ACE3/addons/medical/ACE_Medical_Treatments.hpp

362 lines
14 KiB
C++
Raw Normal View History

2015-02-21 20:09:57 +00:00
class ACE_Medical_Actions {
class Basic {
class ACE_Bandaging {
// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
treatmentLocations[] = {"Field", "MedicalFacility", "MedicalVehicle"};
// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
requiredMedic = 0;
// Available under which medical level settings? 0 = basic, 1 = advanced.
availableLevels[] = {0, 1};
// The time it takes for a treatment action to complete. Time is in seconds.
treatmentTime = 5;
// Item required for the action. Leave empty for no item required.
items[] = {"ace_sampleItem"};
// Callbacks
callbackSuccess = "hint ""Success"";";
callbackFailure = "hint ""Failure "";";
onProgress = "";
animationPatient = "";
animationCaller = "";
};
};
class Advanced {
class ACE_Bandaging {
// Which locations can this treatment action be used? Available: Field, MedicalFacility, MedicalVehicle, All.
treatmentLocations[] = {"Field", "MedicalFacility", "MedicalVehicle"};
// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
requiredMedic = 0;
// Available under which medical level settings? 0 = basic, 1 = advanced.
availableLevels[] = {0, 1};
// The time it takes for a treatment action to complete. Time is in seconds.
treatmentTime = 5;
// Item required for the action. Leave empty for no item required.
items[] = {"ace_sampleItem"};
// Callbacks
callbackSuccess = "hint ""Success"";";
callbackFailure = "hint ""Failure "";";
onProgress = "";
animationPatient = "";
animationCaller = "";
};
2015-02-21 20:09:57 +00:00
};
};
class ACE_Medical_Advanced {
// Defines all the possible injury types for advanced medical
class Injuries {
// All the possible wounds
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 = "Scrape";
selections[] = {"All"};
bleedingRate = 0.0001;
pain = 0.1;
causes[] = {"falling", "ropeburn", "vehiclecrash"};
minDamage = 0.01;
class Minor {
minDamage = 0.01;
bleedingRate = 0.0001;
};
class Medium {
minDamage = 0.2;
bleedingRate = 0.00015;
};
class Large {
minDamage = 0.3;
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 = "Avulsion";
selections[] = {"All"};
bleedingRate = 0.01;
pain = 1;
causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
minDamage = 0.2;
class Minor {
minDamage = 0.2;
bleedingRate = 0.01;
};
class Medium {
minDamage = 0.3;
bleedingRate = 0.02;
};
class 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 = "Bruise";
selections[] = {"All"};
bleedingRate = 0.0;
pain = 1;
causes[] = {"bullet", "backblast", "punch"};
minDamage = 0.01;
class Minor {
minDamage = 0.01;
};
class Medium {
minDamage = 0.1;
};
class Large {
minDamage = 0.3;
};
};
// Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
class CrushWound {
name = "Impacted Tissue";
selections[] = {"All"};
bleedingRate = 0.01;
pain = 1;
causes[] = {"falling", "vehiclecrash", "punch"};
minDamage = 0.1;
class Minor {
minDamage = 0.1;
bleedingRate = 0.005;
};
class Medium {
minDamage = 0.4;
bleedingRate = 0.007;
};
class 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 = "Cut";
selections[] = {"All"};
bleedingRate = 0.01;
pain = 1;
causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab"};
minDamage = 0.1;
class Minor {
minDamage = 0.1;
bleedingRate = 0.005;
};
class Medium {
minDamage = 0.3;
bleedingRate = 0.02;
};
class 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 = "Tear";
selections[] = {"All"};
bleedingRate = 0.01;
pain = 1;
causes[] = {"vehiclecrash", "punch"};
minDamage = 0.01;
class Minor {
minDamage = 0.1;
bleedingRate = 0.005;
};
class Medium {
minDamage = 0.5;
bleedingRate = 0.01;
};
class 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 = "Velocity Wound";
selections[] = {"All"};
bleedingRate = 0.01;
pain = 1;
causes[] = {"bullet", "grenade","explosive", "shell"};
minDamage = 0.15;
class Minor {
minDamage = 0.15;
bleedingRate = 0.025;
};
class Medium {
minDamage = 0.3;
bleedingRate = 0.05;
};
class Large {
minDamage = 0.75;
bleedingRate = 0.1;
};
};
// Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
class punctureWound {
name = "Puncture Wound";
selections[] = {"All"};
bleedingRate = 0.01;
pain = 1;
causes[] = {"stab", "grenade"};
minDamage = 0.01;
class Minor {
minDamage = 0.01;
bleedingRate = 0.01;
};
class Medium {
minDamage = 0.5;
bleedingRate = 0.03;
};
class Large {
minDamage = 0.65;
bleedingRate = 0.08;
};
};
};
class fractures {
class Femur {
name = "Broken Femur";
selections[] = {"Head", "Torso"};
pain = 20;
causes[] = {"Bullet", "VehicleCrash", "Backblast", "Explosive", "Shell", "Grenade"};
minDamage = 0.5;
};
};
class damageTypes {
thresholds[] = {{0.1, 1}};
selectionSpecific = 1;
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}};
selectionSpecific = 0;
};
class backblast {
thresholds[] = {{0.25, 5}};
selectionSpecific = 0;
};
class stab {
thresholds[] = {{0.1, 1}};
selectionSpecific = 1;
};
class punch {
thresholds[] = {{0.1, 1}};
selectionSpecific = 1;
};
class falling {
thresholds[] = {{0.1, 1}};
selectionSpecific = 1;
};
class ropeburn {
thresholds[] = {{0.1, 1}};
selectionSpecific = 1;
};
};
};
class Treatment {
class Bandaging {
class ACE_bandage {
// 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;
// Specific details for the Scratch type Wound
class Scratch {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
};
};
class Medication {
// 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[] = {10, 20, 35};
hrIncreaseNormal[] = {10, 50, 40};
hrIncreaseHigh[] = {10, 40, 50};
// 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;
// specific details for the ACE_Morphine treatment action.
class ACE_Morphine {
painReduce = 1;
hrIncreaseLow[] = {10, 20, 35};
hrIncreaseNormal[] = {10, 50, 40};
hrIncreaseHigh[] = {10, 40, 50};
timeInSystem = 120;
maxDose = 4;
// {Other medication classname, total amount combined}
inCompatableMedication[] = {{"MySampleMedication", 2}};
};
};
class IV {
// volume is in millileters
volume = 1000;
ratio[] = {};
type = "Blood";
class ACE_blood_iv {
volume = 1000;
ratio[] = {"Plasma", 1};
};
class ACE_blood_iv_500: ACE_blood_iv {
volume = 500;
};
class ACE_blood_iv_250: ACE_blood_iv {
volume = 250;
};
class ACE_plasma_iv {
volume = 1000;
ratio[] = {"Blood", 1};
type = "Plasma";
};
class ACE_plasma_iv_500: ACE_plasma_iv {
volume = 500;
};
class ACE_plasma_iv_250: ACE_plasma_iv {
volume = 250;
};
class ACE_saline_iv {
volume = 1000;
type = "Saline";
};
class ACE_saline_iv_500: ACE_saline_iv {
volume = 500;
};
class ACE_saline_iv_250: ACE_saline_iv {
volume = 250;
};
};
};
};