{
effectiveness=0.75;
};
classContusion:Abrasion{
effectiveness=1;
reopeningChance=0;
reopeningMinDelay=0;
reopeningMaxDelay=0;
};
classContusionMinor:Contusion{};
classContusionMedium:Contusion{};
classContusionLarge:Contusion{};
classCrushWound:Abrasion{
effectiveness=1;
reopeningChance=0.5;
reopeningMinDelay=600;
reopeningMaxDelay=1000;
};
classCrushWoundMinor:CrushWound{
effectiveness=1;
reopeningChance=0.6;
};
classCrushWoundMedium:CrushWound{
effectiveness=0.7;
reopeningChance=0.7;
};
classCrushWoundLarge:CrushWound{
effectiveness=0.6;
reopeningChance=0.8;
};
classCut:Abrasion{
effectiveness=4;
reopeningChance=0.4;
reopeningMinDelay=700;
reopeningMaxDelay=1000;
};
classCutMinor:Cut{
effectiveness=4;
reopeningChance=0.6;
};
classCutMedium:Cut{
effectiveness=3;
reopeningChance=0.7;
};
classCutLarge:Cut{
effectiveness=1;
reopeningChance=0.8;
};
classLaceration:Abrasion{
effectiveness=0.95;
reopeningChance=0.65;
reopeningMinDelay=500;
reopeningMaxDelay=2000;
};
classLacerationMinor:Laceration{
effectiveness=0.95;
reopeningChance=0.65;
};
classLacerationMedium:Laceration{
effectiveness=0.7;
reopeningChance=0.8;
};
classLacerationLarge:Laceration{
effectiveness=0.5;
reopeningChance=0.9;
};
classvelocityWound:Abrasion{
effectiveness=2;
reopeningChance=1;
reopeningMinDelay=800;
reopeningMaxDelay=2000;
};
classvelocityWoundMinor:velocityWound{
effectiveness=2;
};
classvelocityWoundMedium:velocityWound{
effectiveness=1.5;
};
classvelocityWoundLarge:velocityWound{
effectiveness=1;
};
classpunctureWound:Abrasion{
effectiveness=2;
reopeningChance=1;
reopeningMinDelay=1000;
reopeningMaxDelay=3000;
};
classpunctureWoundMinor:punctureWound{
effectiveness=2;
};
classpunctureWoundMedium:punctureWound{
effectiveness=1.3;
};
classpunctureWoundLarge:punctureWound{
effectiveness=0.9;
};
};
classElasticBandage:fieldDressing{
classAbrasion{
effectiveness=4;
reopeningChance=0.6;
reopeningMinDelay=80;
reopeningMaxDelay=150;
};
classAbrasionMinor:Abrasion{
effectiveness=43;
};
classAbrasionMedium:Abrasion{
effectiveness=3;
reopeningChance=0.9;
};
classAbrasionLarge:Abrasion{
effectiveness=2.5;
reopeningChance=1;
};
classAvulsions:Abrasion{
effectiveness=2;
reopeningChance=0.7;
reopeningMinDelay=100;
reopeningMaxDelay=160;
};
classAvulsionsMinor:Avulsions{
effectiveness=2;
};
classAvulsionsMedium:Avulsions{
effectiveness=1.4;
};
classAvulsionsLarge:Avulsions{
effectiveness=1;
};
classContusion:Abrasion{
effectiveness=2;
reopeningChance=0;
reopeningMinDelay=0;
reopeningMaxDelay=0;
};
classContusionMinor:Contusion{};
classContusionMedium:Contusion{};
classContusionLarge:Contusion{};
classCrushWound:Abrasion{
effectiveness=2;
reopeningChance=0.5;
reopeningMinDelay=60;
reopeningMaxDelay=100;
};
classCrushWoundMinor:CrushWound{
effectiveness=2;
reopeningChance=0.6;
};
classCrushWoundMedium:CrushWound{
effectiveness=1.7;
reopeningChance=0.7;
};
classCrushWoundLarge:CrushWound{
effectiveness=1.6;
reopeningChance=0.8;
};
classCut:Abrasion{
effectiveness=5;
reopeningChance=0.4;
reopeningMinDelay=70;
reopeningMaxDelay=100;
};
classCutMinor:Cut{
effectiveness=5;
reopeningChance=0.6;
};
classCutMedium:Cut{
effectiveness=3.5;
reopeningChance=0.7;
};
classCutLarge:Cut{
effectiveness=2;
reopeningChance=0.8;
};
classLaceration:Abrasion{
effectiveness=2;
reopeningChance=0.65;
reopeningMinDelay=50;
reopeningMaxDelay=200;
};
classLacerationMinor:Laceration{
effectiveness=2;
reopeningChance=0.65;
};
classLacerationMedium:Laceration{
effectiveness=1.5;
reopeningChance=0.8;
};
classLacerationLarge:Laceration{
effectiveness=1;
reopeningChance=0.9;
};
classvelocityWound:Abrasion{
effectiveness=2.2;
reopeningChance=1;
reopeningMinDelay=80;
reopeningMaxDelay=200;
};
classvelocityWoundMinor:velocityWound{
effectiveness=2.2;
};
classvelocityWoundMedium:velocityWound{
effectiveness=1.75;
};
classvelocityWoundLarge:velocityWound{
effectiveness=1.5;
};
classpunctureWound:Abrasion{
effectiveness=2.5;
reopeningChance=1;
reopeningMinDelay=100;
reopeningMaxDelay=300;
};
classpunctureWoundMinor:punctureWound{
effectiveness=2.5;
};
classpunctureWoundMedium:punctureWound{
effectiveness=2;
};
classpunctureWoundLarge:punctureWound{
effectiveness=1.5;
};
};
classQuikClot:fieldDressing{
classAbrasion{
effectiveness=2;
reopeningChance=0.3;
reopeningMinDelay=800;
reopeningMaxDelay=1500;
};
classAbrasionMinor:Abrasion{
effectiveness=2;
};
classAbrasionMedium:Abrasion{
effectiveness=1;
reopeningChance=0.4;
};
classAbrasionLarge:Abrasion{
effectiveness=0.7;
reopeningChance=5;
};
classAvulsions:Abrasion{
effectiveness=0.7;
reopeningChance=0.2;
reopeningMinDelay=1000;
reopeningMaxDelay=1600;
};
classAvulsionsMinor:Avulsions{
effectiveness=0.7;
};
classAvulsionsMedium:Avulsions{
effectiveness=0.65;
};
classAvulsionsLarge:Avulsions{
effectiveness=0.5;
};
classContusion:Abrasion{
effectiveness=1;
reopeningChance=0;
reopeningMinDelay=0;
reopeningMaxDelay=0;
};
classContusionMinor:Contusion{};
classContusionMedium:Contusion{};
classContusionLarge:Contusion{};
classCrushWound:Abrasion{
effectiveness=0.6;
reopeningChance=0.5;
reopeningMinDelay=600;
reopeningMaxDelay=1000;
};
classCrushWoundMinor:CrushWound{
effectiveness=0.6;
reopeningChance=0.3;
};
classCrushWoundMedium:CrushWound{
effectiveness=0.5;
};
classCrushWoundLarge:CrushWound{
effectiveness=0.4;
};
classCut:Abrasion{
effectiveness=2;
reopeningChance=0.2;
reopeningMinDelay=700;
reopeningMaxDelay=1000;
};
classCutMinor:Cut{
effectiveness=2;
reopeningChance=0.3;
};
classCutMedium:Cut{
effectiveness=1;
};
classCutLarge:Cut{
effectiveness=0.6;
};
classLaceration:Abrasion{
effectiveness=0.7;
reopeningChance=0.4;
reopeningMinDelay=500;
reopeningMaxDelay=2000;
};
classLacerationMinor:Laceration{
effectiveness=0.7;
reopeningChance=0.4;
};
classLacerationMedium:Laceration{
effectiveness=0.7;
};
classLacerationLarge:Laceration{
effectiveness=0.5;
};
classvelocityWound:Abrasion{
effectiveness=1;
reopeningChance=0.5;
reopeningMinDelay=800;
reopeningMaxDelay=2000;
};
classvelocityWoundMinor:velocityWound{
effectiveness=1;
};
classvelocityWoundMedium:velocityWound{
effectiveness=0.75;
};
classvelocityWoundLarge:velocityWound{
effectiveness=0.5;
};
classpunctureWound:Abrasion{
effectiveness=1;
reopeningChance=0.5;
reopeningMinDelay=1000;
reopeningMaxDelay=3000;
};
classpunctureWoundMinor:punctureWound{
effectiveness=1;
};
classpunctureWoundMedium:punctureWound{
effectiveness=0.7;
};
classpunctureWoundLarge:punctureWound{
effectiveness=0.4;
};
};
};
classMedication{
// How much does the pain get reduced?
painReduce=0;
// How much will the heart rate be increased when the HR is low (below 55)? {minIncrease, maxIncrease, seconds}
hrIncreaseLow[]={0,0,0};
hrIncreaseNormal[]={0,0,0};
hrIncreaseHigh[]={0,0,0};
// Callback once the heart rate values have been added.
hrCallback="";
// How long until this medication has disappeared
timeInSystem=120;
// 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