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class ACE_Medical_Injuries {
// Defines all the possible injury types for advanced medical
class wounds {
// Source: Scarle
// Also called scrapes, they occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
class Abrasion {
name = CSTRING ( Wounds_Abrasion ) ;
selections [ ] = { " All " } ;
bleedingRate = 0.0001 ;
pain = 0.01 ;
causes [ ] = { " falling " , " ropeburn " , " vehiclecrash " , " unknown " } ;
minDamage = 0.01 ;
class Minor {
name = CSTRING ( Wounds_Abrasion_Minor ) ;
minDamage = 0.01 ;
maxDamage = 0.2 ;
bleedingRate = 0.0001 ;
} ;
class Medium {
name = CSTRING ( Wounds_Abrasion_Medium ) ;
minDamage = 0.2 ;
maxDamage = 0.3 ;
bleedingRate = 0.00015 ;
} ;
class Large {
name = CSTRING ( Wounds_Abrasion_Large ) ;
minDamage = 0.3 ;
maxDamage = 0.5 ;
bleedingRate = 0.0002 ;
} ;
} ;
// Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions.
class Avulsions {
name = CSTRING ( Wounds_Avulsion ) ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 0.3 ;
causes [ ] = { " explosive " , " vehiclecrash " , " grenade " , " shell " , " bullet " , " backblast " , " bite " } ;
minDamage = 0.2 ;
class Minor {
name = CSTRING ( Wounds_Avulsion_Minor ) ;
minDamage = 0.2 ;
maxDamage = 0.3 ;
bleedingRate = 0.01 ;
} ;
class Medium {
name = CSTRING ( Wounds_Avulsion_Medium ) ;
minDamage = 0.3 ;
maxDamage = 0.6 ;
bleedingRate = 0.02 ;
} ;
class Large {
name = CSTRING ( Wounds_Avulsion_Large ) ;
minDamage = 0.5 ;
bleedingRate = 0.05 ;
} ;
} ;
// Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions.
class Contusion {
name = CSTRING ( Wounds_Contusion ) ;
selections [ ] = { " All " } ;
bleedingRate = 0.0 ;
pain = 0.05 ;
causes [ ] = { " bullet " , " backblast " , " punch " , " vehiclecrash " , " falling " } ;
minDamage = 0.01 ;
maxDamage = 0.1 ;
class Minor {
name = CSTRING ( Wounds_Contusion_Minor ) ;
minDamage = 0.01 ;
maxDamage = 0.1 ;
} ;
class Medium {
name = CSTRING ( Wounds_Contusion_Medium ) ;
minDamage = 0.1 ;
maxDamage = 0.15 ;
} ;
class Large {
name = CSTRING ( Wounds_Contusion_Large ) ;
minDamage = 0.15 ;
maxDamage = 0.2 ;
} ;
} ;
// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
class CrushWound {
name = CSTRING ( Wounds_Crush ) ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 0.1 ;
causes [ ] = { " falling " , " vehiclecrash " , " punch " , " unknown " } ;
minDamage = 0.1 ;
class Minor {
name = CSTRING ( Wounds_Crush_Minor ) ;
minDamage = 0.1 ;
maxDamage = 0.45 ;
bleedingRate = 0.005 ;
} ;
class Medium {
name = CSTRING ( Wounds_Crush_Medium ) ;
minDamage = 0.4 ;
maxDamage = 0.7 ;
bleedingRate = 0.007 ;
} ;
class Large {
name = CSTRING ( Wounds_Crush_Large ) ;
minDamage = 0.6 ;
bleedingRate = 0.0095 ;
} ;
} ;
// Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision.
class Cut {
name = CSTRING ( Wounds_Cut ) ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 0.075 ;
causes [ ] = { " vehiclecrash " , " grenade " , " explosive " , " shell " , " backblast " , " stab " , " unknown " } ;
minDamage = 0.1 ;
class Minor {
name = CSTRING ( Wounds_Cut_Minor ) ;
minDamage = 0.1 ;
maxDamage = 0.3 ;
bleedingRate = 0.005 ;
} ;
class Medium {
name = CSTRING ( Wounds_Cut_Medium ) ;
minDamage = 0.3 ;
maxDamage = 0.65 ;
bleedingRate = 0.02 ;
} ;
class Large {
name = CSTRING ( Wounds_Cut_Large ) ;
minDamage = 0.65 ;
bleedingRate = 0.05 ;
} ;
} ;
// Also called tears, these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source as in childbirth, or from an external source like a punch.
class Laceration {
name = CSTRING ( Wounds_Laceration ) ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 0.075 ;
causes [ ] = { " vehiclecrash " , " punch " } ;
minDamage = 0.01 ;
class Minor {
name = CSTRING ( Wounds_Laceration_Minor ) ;
minDamage = 0.1 ;
maxDamage = 0.5 ;
bleedingRate = 0.005 ;
} ;
class Medium {
name = CSTRING ( Wounds_Laceration_Medium ) ;
minDamage = 0.5 ;
maxDamage = 0.7 ;
bleedingRate = 0.01 ;
} ;
class Large {
name = CSTRING ( Wounds_Laceration_Large ) ;
minDamage = 0.7 ;
bleedingRate = 0.03 ;
} ;
} ;
// Also called velocity wounds, they are caused by an object entering the body at a high speed, typically a bullet or small peices of shrapnel.
class velocityWound {
name = CSTRING ( Wounds_VelocityWound ) ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 0.2 ;
causes [ ] = { " bullet " , " grenade " , " explosive " , " shell " , " unknown " } ;
minDamage = 0.15 ;
class Minor {
name = CSTRING ( Wounds_VelocityWound_Minor ) ;
minDamage = 0.15 ;
maxDamage = 0.3 ;
bleedingRate = 0.025 ;
} ;
class Medium {
name = CSTRING ( Wounds_VelocityWound_Medium ) ;
minDamage = 0.3 ;
maxDamage = 0.75 ;
bleedingRate = 0.05 ;
} ;
class Large {
name = CSTRING ( Wounds_VelocityWound_Large ) ;
minDamage = 0.75 ;
bleedingRate = 0.1 ;
} ;
} ;
// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
class punctureWound {
name = CSTRING ( Wounds_PunctureWound ) ;
selections [ ] = { " All " } ;
bleedingRate = 0.01 ;
pain = 0.075 ;
causes [ ] = { " stab " , " grenade " } ;
minDamage = 0.01 ;
class Minor {
name = CSTRING ( Wounds_PunctureWound_Minor ) ;
minDamage = 0.01 ;
maxDamage = 0.5 ;
bleedingRate = 0.01 ;
} ;
class Medium {
name = CSTRING ( Wounds_PunctureWound_Medium ) ;
minDamage = 0.5 ;
maxDamage = 0.75 ;
bleedingRate = 0.03 ;
} ;
class Large {
name = CSTRING ( Wounds_PunctureWound_Large ) ;
minDamage = 0.65 ;
bleedingRate = 0.08 ;
} ;
} ;
} ;
class fractures {
class Femur {
name = CSTRING ( Wounds_Femur ) ;
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selections [ ] = { " Head " , " Body " } ;
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pain = 0.2 ;
causes [ ] = { " Bullet " , " VehicleCrash " , " Backblast " , " Explosive " , " Shell " , " Grenade " } ;
minDamage = 0.5 ;
} ;
} ;
class damageTypes {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
lethalDamage = 0.01 ;
class bullet {
// above damage, amount. Put the highest threshold to the left and lower the threshold with the elements to the right of it.
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
class grenade {
thresholds [ ] = { { 0.1 , 3 } , { 0 , 1 } } ;
selectionSpecific = 0 ;
} ;
class explosive {
thresholds [ ] = { { 1 , 6 } , { 0.1 , 4 } , { 0 , 1 } } ;
selectionSpecific = 0 ;
} ;
class shell {
thresholds [ ] = { { 1 , 7 } , { 0.1 , 5 } , { 0 , 1 } } ;
selectionSpecific = 0 ;
} ;
class vehiclecrash {
thresholds [ ] = { { 0.25 , 5 } , { 0.05 , 1 } } ;
selectionSpecific = 0 ;
lethalDamage = 0.2 ;
} ;
class backblast {
thresholds [ ] = { { 1 , 6 } , { 0.55 , 5 } , { 0 , 2 } } ;
selectionSpecific = 0 ;
lethalDamage = 1 ;
} ;
class stab {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
class punch {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
class falling {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
lethalDamage = 0.4 ;
} ;
class ropeburn {
thresholds [ ] = { { 0.1 , 1 } } ;
selectionSpecific = 1 ;
} ;
class unknown {
thresholds [ ] = { { 0.1 , 1 } } ;
} ;
} ;
} ;